Test your basic knowledge |

Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. They can be difficult to create f the target audience is international - Having too many personas will make the work difficult - There is a risk of incorporating unsupported designer assumption






2. Ease of Learning - Efficiency of use - Memorability - Error frequency and severity - Subjective satisfaction






3. 1.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






4. They are quick and easy to create - They provide a consistent model for all team members - They are easy to use with other design methods - They make the user real in the mind of the designer






5. Effectiveness/Usefulness 1.Utility 2.Safety(Recovery) 3.Flexibility(Customization) 4.Stability - Efficiency/Usability






6. Comprehensibility and learnability






7. 1.low memory requirement 2. self- explanatory 3. simple linear presentation 4.easy for beginner






8. 1.run out of metaphors 2.mixed metaphors 3.carry connotations and association






9. We respond first to the intensity of a stimulus and only then do we begin to process its meaning






10. They can be used early and often - They are inexpensive and easy to create - They make design idea visual - No special knowledge is required - all team members can create them






11. Determine the function of the device - Determine what actions are possible - Determine mapping from intention to physical movement - Perform the action - Determine whether the system is in the desired state - Determine the mapping from system state t






12. They make it possible to try out ideas very early - They make it possible to test - revise - test - revise...They engage end users -- managers and customers






13. Brainstorming - Card sort - Semantic Networks - Personas - Scenarios - Flowcharts - Cognitive walkthrough - Use cases






14. Graphical libraries - User interface toolkits - Visual interface builders - Web development tools






15. Minimize help desk calls - increase product loyalty - Provide benchmarks for future products






16. Translating the user's task language into the input language requires knowledge of the core language - The output language can be confusing for inexperienced users - there is very little feedback






17. They increase productivity - They offer constraint and consistency checks - They facilitate team approaches - They ease maintenance






18. Direct indirect - corporate documentation - logs and notes - questionnaires






19. 1.require valid input supplied by user 2.require familiarity with interface control 3.can be tedious to correct mistakes






20. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






21. Low- fidelity prototypes - Evaluations - Wireframes - Functional prototypes






22. Functionality->presentation filter | (comprehensibility barrier)| efficiency usability ->|(learnability barrier) | Effectiveness Usefulness






23. 1.rapid and inflexible navigation 2.inefficient for large menu navigation 3.inefficient use of screen real estate 4. slow for expert






24. Physical - cultural - functional - informational






25. Menu options create small articulatory distance






26. 1.require knowledge of the task domain - 2.may require tedious clarification dialogues - 3.complex system development






27. They are not interactive - They cannot be used to calculate response timings - They do not deal with interface issues such as color or font size






28. Structuring the information space - Creating of alternative solutions - Determining which design concept to purse






29. 1.ease of learning - 2.low memory requirement - 3.flexible interaction - 4.low screen requirement - 5. sppropriate for beginner






30. They only involve the elements that you have written on the cards - They suggest solutions that imply structure - They become difficult to navigate with more categories






31. Menu constraints can help the user to form the proper intentions and specify the proper action sequence - provide a context to evaluate the output language






32. 1.require valid input in valid format 2.require familiarity with interface control 3.can be tedious to correct mistakes






33. They require knowledge of problem space - They can lead beyond the problem space - There is no formal semantics for defining symbol meaning






34. Use multiple independent evaluators - Use observer to record evaluator - Go through interface several times - Compare interaction against list of heuristics - Use heuristics specific to design - List heuristic problems and how the heuristic is violat


35. 1. low memory requirements 2. self- explanatory 3.easy to undo errors 4. sppropriate for beginners






36. Observation - elicitation






37. Primary - secondary - facilitator - indirect






38. Progressive Disclosure - Constraints






39. 1.not self- explanatory 2.inefficient use of screen real estate 3.high graphical system requirements






40. Establishing the goal - Forming the intention - Specifying the action sequence - Execute the action sequence - Perceiving the world state - Interpreting the perception - Evaluate the interpretation






41. 1. the people who are involved with the work 2. the things they use to do the work - 3. the process that are involved in the work - 4. the information required to do the work - 5. the constraints imposed on the work - 6. the inputs required by the wo






42. Participants - design - tester






43. 1.command line 2.menu- based interface 3.form fill- in 4.question and answers 5.direct manipulation 6.metaphors 7.web navigation 8.3d environments 9.zoomable interface 10.natural language






44. Overload - Feedback - Recognition/Recall - Orientation






45. User interface independence 1.They separate interface design from internals 2.They enable multiple user interface strategies 3. They enable multiple platform support 4. They establish the role of the user interface architect 5. They enforce standards






46. Location - Logical Grouping - Conventions - Redundancy






47. Articulatory distance is large because we are presented with the command prompt - no indication of functionality






48. Artificial context - Not definitive od product acceptance - Skewed sample of uses - Not always efficient






49. The range of possible intentions is consistently wide - users usually have multiple options for specifying action sequences - provide multiple ways of executing action sequence






50. 1. Visibility of System Status 2. Match between System and the Real World 3. User Control and Freedom 4. Consistency and Standards 5. Error Prevention 6. Recognition Rather Than Recall 7. Flexibility and Efficiency of Use 8. Aesthetic and Minimalist