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. Comprehensibility and learnability






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






3. 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






4. Consistency-Correctness - Generalizability - Conventions - Familiarity - Location - Modes






5. 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






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






7. Physical - cultural - functional - informational






8. Participants - design - tester






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






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. 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






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






15. Task analysis - storyboarding - use cases - primary stakeholder profiles






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






17. 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






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






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






20. What it will look like - What components it will require - How the screens will be laid out






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






22. Overload - Feedback - Recognition/Recall - Orientation






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






24. 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






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






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






27. 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






28. Location - Logical Grouping - Conventions - Redundancy






29. 1.low command retention 2. steep learning curve 3.high error rates 4.heavy reliance on memory 5.frustrating for novice users






30. Intention formation - specification of the action - and the execution stages are complex - Require a rather accurate mental model of the computer's internal processing






31. They are quick and easy to perform - They can be done before any preliminary designs have been made - They will let you know how people organize information - They will expose underlying structures






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






33. 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






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






35. 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






36. 1.free phase 2.captive phase 3. termination phase






37. Easy and inexpensive to make - Flexible enough to be constantly changed and rearranged - Complete enough to yield useful feedback about specific design questions






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






39. 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

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






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






42. 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






43. 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






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






45. 1.easy to learn2.low memory requirements 3.easy to undo 4.immediate feedback to user actions 5.enable user to use spatial cues 6.easy for beginner






46. Progressive Disclosure - Constraints






47. Menu options create small articulatory distance






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






49. Goals - Execution - World - Evaluation






50. 1.creating descriptions of the people who do the work 2.describing the different goals involved in the work 3.documenting the work step by step 4.creating different stories about how the various aspects of the work are done 5.creating charts and diag