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. 1.language is ambiguous 2.meaning depends on context 3.dependent on visual cues






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






3. Observation - elicitation






4. 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






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






6. 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






7. 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

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






9. 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






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






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






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






13. Primary - secondary - facilitator - indirect






14. 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






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






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






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. 1.They facilitate the development of design procedures 2.They help in finding ways to talk about design 3.They create project management






19. 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






20. 1. suitable for repetitive tasks 2. sdvantageous for expert users 3.offer direct access to system functionality 4.efficient and powerful 5.not encumbered with graphic controls - low visual load - not taxing on system resource 6. scriptable






21. Speech input 1.hands - free operation 2.poor lighting situations 3.mobile application 4.in the home - speech output 5.on - board navigational systems






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






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






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






25. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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. 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






29. 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






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






31. Participants - design - tester






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






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






34. 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






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






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






37. They allow an easy way to explore the problem space - They provide a way to create clusters of related elements - They provide a graphical view of the problem space - They resonate with the ways in which people process information






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






39. 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






40. Gulfs of execution relate to the effectiveness principle - Gulfs of evaluation relate to the efficiency principle






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






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






43. Direct - indirect - ethnographic observation - distributed cognition






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






45. Menu options create small articulatory distance






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






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






48. 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






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






50. Goals - Execution - World - Evaluation