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. Primary - secondary - facilitator - indirect






2. 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


3. Location - Logical Grouping - Conventions - Redundancy






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






5. Unscientific - Partial - Unstable - Inconsistent - Personal






6. 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






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






8. 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






9. Progressive Disclosure - Constraints






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






11. Observation - elicitation






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






13. 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






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






15. 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






16. 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






17. 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






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






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






20. Menu options create small articulatory distance






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






22. Direct - indirect - ethnographic observation - distributed cognition






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






24. 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






25. Overload - Feedback - Recognition/Recall - Orientation






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






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






28. Goals - Execution - World - Evaluation






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






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






31. 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






32. 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






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






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






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






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






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






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






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






40. Physical - cultural - functional - informational






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






42. 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






43. 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






44. 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






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






46. 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






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






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 requirements 2. self- explanatory 3.easy to undo errors 4. sppropriate for beginners






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