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 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






2. Participants - design - tester






3. 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






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






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






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






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






8. Progressive Disclosure - Constraints






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






10. Goals - Execution - World - Evaluation






11. 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






12. 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






13. 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






14. 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






15. 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






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






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






18. 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






19. 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






20. Physical - cultural - functional - informational






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






22. 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






23. Primary - secondary - facilitator - indirect






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






25. Unscientific - Partial - Unstable - Inconsistent - Personal






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






27. Time - finance - personnel - laboratory






28. 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






29. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






33. 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


34. 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






35. 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






36. 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


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






38. 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






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






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






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






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






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






44. 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






45. 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






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






47. Menu options create small articulatory distance






48. Location - Logical Grouping - Conventions - Redundancy






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






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