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






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






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






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






8. 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






9. 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






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






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






12. 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






13. Menu options create small articulatory distance






14. 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






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






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






17. Direct - indirect - ethnographic observation - distributed cognition






18. 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






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






20. Observation - elicitation






21. Goals - Execution - World - Evaluation






22. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






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






30. 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






31. Physical - cultural - functional - informational






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






33. 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






34. Participants - design - tester






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






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






37. 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






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






39. 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






40. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






46. 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






47. 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






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






49. Progressive Disclosure - Constraints






50. Comprehensibility and learnability