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






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






3. Location - Logical Grouping - Conventions - Redundancy






4. 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






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






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






7. Participants - design - tester






8. 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






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






11. Physical - cultural - functional - informational






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






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






14. 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






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






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






18. Comprehensibility and learnability






19. 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






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






21. 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






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






23. 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






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






25. 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


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






27. Time - finance - personnel - laboratory






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






29. 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






30. 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


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






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






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






34. 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






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






36. 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






37. Menu options create small articulatory distance






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






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






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






41. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






44. 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






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






46. 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






47. Primary - secondary - facilitator - indirect






48. Observation - elicitation






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






50. 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