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. Progressive Disclosure - Constraints






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






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






4. 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






5. Time - finance - personnel - laboratory






6. Menu options create small articulatory distance






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






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






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






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






12. Observation - elicitation






13. 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






14. 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






15. 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






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






17. 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






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






19. 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






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






21. 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






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






24. Physical - cultural - functional - informational






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






26. 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






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






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






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






30. Direct - indirect - ethnographic observation - distributed cognition






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






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






33. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






38. 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






39. Location - Logical Grouping - Conventions - Redundancy






40. 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






41. 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






42. Comprehensibility and learnability






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






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






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






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






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






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






49. 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






50. Participants - design - tester