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. Overload - Feedback - Recognition/Recall - Orientation






2. Physical - cultural - functional - informational






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






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






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






6. 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






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






8. Unscientific - Partial - Unstable - Inconsistent - Personal






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






10. 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






11. 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






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






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






14. 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






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






16. Direct - indirect - ethnographic observation - distributed cognition






17. Comprehensibility and learnability






18. 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


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






20. 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






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






22. Goals - Execution - World - Evaluation






23. 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






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






25. Location - Logical Grouping - Conventions - Redundancy






26. 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






27. Participants - design - tester






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






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






30. 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


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






32. 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






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






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






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






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






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






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






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






40. 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






41. 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






42. 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






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






44. Primary - secondary - facilitator - indirect






45. 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






46. 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






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






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






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






50. Observation - elicitation