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. Observation - elicitation






2. 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






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






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






5. 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






6. Goals - Execution - World - Evaluation






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






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






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






10. Overload - Feedback - Recognition/Recall - Orientation






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






12. 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






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






14. 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


15. 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






16. Direct - indirect - ethnographic observation - distributed cognition






17. 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






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






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






21. 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






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






23. 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


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






25. Participants - design - tester






26. 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






27. 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






28. 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






29. 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






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






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






32. Comprehensibility and learnability






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






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






35. 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






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






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






38. 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






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






40. Physical - cultural - functional - informational






41. 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






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






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






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






45. 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






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






47. Time - finance - personnel - laboratory






48. 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






49. Progressive Disclosure - Constraints






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