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. 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






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






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






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






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






6. Goals - Execution - World - Evaluation






7. 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






8. 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






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






10. 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






11. 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






12. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






15. 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






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






17. 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


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






19. 1. speech recognition 2. semantic - grammar issues - vague meanings - contradictory statement






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






21. 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


22. Direct - indirect - ethnographic observation - distributed cognition






23. 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






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






25. Participants - design - tester






26. Physical - cultural - functional - informational






27. Menu options create small articulatory distance






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






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






30. 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






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






32. 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






33. 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






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






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






36. Observation - elicitation






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






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






39. 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






40. Comprehensibility and learnability






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






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






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. 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






45. Location - Logical Grouping - Conventions - Redundancy






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






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






48. Time - finance - personnel - laboratory






49. Primary - secondary - facilitator - indirect






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