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






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






3. 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






4. Physical - cultural - functional - informational






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






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. Menu options create small articulatory distance






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






10. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






13. Direct - indirect - ethnographic observation - distributed cognition






14. 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






15. Goals - Execution - World - Evaluation






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






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






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






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






20. Participants - design - tester






21. Primary - secondary - facilitator - indirect






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






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






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






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






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






27. 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






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






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






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. Comprehensibility and learnability






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






33. 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






34. Observation - elicitation






35. 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






36. 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






37. 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






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






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






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






41. 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






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






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






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






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






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






47. Time - finance - personnel - laboratory






48. Overload - Feedback - Recognition/Recall - Orientation






49. 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






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