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






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






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






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






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






6. 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






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






8. 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


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






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






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






12. 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






13. Direct - indirect - ethnographic observation - distributed cognition






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






15. 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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






18. Time - finance - personnel - laboratory






19. 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






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






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






22. Goals - Execution - World - Evaluation






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






24. 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






25. Observation - elicitation






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






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






28. 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






29. 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






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






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






32. 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






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






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






35. 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






36. Participants - design - tester






37. Primary - secondary - facilitator - indirect






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






39. Physical - cultural - functional - informational






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






41. 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






42. Comprehensibility and learnability






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






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






45. Menu options create small articulatory distance






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






47. 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






48. 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






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






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