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






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






3. Physical - cultural - functional - informational






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






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






6. 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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






8. Direct - indirect - ethnographic observation - distributed cognition






9. 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






10. Primary - secondary - facilitator - indirect






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






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






13. 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






14. 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






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






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






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






18. Participants - design - tester






19. Time - finance - personnel - laboratory






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. 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. Location - Logical Grouping - Conventions - Redundancy






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






24. 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






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






26. 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


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






28. 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






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






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






31. Observation - elicitation






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






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






34. 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






35. Comprehensibility and learnability






36. 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






37. 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






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. 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






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






41. 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






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






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






44. Overload - Feedback - Recognition/Recall - Orientation






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






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






47. 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






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






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






50. Menu options create small articulatory distance