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. 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






2. 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






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






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






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






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






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






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






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






10. 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






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






12. 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






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






14. Menu options create small articulatory distance






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






16. Progressive Disclosure - Constraints






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






18. Physical - cultural - functional - informational






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






20. 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






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






22. 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






23. Goals - Execution - World - Evaluation






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






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






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






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






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






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






30. Direct - indirect - ethnographic observation - distributed cognition






31. 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






32. 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






33. 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






34. 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






35. 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






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






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






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






39. Time - finance - personnel - laboratory






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






41. 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






42. 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






43. Unscientific - Partial - Unstable - Inconsistent - Personal






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






45. 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






46. 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


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






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






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






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