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. Unscientific - Partial - Unstable - Inconsistent - Personal






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






3. 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


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






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






6. 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






7. Menu options create small articulatory distance






8. 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






9. Progressive Disclosure - Constraints






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






11. 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






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






13. Overload - Feedback - Recognition/Recall - Orientation






14. Observation - elicitation






15. Participants - design - tester






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






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






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






19. Primary - secondary - facilitator - indirect






20. Goals - Execution - World - Evaluation






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






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






23. Comprehensibility and learnability






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






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






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






27. Time - finance - personnel - laboratory






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






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. 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






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






32. 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






33. Direct - indirect - ethnographic observation - distributed cognition






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






35. 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






36. 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






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






38. 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






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






40. 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






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






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






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






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






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






47. 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






48. 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






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






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