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






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






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






4. 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






5. 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


6. Primary - secondary - facilitator - indirect






7. 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






8. 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






9. Progressive Disclosure - Constraints






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






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






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






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






14. 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


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






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






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






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






19. 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






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






21. Physical - cultural - functional - informational






22. 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






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






24. 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






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






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






27. 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






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






30. Time - finance - personnel - laboratory






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






32. Menu options create small articulatory distance






33. Direct - indirect - ethnographic observation - distributed cognition






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






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






36. 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






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






38. 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






39. Participants - design - tester






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






41. 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






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






43. Overload - Feedback - Recognition/Recall - Orientation






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






48. Observation - elicitation






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






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