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. Menu options create small articulatory distance






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






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






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






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






6. 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






7. 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






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






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






10. 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

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11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






16. Progressive Disclosure - Constraints






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






18. 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






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






20. Time - finance - personnel - laboratory






21. Overload - Feedback - Recognition/Recall - Orientation






22. 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






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






24. Goals - Execution - World - Evaluation






25. 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






26. 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






27. Location - Logical Grouping - Conventions - Redundancy






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






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






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






31. Primary - secondary - facilitator - indirect






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






33. 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






34. 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






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






36. 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

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






38. 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






39. Participants - design - tester






40. 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






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






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






43. Comprehensibility and learnability






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






45. Observation - elicitation






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






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






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






49. Physical - cultural - functional - informational






50. 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