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. Participants - design - tester






2. Unscientific - Partial - Unstable - Inconsistent - Personal






3. 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






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






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






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






7. Physical - cultural - functional - informational






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






9. 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






10. Progressive Disclosure - Constraints






11. Primary - secondary - facilitator - indirect






12. Time - finance - personnel - laboratory






13. 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






14. Observation - elicitation






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






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






17. 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






18. 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






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






20. 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






21. 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






22. 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






23. Goals - Execution - World - Evaluation






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






25. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






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






33. 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






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






35. 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


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






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






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






39. 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


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






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






42. Speech input 1.hands - free operation 2.poor lighting situations 3.mobile application 4.in the home - speech output 5.on - board navigational systems






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






44. 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






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






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






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






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






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






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