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 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






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






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






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






5. Progressive Disclosure - Constraints






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






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






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






9. 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






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






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






12. Direct - indirect - ethnographic observation - distributed cognition






13. Menu options create small articulatory distance






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






15. Overload - Feedback - Recognition/Recall - Orientation






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






17. Time - finance - personnel - laboratory






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






19. Location - Logical Grouping - Conventions - Redundancy






20. 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






21. 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






22. 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






23. 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






24. 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






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






26. 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






27. 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


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






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






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






32. 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






33. Comprehensibility and learnability






34. Physical - cultural - functional - informational






35. 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


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






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






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






39. 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






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






41. Unscientific - Partial - Unstable - Inconsistent - Personal






42. 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






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






44. 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






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






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






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






48. 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






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






50. Participants - design - tester