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






3. 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






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






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






6. 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






7. Location - Logical Grouping - Conventions - Redundancy






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






9. 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






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






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






12. 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






13. 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






14. Progressive Disclosure - Constraints






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






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






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






18. 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






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






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






21. Direct - indirect - ethnographic observation - distributed cognition






22. 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






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






24. Goals - Execution - World - Evaluation






25. 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






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






28. 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






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






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






31. 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






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






33. Unscientific - Partial - Unstable - Inconsistent - Personal






34. 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


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






36. Time - finance - personnel - laboratory






37. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






42. Observation - elicitation






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






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






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






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






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






49. 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






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