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






2. Comprehensibility and learnability






3. Observation - elicitation






4. 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






5. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






8. 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






9. 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






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






11. Location - Logical Grouping - Conventions - Redundancy






12. Primary - secondary - facilitator - indirect






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






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






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






16. 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






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






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






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. 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. 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






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






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. 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






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






26. Time - finance - personnel - laboratory






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






28. Physical - cultural - functional - informational






29. 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


30. 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






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






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






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






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






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






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






38. Progressive Disclosure - Constraints






39. Menu options create small articulatory distance






40. Overload - Feedback - Recognition/Recall - Orientation






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






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. 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






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






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






46. 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






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






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






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






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