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. 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






2. 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


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






4. Progressive Disclosure - Constraints






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






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






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






8. Overload - Feedback - Recognition/Recall - Orientation






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






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






11. Goals - Execution - World - Evaluation






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






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






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






16. 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


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






18. Physical - cultural - functional - informational






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






20. 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






21. 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






22. 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






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






24. Menu options create small articulatory distance






25. 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






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






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






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






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






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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






32. 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






33. Location - Logical Grouping - Conventions - Redundancy






34. Participants - design - tester






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






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






37. Time - finance - personnel - laboratory






38. 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






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






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






41. Primary - secondary - facilitator - indirect






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






43. 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






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






45. Direct - indirect - ethnographic observation - distributed cognition






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






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






48. 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






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






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