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. 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


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






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






4. Unscientific - Partial - Unstable - Inconsistent - Personal






5. Location - Logical Grouping - Conventions - Redundancy






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






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






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






9. 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


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






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






12. 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






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






14. 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






15. 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






16. 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






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






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






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






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






21. Primary - secondary - facilitator - indirect






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






23. Goals - Execution - World - Evaluation






24. Comprehensibility and learnability






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






26. 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






27. 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






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






29. Direct - indirect - ethnographic observation - distributed cognition






30. 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






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






32. Progressive Disclosure - Constraints






33. 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






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






35. Observation - elicitation






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






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






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






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






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






41. 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






42. 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






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






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






45. 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






46. 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






47. 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






48. 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






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






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