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






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






3. 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






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






5. 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






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






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






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






9. Progressive Disclosure - Constraints






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






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






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






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






14. 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






15. 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






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






17. 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






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






19. 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






20. 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


21. Time - finance - personnel - laboratory






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






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






24. 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






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






26. Physical - cultural - functional - informational






27. Observation - elicitation






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






29. Primary - secondary - facilitator - indirect






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






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






32. 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






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






34. Overload - Feedback - Recognition/Recall - Orientation






35. 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






36. 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


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






38. Comprehensibility and learnability






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






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






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






42. 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






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






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






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






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. 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






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






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






50. 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