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






2. 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






3. 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






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






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






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






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






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






9. Participants - design - tester






10. 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






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






12. Direct - indirect - ethnographic observation - distributed cognition






13. Physical - cultural - functional - informational






14. Observation - elicitation






15. 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






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






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






18. 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






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






20. 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






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






22. 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






23. 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






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






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






26. 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


27. 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






28. Time - finance - personnel - laboratory






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






36. Goals - Execution - World - Evaluation






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






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






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






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






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






42. Menu options create small articulatory distance






43. 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


44. Location - Logical Grouping - Conventions - Redundancy






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






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






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






48. Overload - Feedback - Recognition/Recall - Orientation






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. 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