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






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






3. Time - finance - personnel - laboratory






4. Menu options create small articulatory distance






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






6. 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






7. 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






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






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






10. Observation - elicitation






11. 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


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






14. Overload - Feedback - Recognition/Recall - Orientation






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






16. Location - Logical Grouping - Conventions - Redundancy






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






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






19. Goals - Execution - World - Evaluation






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






21. 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






22. 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






23. 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






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






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






26. 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






27. Physical - cultural - functional - informational






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






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






30. 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






31. 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






32. Direct - indirect - ethnographic observation - distributed cognition






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






34. Primary - secondary - facilitator - indirect






35. 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






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






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






38. 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






39. 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






40. 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






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






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






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. Progressive Disclosure - Constraints






45. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






49. Comprehensibility and learnability






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