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.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






2. 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






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






4. 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






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






6. Time - finance - personnel - laboratory






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






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






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






10. Comprehensibility and learnability






11. Primary - secondary - facilitator - indirect






12. Observation - elicitation






13. Participants - design - tester






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






15. Location - Logical Grouping - Conventions - Redundancy






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






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






18. 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






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






20. 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






21. 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






22. 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


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






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






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






26. 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






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. 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






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






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






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






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






33. Menu options create small articulatory distance






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






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






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






37. 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






38. 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






39. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






46. Physical - cultural - functional - informational






47. 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






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






49. 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






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