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. Primary - secondary - facilitator - indirect






2. Comprehensibility and learnability






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






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






5. 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






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






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






8. Direct - indirect - ethnographic observation - distributed cognition






9. 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






10. 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






11. 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






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






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






14. 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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






16. 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






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






18. 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






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






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






21. Goals - Execution - World - Evaluation






22. Menu options create small articulatory distance






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






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






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






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






27. 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






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






29. Time - finance - personnel - laboratory






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






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






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






33. Overload - Feedback - Recognition/Recall - Orientation






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






35. 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






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






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






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






39. Observation - elicitation






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






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






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






43. 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






44. 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






45. They can be used early and often - They are inexpensive and easy to create - They make design idea visual - No special knowledge is required - all team members can create them






46. 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






47. 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






48. Physical - cultural - functional - informational






49. Participants - design - tester






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