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.free phase 2.captive phase 3. termination phase






2. Time - finance - personnel - laboratory






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






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. 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






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






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






8. Primary - secondary - facilitator - indirect






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






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






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






12. 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






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






14. 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






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






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






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






18. Physical - cultural - functional - informational






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






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






21. Unscientific - Partial - Unstable - Inconsistent - Personal






22. 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






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






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






25. 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






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






27. 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


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






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






30. Participants - design - tester






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






32. 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






33. Goals - Execution - World - Evaluation






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






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






36. Menu options create small articulatory distance






37. 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


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






39. Progressive Disclosure - Constraints






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






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






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






43. 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






44. 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






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






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






47. Observation - elicitation






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






49. 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






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