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






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






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






4. 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






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






6. 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






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






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






9. 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


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






11. 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






12. 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






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






14. 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






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






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






17. 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






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






19. 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


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






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






22. 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






23. 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






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






25. Primary - secondary - facilitator - indirect






26. Observation - elicitation






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






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






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






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






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






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






34. 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






35. 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






36. Overload - Feedback - Recognition/Recall - Orientation






37. 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






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






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






40. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






47. Menu options create small articulatory distance






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






49. Participants - design - tester






50. Comprehensibility and learnability