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. 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






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






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






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






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






6. 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






7. Location - Logical Grouping - Conventions - Redundancy






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






9. 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






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






11. Physical - cultural - functional - informational






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






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






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






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






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






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






20. Goals - Execution - World - Evaluation






21. 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






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






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






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






25. 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






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






27. 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






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






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






30. Time - finance - personnel - laboratory






31. 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


32. 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






33. Progressive Disclosure - Constraints






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






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






36. Direct - indirect - ethnographic observation - distributed cognition






37. Comprehensibility and learnability






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






39. Overload - Feedback - Recognition/Recall - Orientation






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






42. 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






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






44. 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






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






46. 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






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






48. Observation - elicitation






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






50. 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