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






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






3. 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






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






5. Unscientific - Partial - Unstable - Inconsistent - Personal






6. 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






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






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






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






10. 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






11. Progressive Disclosure - Constraints






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






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






14. Direct - indirect - ethnographic observation - distributed cognition






15. 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






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






17. Observation - elicitation






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






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






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






21. 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






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






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






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






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






26. 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






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






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






29. 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






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






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






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






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






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






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






36. Overload - Feedback - Recognition/Recall - Orientation






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






38. Participants - design - tester






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






40. 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






41. 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






42. 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


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






44. Goals - Execution - World - Evaluation






45. Menu options create small articulatory distance






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






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






48. 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


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






50. Location - Logical Grouping - Conventions - Redundancy