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






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






3. Direct - indirect - ethnographic observation - distributed cognition






4. Location - Logical Grouping - Conventions - Redundancy






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






6. 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






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






8. 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


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






10. 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






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






12. Participants - design - tester






13. 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






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






17. 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






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






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






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






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






22. 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






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






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






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






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






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






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






29. Comprehensibility and learnability






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






31. Time - finance - personnel - laboratory






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






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






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






36. Unscientific - Partial - Unstable - Inconsistent - Personal






37. 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






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






39. 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






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






41. 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


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






43. 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






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






45. 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






46. Goals - Execution - World - Evaluation






47. Primary - secondary - facilitator - indirect






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






49. Overload - Feedback - Recognition/Recall - Orientation






50. Menu options create small articulatory distance