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 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






2. Physical - cultural - functional - informational






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






4. Time - finance - personnel - laboratory






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






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






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






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






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






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






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






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






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






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






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






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






17. 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






18. 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






19. Overload - Feedback - Recognition/Recall - Orientation






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






21. Location - Logical Grouping - Conventions - Redundancy






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






23. Menu options create small articulatory distance






24. 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






25. 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


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






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






28. 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






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






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






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






32. Observation - elicitation






33. 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






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






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






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






38. 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






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






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






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






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. Participants - design - tester






44. 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






45. 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






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






47. 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






48. Comprehensibility and learnability






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






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