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






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






3. Comprehensibility and learnability






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






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






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






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






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






9. 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






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






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






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






14. 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






15. Menu options create small articulatory distance






16. 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






17. 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






18. 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






19. 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






20. Location - Logical Grouping - Conventions - Redundancy






21. 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






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






24. Goals - Execution - World - Evaluation






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






26. 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






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






28. Observation - elicitation






29. 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






30. 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


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






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






33. 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






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






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






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






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






38. 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






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






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






41. Overload - Feedback - Recognition/Recall - Orientation






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






43. Progressive Disclosure - Constraints






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






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






46. Direct - indirect - ethnographic observation - distributed cognition






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






48. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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