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






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






3. Goals - Execution - World - Evaluation






4. Direct - indirect - ethnographic observation - distributed cognition






5. Comprehensibility and learnability






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






7. Menu options create small articulatory distance






8. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






11. 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


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






13. 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






14. 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


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






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






17. 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






18. 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






19. 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






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






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






22. Overload - Feedback - Recognition/Recall - Orientation






23. Participants - design - tester






24. Physical - cultural - functional - informational






25. 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






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






28. 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






29. 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






30. 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






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






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






33. 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






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






35. 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






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






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






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






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






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






41. 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






42. 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






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






44. Location - Logical Grouping - Conventions - Redundancy






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






46. They can be difficult to create f the target audience is international - Having too many personas will make the work difficult - There is a risk of incorporating unsupported designer assumption






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






48. Progressive Disclosure - Constraints






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






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