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






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






3. Location - Logical Grouping - Conventions - Redundancy






4. 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






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






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






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






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






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






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






11. 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






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






13. 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






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






15. 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


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






17. Direct - indirect - ethnographic observation - distributed cognition






18. 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


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






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






21. Time - finance - personnel - laboratory






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






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






24. 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






25. 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






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






27. Participants - design - tester






28. Unscientific - Partial - Unstable - Inconsistent - Personal






29. 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






30. 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






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






32. 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






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






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






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






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






38. Comprehensibility and learnability






39. 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






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






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






42. 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






43. 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






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






45. Progressive Disclosure - Constraints






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






47. Primary - secondary - facilitator - indirect






48. Goals - Execution - World - Evaluation






49. 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






50. 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