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. 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






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






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






4. Participants - design - tester






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






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






7. 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






8. Physical - cultural - functional - informational






9. 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






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






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. 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






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






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






15. Location - Logical Grouping - Conventions - Redundancy






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






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






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






19. Observation - elicitation






20. 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






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






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






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






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






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






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






27. 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






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






29. Overload - Feedback - Recognition/Recall - Orientation






30. Progressive Disclosure - Constraints






31. Primary - secondary - facilitator - indirect






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






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






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






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






36. 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






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






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. Comprehensibility and learnability






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






41. 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






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






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






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






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






47. 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






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






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






50. 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