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






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






3. 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






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






5. 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






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






7. Physical - cultural - functional - informational






8. 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






9. Time - finance - personnel - laboratory






10. 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






11. Location - Logical Grouping - Conventions - Redundancy






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






13. Overload - Feedback - Recognition/Recall - Orientation






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






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






16. Participants - design - tester






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






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






19. Primary - secondary - facilitator - indirect






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






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






22. 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






23. 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






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. Progressive Disclosure - Constraints






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






27. 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






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






29. Observation - elicitation






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






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






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






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






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






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






36. Comprehensibility and learnability






37. 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


38. 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






39. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






46. 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


47. 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






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






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






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