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






2. 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






3. Goals - Execution - World - Evaluation






4. Primary - secondary - facilitator - indirect






5. 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






6. Observation - elicitation






7. 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






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






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






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






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






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






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






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






15. Menu options create small articulatory distance






16. 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






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






23. 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


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






25. Time - finance - personnel - laboratory






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






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






28. 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






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






30. 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






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






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






33. 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






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






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






37. Comprehensibility and learnability






38. 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






39. 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






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






41. Progressive Disclosure - Constraints






42. 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


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






44. 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






45. 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






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






47. 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






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






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






50. Direct - indirect - ethnographic observation - distributed cognition