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






2. 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






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






4. 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


5. Unscientific - Partial - Unstable - Inconsistent - Personal






6. 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






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






8. Comprehensibility and learnability






9. 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






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






11. 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






12. 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






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






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






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






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






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






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






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






20. 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






21. Time - finance - personnel - laboratory






22. 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






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






24. Physical - cultural - functional - informational






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






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






27. 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






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






29. 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






30. 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






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






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






33. 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






34. Direct - indirect - ethnographic observation - distributed cognition






35. 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






36. Participants - design - tester






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






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






39. 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






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






42. 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






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






44. Observation - elicitation






45. Primary - secondary - facilitator - indirect






46. Overload - Feedback - Recognition/Recall - Orientation






47. 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






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






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






50. 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