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






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






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






4. 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






5. 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






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






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






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






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






10. Goals - Execution - World - Evaluation






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






12. Physical - cultural - functional - informational






13. Participants - design - tester






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






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






16. 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






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






18. 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






19. Direct - indirect - ethnographic observation - distributed cognition






20. 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


21. Overload - Feedback - Recognition/Recall - Orientation






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






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. 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






25. 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


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






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






28. Primary - secondary - facilitator - indirect






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






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






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






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






33. 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






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






35. 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






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






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






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






39. 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






40. 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






41. 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






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






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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






46. Time - finance - personnel - laboratory






47. Location - Logical Grouping - Conventions - Redundancy






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






49. Menu options create small articulatory distance






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