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






2. Comprehensibility and learnability






3. Location - Logical Grouping - Conventions - Redundancy






4. 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






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






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






8. 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

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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. 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

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






12. Direct - indirect - ethnographic observation - distributed cognition






13. 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






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






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






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






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






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






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






21. 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






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






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






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






25. 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






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






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






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






29. Overload - Feedback - Recognition/Recall - Orientation






30. 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






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






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






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






34. Progressive Disclosure - Constraints






35. Menu options create small articulatory distance






36. 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






37. 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






38. 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






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






40. Primary - secondary - facilitator - indirect






41. 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






42. 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






43. Physical - cultural - functional - informational






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






47. Participants - design - tester






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






49. 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






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