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. Menu options create small articulatory distance






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






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






5. 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






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






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






8. 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






9. Participants - design - tester






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






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






12. 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






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






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






15. 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






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






17. 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






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






19. Observation - elicitation






20. Overload - Feedback - Recognition/Recall - Orientation






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






22. 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






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






24. Direct - indirect - ethnographic observation - distributed cognition






25. Time - finance - personnel - laboratory






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






27. 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






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






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






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






31. 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






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






34. 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






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






36. Unscientific - Partial - Unstable - Inconsistent - Personal






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






38. 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






39. 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






40. 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






41. 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






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






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






44. 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






45. Goals - Execution - World - Evaluation






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






47. 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


48. Comprehensibility and learnability






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






50. 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