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






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






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






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






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






6. 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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7. 1.low command retention 2. steep learning curve 3.high error rates 4.heavy reliance on memory 5.frustrating for novice users






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






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






10. Comprehensibility and learnability






11. 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






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






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






14. 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






15. 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






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






17. Progressive Disclosure - Constraints






18. 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






19. Observation - elicitation






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






21. 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






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






23. Goals - Execution - World - Evaluation






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






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






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






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






28. 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






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. 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






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






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






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






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






35. Unscientific - Partial - Unstable - Inconsistent - Personal






36. 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






37. 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






38. 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






39. Physical - cultural - functional - informational






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






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






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






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






44. Time - finance - personnel - laboratory






45. Direct - indirect - ethnographic observation - distributed cognition






46. Participants - design - tester






47. 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






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






49. Overload - Feedback - Recognition/Recall - Orientation






50. 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