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






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






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






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






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






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






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






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






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






10. 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






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






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






13. Comprehensibility and learnability






14. Progressive Disclosure - Constraints






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






16. Overload - Feedback - Recognition/Recall - Orientation






17. Location - Logical Grouping - Conventions - Redundancy






18. Primary - secondary - facilitator - indirect






19. 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






20. Unscientific - Partial - Unstable - Inconsistent - Personal






21. 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






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






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






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






25. 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






26. Participants - design - tester






27. Observation - elicitation






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






29. Time - finance - personnel - laboratory






30. 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


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






32. 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






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






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






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






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






38. 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






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






40. Goals - Execution - World - Evaluation






41. 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


42. Menu options create small articulatory distance






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






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






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






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






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






48. 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






49. 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






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