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. Primary - secondary - facilitator - indirect






2. Location - Logical Grouping - Conventions - Redundancy






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






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






5. 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






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






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






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






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






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


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






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






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






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






15. Overload - Feedback - Recognition/Recall - Orientation






16. 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






17. Time - finance - personnel - laboratory






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






19. Observation - elicitation






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






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






22. Comprehensibility and learnability






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






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






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






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






27. 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






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






30. 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






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






32. 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






33. Progressive Disclosure - Constraints






34. 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






35. Menu options create small articulatory distance






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






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






38. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






41. 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






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






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






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






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






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






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






48. Goals - Execution - World - Evaluation






49. 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






50. 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