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. 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






2. Comprehensibility and learnability






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






4. 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






5. 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






6. 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






7. Menu options create small articulatory distance






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






9. 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


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






11. Direct - indirect - ethnographic observation - distributed cognition






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






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






14. Progressive Disclosure - Constraints






15. 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






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






17. 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






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






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






20. 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






21. Participants - design - tester






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






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






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






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






27. Physical - cultural - functional - informational






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






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






31. 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






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






33. 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






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






35. 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






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






37. Primary - secondary - facilitator - indirect






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






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






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






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






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






43. Goals - Execution - World - Evaluation






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






45. Overload - Feedback - Recognition/Recall - Orientation






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






47. 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






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






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






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