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.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






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






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






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






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






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






7. 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


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






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






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






11. 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






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






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






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






15. 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






16. 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






17. Participants - design - tester






18. 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






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






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






21. 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






22. Observation - elicitation






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






24. 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






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






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






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






28. 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






29. 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






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






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






32. Progressive Disclosure - Constraints






33. 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


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






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






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






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






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






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






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






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






42. Menu options create small articulatory distance






43. 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






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






45. 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






46. Location - Logical Grouping - Conventions - Redundancy






47. 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






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






49. Unscientific - Partial - Unstable - Inconsistent - Personal






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