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. Unscientific - Partial - Unstable - Inconsistent - Personal






2. 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






3. Participants - design - tester






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






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






6. 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






7. Comprehensibility and learnability






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






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






10. 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






11. 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






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






13. 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


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






15. 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






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






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






18. Location - Logical Grouping - Conventions - Redundancy






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






20. 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






21. 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






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






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






24. Menu options create small articulatory distance






25. 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






26. Physical - cultural - functional - informational






27. 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






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






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






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






31. 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


32. Direct - indirect - ethnographic observation - distributed cognition






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






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






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. 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






37. Primary - secondary - facilitator - indirect






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






39. Goals - Execution - World - Evaluation






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






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






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






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






44. 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






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






46. Observation - elicitation






47. 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






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






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






50. 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