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






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






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






4. 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






5. 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






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






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






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






9. 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






10. 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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. 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






14. Direct - indirect - ethnographic observation - distributed cognition






15. Location - Logical Grouping - Conventions - Redundancy






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






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






18. 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






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






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






21. 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


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






23. 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






24. 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






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






26. 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






27. Observation - elicitation






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






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






30. 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






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






32. Primary - secondary - facilitator - indirect






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






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






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






36. Goals - Execution - World - Evaluation






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






38. 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






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






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






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






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






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






44. Comprehensibility and learnability






45. 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






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






47. Progressive Disclosure - Constraints






48. 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






49. Participants - design - tester






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