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. Direct - indirect - ethnographic observation - distributed cognition






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






3. 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






4. 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






5. 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






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






7. 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






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






9. Physical - cultural - functional - informational






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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. Goals - Execution - World - Evaluation






14. 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






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






16. Menu options create small articulatory distance






17. Time - finance - personnel - laboratory






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






19. 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


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






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






22. Location - Logical Grouping - Conventions - Redundancy






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






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






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






26. Participants - design - tester






27. 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






28. 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






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






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






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






32. Progressive Disclosure - Constraints






33. Comprehensibility and learnability






34. Overload - Feedback - Recognition/Recall - Orientation






35. 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






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






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






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






39. 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






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






41. 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






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






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






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






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






46. 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






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






48. Observation - elicitation






49. 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






50. Primary - secondary - facilitator - indirect