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






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






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






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






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






6. Participants - design - tester






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






8. 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


9. Comprehensibility and learnability






10. 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






11. 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


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






13. 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






14. 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






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






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






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






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






19. 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






20. Physical - cultural - functional - informational






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






23. 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






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






25. 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






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






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






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






29. 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






30. Observation - elicitation






31. Goals - Execution - World - Evaluation






32. 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






33. 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






34. 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






35. 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






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






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






38. Direct indirect - corporate documentation - logs and notes - questionnaires






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






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






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






42. 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






43. 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






44. 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






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






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






47. Location - Logical Grouping - Conventions - Redundancy






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






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






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