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






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






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






4. 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






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






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






7. 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






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






9. 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






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






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






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






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






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






15. 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






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






17. 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






18. Primary - secondary - facilitator - indirect






19. Direct - indirect - ethnographic observation - distributed cognition






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






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






22. Observation - elicitation






23. Overload - Feedback - Recognition/Recall - Orientation






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






25. 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






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






27. 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






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






29. 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


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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






34. Physical - cultural - functional - informational






35. Location - Logical Grouping - Conventions - Redundancy






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






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






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






39. 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






40. 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






41. 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






42. 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






43. 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






44. 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






45. 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


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






47. Menu options create small articulatory distance






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






49. Progressive Disclosure - Constraints






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