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. 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






2. 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






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






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






5. 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


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






7. Goals - Execution - World - Evaluation






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






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






10. Time - finance - personnel - laboratory






11. 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






12. 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






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






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






16. Primary - secondary - facilitator - indirect






17. Menu options create small articulatory distance






18. Progressive Disclosure - Constraints






19. 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






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






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






22. 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






23. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






27. Physical - cultural - functional - informational






28. 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






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






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






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






32. 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






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






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






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






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






37. Unscientific - Partial - Unstable - Inconsistent - Personal






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






39. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






44. 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






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






46. Location - Logical Grouping - Conventions - Redundancy






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






48. 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






49. 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


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