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.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






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






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






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






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






7. 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


8. 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






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






10. 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






11. Observation - elicitation






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






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






14. 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






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






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






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






18. Progressive Disclosure - Constraints






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






20. 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






21. Physical - cultural - functional - informational






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






23. 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






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






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






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






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






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






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






30. 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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






33. Goals - Execution - World - Evaluation






34. 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






35. Primary - secondary - facilitator - indirect






36. 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






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






38. Location - Logical Grouping - Conventions - Redundancy






39. Time - finance - personnel - laboratory






40. 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






41. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






46. 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






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






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






49. Participants - design - tester






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