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






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






4. Overload - Feedback - Recognition/Recall - Orientation






5. Direct - indirect - ethnographic observation - distributed cognition






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






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






8. Menu options create small articulatory distance






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






10. Comprehensibility and learnability






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






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






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






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






15. 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






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






17. 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






18. 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






19. Primary - secondary - facilitator - indirect






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






21. Physical - cultural - functional - informational






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






23. 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


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






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






27. Time - finance - personnel - laboratory






28. 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






29. Observation - elicitation






30. 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






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






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






33. 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






34. Location - Logical Grouping - Conventions - Redundancy






35. Progressive Disclosure - Constraints






36. 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






37. 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


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






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






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






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






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






43. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






46. 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






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. 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






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






50. 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