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. Goals - Execution - World - Evaluation






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






3. 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






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






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






6. 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






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






8. 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






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






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






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






12. Overload - Feedback - Recognition/Recall - Orientation






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






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






15. 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






16. Comprehensibility and learnability






17. Time - finance - personnel - laboratory






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






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






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






21. 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






22. 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






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. Direct - indirect - ethnographic observation - distributed cognition






25. 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


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






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






28. 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






29. 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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






31. 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






32. Location - Logical Grouping - Conventions - Redundancy






33. Progressive Disclosure - Constraints






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






35. 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






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






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






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






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






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






41. Participants - design - tester






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






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






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






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






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






47. 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






48. 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






49. 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






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