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






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






3. Direct - indirect - ethnographic observation - distributed cognition






4. 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


5. 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


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






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






8. Location - Logical Grouping - Conventions - Redundancy






9. 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






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






11. 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






12. 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






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






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






15. 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






16. 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






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






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






19. Comprehensibility and learnability






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






21. Progressive Disclosure - Constraints






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






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






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






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






26. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






29. Goals - Execution - World - Evaluation






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






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






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






33. 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






34. Participants - design - tester






35. 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






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






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






38. 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






39. Primary - secondary - facilitator - indirect






40. 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






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






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






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






44. 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






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






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






47. Overload - Feedback - Recognition/Recall - Orientation






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






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






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