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. Participants - design - tester






2. Comprehensibility and learnability






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






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






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. 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






7. 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






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






9. 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






10. Direct - indirect - ethnographic observation - distributed cognition






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






12. 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






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






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






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






16. 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






17. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






23. 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






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






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






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






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






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






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






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






31. Menu options create small articulatory distance






32. 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






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






34. 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






35. 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






36. Progressive Disclosure - Constraints






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






38. Primary - secondary - facilitator - indirect






39. 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






40. 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






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






42. Time - finance - personnel - laboratory






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






44. Physical - cultural - functional - informational






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






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






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






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






49. 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






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