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. Time - finance - personnel - laboratory






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






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






4. 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






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






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






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






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. Primary - secondary - facilitator - indirect






10. 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






11. 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






12. Participants - design - tester






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






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






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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






17. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






22. 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


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






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






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






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






27. 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






28. Overload - Feedback - Recognition/Recall - Orientation






29. 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






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






31. 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






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






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






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






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






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. 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






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






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






40. 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






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






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






43. Progressive Disclosure - Constraints






44. Menu options create small articulatory distance






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






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






47. Task analysis - storyboarding - use cases - primary stakeholder profiles






48. 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






49. 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


50. Goals - Execution - World - Evaluation