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






2. Time - finance - personnel - laboratory






3. Overload - Feedback - Recognition/Recall - Orientation






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






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






6. Participants - design - tester






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






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






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






10. 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






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






12. Menu options create small articulatory distance






13. Progressive Disclosure - Constraints






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






15. Physical - cultural - functional - informational






16. Comprehensibility and learnability






17. Primary - secondary - facilitator - indirect






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






19. 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






20. 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






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






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






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






24. 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






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






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






27. 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






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






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






30. 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






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






32. 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






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






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






35. 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






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






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






38. Unscientific - Partial - Unstable - Inconsistent - Personal






39. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






43. 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






44. 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






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






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






47. Location - Logical Grouping - Conventions - Redundancy






48. 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






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