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






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






3. 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






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






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






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






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






8. 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






9. 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






10. 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






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






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






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






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






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






16. 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






17. Primary - secondary - facilitator - indirect






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






19. Menu options create small articulatory distance






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






21. 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






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






23. 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


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






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






26. 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






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






28. Goals - Execution - World - Evaluation






29. Time - finance - personnel - laboratory






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






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






32. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






37. Overload - Feedback - Recognition/Recall - Orientation






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






39. Progressive Disclosure - Constraints






40. 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






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






42. Observation - elicitation






43. 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






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






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






46. Comprehensibility and learnability






47. Direct - indirect - ethnographic observation - distributed cognition






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






49. 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






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