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. Progressive Disclosure - Constraints






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






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






4. 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






5. 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






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






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






8. 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






9. 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






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






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






12. 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


13. 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






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






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






16. Overload - Feedback - Recognition/Recall - Orientation






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






18. 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






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






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






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






22. 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






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






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






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






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






28. 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






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






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






31. Location - Logical Grouping - Conventions - Redundancy






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






33. Time - finance - personnel - laboratory






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






35. Goals - Execution - World - Evaluation






36. Menu options create small articulatory distance






37. Observation - elicitation






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






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






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






41. Comprehensibility and learnability






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






43. Participants - design - tester






44. 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






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






46. 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






47. Direct - indirect - ethnographic observation - distributed cognition






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






49. 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






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