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. 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






2. 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






3. Menu options create small articulatory distance






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






5. 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


6. 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






7. 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






8. Participants - design - tester






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






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






11. 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






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






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






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






15. 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






16. Overload - Feedback - Recognition/Recall - Orientation






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






18. Primary - secondary - facilitator - indirect






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






20. 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






21. 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






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






23. Progressive Disclosure - Constraints






24. Unscientific - Partial - Unstable - Inconsistent - Personal






25. Direct - indirect - ethnographic observation - distributed cognition






26. 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






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






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






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






30. 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






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






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






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






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






35. 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






36. 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






37. Comprehensibility and learnability






38. 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






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






40. Time - finance - personnel - laboratory






41. 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






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






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






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






45. 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






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






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






48. Goals - Execution - World - Evaluation






49. Location - Logical Grouping - Conventions - Redundancy






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