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. 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






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






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






4. 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






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






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






7. 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


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






10. Menu options create small articulatory distance






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. Time - finance - personnel - laboratory






14. 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






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






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






17. 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






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






19. 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






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






21. 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






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






23. Participants - design - tester






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






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






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






27. 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






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






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






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






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






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






33. 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






34. 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


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






36. 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






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






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






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






40. 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






41. 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






42. Progressive Disclosure - Constraints






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






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






45. Comprehensibility and learnability






46. 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






47. Location - Logical Grouping - Conventions - Redundancy






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






49. 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






50. Primary - secondary - facilitator - indirect