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. Time - finance - personnel - laboratory






2. 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






3. 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






4. Direct - indirect - ethnographic observation - distributed cognition






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






6. 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






7. Location - Logical Grouping - Conventions - Redundancy






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






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






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






11. Goals - Execution - World - Evaluation






12. Observation - elicitation






13. 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






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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






18. 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






19. 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






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






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






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






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






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






25. Primary - secondary - facilitator - indirect






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






27. 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






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






29. 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






30. 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






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






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






33. 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






34. 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






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






36. 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


37. Physical - cultural - functional - informational






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






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






40. 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






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






42. 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






43. Comprehensibility and learnability






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






45. 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






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






47. Menu options create small articulatory distance






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






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