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.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






2. 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






3. 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






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






6. Progressive Disclosure - Constraints






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






10. 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






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






12. Direct - indirect - ethnographic observation - distributed cognition






13. Physical - cultural - functional - informational






14. Observation - elicitation






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






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






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






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






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






20. 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






21. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






27. Primary - secondary - facilitator - indirect






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






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






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






31. Comprehensibility and learnability






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






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






34. Participants - design - tester






35. 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






36. Goals - Execution - World - Evaluation






37. 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






38. 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






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






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






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






42. 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






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






44. Menu options create small articulatory distance






45. 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






46. 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






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






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






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






50. 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