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






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






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






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






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






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






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






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






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






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






11. 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






12. 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






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






14. Menu options create small articulatory distance






15. 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






16. Goals - Execution - World - Evaluation






17. Time - finance - personnel - laboratory






18. 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


19. Location - Logical Grouping - Conventions - Redundancy






20. 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






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






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






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






24. Progressive Disclosure - Constraints






25. 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






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






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






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






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






30. 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






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






32. 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






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






34. Comprehensibility and learnability






35. 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






36. 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






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






38. 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






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






40. 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


41. 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






42. Primary - secondary - facilitator - indirect






43. 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






44. 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






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






46. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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