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. Progressive Disclosure - Constraints






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






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






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






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






6. 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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






8. 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






9. 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






10. 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


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






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






13. Time - finance - personnel - laboratory






14. Overload - Feedback - Recognition/Recall - Orientation






15. 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






16. 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






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






18. Location - Logical Grouping - Conventions - Redundancy






19. Physical - cultural - functional - informational






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






21. 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






22. Comprehensibility and learnability






23. 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






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






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






26. 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






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






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






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






30. Menu options create small articulatory distance






31. 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






32. 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






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






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






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






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






37. 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






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






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






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






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






42. 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






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






44. Participants - design - tester






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






46. 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






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






48. Goals - Execution - World - Evaluation






49. 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






50. Primary - secondary - facilitator - indirect