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






2. Overload - Feedback - Recognition/Recall - Orientation






3. Time - finance - personnel - laboratory






4. 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






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






6. 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






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






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






9. Location - Logical Grouping - Conventions - Redundancy






10. 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






11. Observation - elicitation






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






13. 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






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






15. 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






16. Goals - Execution - World - Evaluation






17. Menu options create small articulatory distance






18. 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






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






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. Physical - cultural - functional - informational






22. 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






23. 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






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






25. 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






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






27. 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






28. Primary - secondary - facilitator - indirect






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






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






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






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






33. 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






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






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






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






37. Participants - design - tester






38. Comprehensibility and learnability






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






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






41. 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






42. 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


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






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






45. Progressive Disclosure - Constraints






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. 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






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






49. Direct - indirect - ethnographic observation - distributed cognition






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