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






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






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






4. Physical - cultural - functional - informational






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






6. 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






7. Participants - design - tester






8. 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


9. 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






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






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






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






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






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






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






16. Goals - Execution - World - Evaluation






17. Direct - indirect - ethnographic observation - distributed cognition






18. Observation - elicitation






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






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






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






22. 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






23. 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






24. 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






25. 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






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






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






28. Menu options create small articulatory distance






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






30. 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






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






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






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






34. Overload - Feedback - Recognition/Recall - Orientation






35. 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






36. 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






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






38. Primary - secondary - facilitator - indirect






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






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






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






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






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






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






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






46. 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






47. Comprehensibility and learnability






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. Unscientific - Partial - Unstable - Inconsistent - Personal






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