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. 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






2. 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






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






4. Primary - secondary - facilitator - indirect






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






6. 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






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






8. 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






9. 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


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






11. Progressive Disclosure - Constraints






12. Location - Logical Grouping - Conventions - Redundancy






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






14. Time - finance - personnel - laboratory






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






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






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






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






20. 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






21. Direct - indirect - ethnographic observation - distributed cognition






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






23. 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






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






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






26. 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






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






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






29. 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






30. Menu options create small articulatory distance






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






32. 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






33. 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






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






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






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






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






38. Overload - Feedback - Recognition/Recall - Orientation






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






40. 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






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






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






43. 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






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






45. Observation - elicitation






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






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






48. 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






49. 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


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