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. 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


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






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






4. 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






5. 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






6. 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






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






8. 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






9. 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






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






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






12. Primary - secondary - facilitator - indirect






13. Time - finance - personnel - laboratory






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






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






16. Participants - design - tester






17. 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






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






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






20. Unscientific - Partial - Unstable - Inconsistent - Personal






21. 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






22. 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






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






24. 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






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






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






27. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






32. 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






33. 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






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






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






36. Comprehensibility and learnability






37. 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


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






39. Goals - Execution - World - Evaluation






40. 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






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






42. Progressive Disclosure - Constraints






43. 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






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






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






46. Observation - elicitation






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






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






49. 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






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