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. Menu options create small articulatory distance






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






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






5. 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






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






7. Primary - secondary - facilitator - indirect






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






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






10. 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






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






12. Location - Logical Grouping - Conventions - Redundancy






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






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






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






17. 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






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






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






20. 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






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






22. 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






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






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






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






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






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






28. 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






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






30. Overload - Feedback - Recognition/Recall - Orientation






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






32. Progressive Disclosure - Constraints






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






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






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






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






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. 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






39. 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






40. Direct - indirect - ethnographic observation - distributed cognition






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






42. 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






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






44. 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






45. Physical - cultural - functional - informational






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






47. Goals - Execution - World - Evaluation






48. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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