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. 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






2. 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






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






4. 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






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






6. Primary - secondary - facilitator - indirect






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






8. 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






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






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






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






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






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






14. 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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






16. 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






17. Time - finance - personnel - laboratory






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






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






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






22. Goals - Execution - World - Evaluation






23. Menu options create small articulatory distance






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






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






26. 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






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






28. 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






29. Participants - design - tester






30. 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






31. Progressive Disclosure - Constraints






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






33. Physical - cultural - functional - informational






34. Location - Logical Grouping - Conventions - Redundancy






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






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






37. Comprehensibility and learnability






38. Observation - elicitation






39. 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


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






41. Direct - indirect - ethnographic observation - distributed cognition






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






43. 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






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






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






46. 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


47. 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






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






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






50. 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