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 requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






3. 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






4. 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






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






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






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






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






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






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






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






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






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






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






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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






17. 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


18. 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






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






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






21. Progressive Disclosure - Constraints






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






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






25. Time - finance - personnel - laboratory






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






27. Location - Logical Grouping - Conventions - Redundancy






28. 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






29. Overload - Feedback - Recognition/Recall - Orientation






30. 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






31. 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


32. Observation - elicitation






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






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






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






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






37. Direct - indirect - ethnographic observation - distributed cognition






38. 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






39. Primary - secondary - facilitator - indirect






40. 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






41. Physical - cultural - functional - informational






42. 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






43. Goals - Execution - World - Evaluation






44. 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






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






46. 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






47. Comprehensibility and learnability






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






49. 1.not self- explanatory 2.inefficient use of screen real estate 3.high graphical system requirements






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