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






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






3. 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






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






5. 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






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






7. Location - Logical Grouping - Conventions - Redundancy






8. 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






9. 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






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






11. Direct - indirect - ethnographic observation - distributed cognition






12. 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






13. 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






14. 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


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






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






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






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






19. 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






20. 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






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






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






23. 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






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






25. 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






26. Overload - Feedback - Recognition/Recall - Orientation






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






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






29. Menu options create small articulatory distance






30. Physical - cultural - functional - informational






31. 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






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






33. Comprehensibility and learnability






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






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






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






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






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






39. 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






40. Unscientific - Partial - Unstable - Inconsistent - Personal






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






42. Time - finance - personnel - laboratory






43. Goals - Execution - World - Evaluation






44. Primary - secondary - facilitator - indirect






45. 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






46. Observation - elicitation






47. 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






48. Progressive Disclosure - Constraints






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






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