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. 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






2. 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






3. Primary - secondary - facilitator - indirect






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






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






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






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






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






10. 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






11. 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






12. Menu options create small articulatory distance






13. Location - Logical Grouping - Conventions - Redundancy






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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






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






17. 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






18. 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






19. 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






20. 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






21. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






28. 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






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






30. 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






31. 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






32. 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


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






34. 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


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






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






37. 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






38. Progressive Disclosure - Constraints






39. Comprehensibility and learnability






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






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






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






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






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






45. Physical - cultural - functional - informational






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






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






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






49. 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






50. Time - finance - personnel - laboratory