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. Location - Logical Grouping - Conventions - Redundancy






2. Comprehensibility and learnability






3. 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






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






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






6. 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






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






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






9. 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






10. Physical - cultural - functional - informational






11. 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






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






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






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. 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






16. Overload - Feedback - Recognition/Recall - Orientation






17. Goals - Execution - World - Evaluation






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






19. Menu options create small articulatory distance






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






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






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






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






24. Progressive Disclosure - Constraints






25. 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






26. 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






27. Observation - elicitation






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






30. 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






31. 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






32. 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






33. 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






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






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






36. 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






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






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






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






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






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






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






43. 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


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






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






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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






50. Primary - secondary - facilitator - indirect