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. Overload - Feedback - Recognition/Recall - Orientation






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






3. 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






4. 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






5. 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






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






7. 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






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






9. 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






10. Time - finance - personnel - laboratory






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






12. 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






13. Participants - design - tester






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






15. Physical - cultural - functional - informational






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






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






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






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






20. Observation - elicitation






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






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






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






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






25. 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






26. 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






27. 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






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






29. 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






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






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






32. 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






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






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






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






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






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






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






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






41. Location - Logical Grouping - Conventions - Redundancy






42. 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


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






44. 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


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






46. Progressive Disclosure - Constraints






47. 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






48. Menu options create small articulatory distance






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






50. Unscientific - Partial - Unstable - Inconsistent - Personal