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.free phase 2.captive phase 3. termination phase






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






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






4. 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






5. Overload - Feedback - Recognition/Recall - Orientation






6. 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






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






8. 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






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






10. 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






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






12. 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


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






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






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






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






18. 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






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






20. Observation - elicitation






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






22. 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






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






24. Physical - cultural - functional - informational






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






26. 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






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






28. 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






29. Comprehensibility and learnability






30. Effectiveness/Usefulness 1.Utility 2.Safety(Recovery) 3.Flexibility(Customization) 4.Stability - Efficiency/Usability






31. 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






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






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






34. Progressive Disclosure - Constraints






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






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






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






38. 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


39. Goals - Execution - World - Evaluation






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






41. 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






42. 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






43. Menu options create small articulatory distance






44. 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






45. 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






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






47. Participants - design - tester






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






49. Direct - indirect - ethnographic observation - distributed cognition






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