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






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






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






4. Unscientific - Partial - Unstable - Inconsistent - Personal






5. Primary - secondary - facilitator - indirect






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






7. 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






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






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






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






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






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






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






14. Physical - cultural - functional - informational






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






16. 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






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






18. 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






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






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






21. 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


22. 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






23. 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


24. 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






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






26. 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






27. 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






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






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






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






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






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






34. Time - finance - personnel - laboratory






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






36. 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






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






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






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






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






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






42. Menu options create small articulatory distance






43. 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






44. Overload - Feedback - Recognition/Recall - Orientation






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






46. Comprehensibility and learnability






47. Progressive Disclosure - Constraints






48. 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






49. Goals - Execution - World - Evaluation






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