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






2. 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






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






4. 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

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5. Overload - Feedback - Recognition/Recall - Orientation






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






7. 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






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






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






10. 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






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






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






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






14. Direct - indirect - ethnographic observation - distributed cognition






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






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






17. 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






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






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






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






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






22. Menu options create small articulatory distance






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






24. 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






25. 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






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






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






28. Location - Logical Grouping - Conventions - Redundancy






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






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






31. 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






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






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






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






35. 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






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






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






38. 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






39. 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






40. Goals - Execution - World - Evaluation






41. 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

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42. Primary - secondary - facilitator - indirect






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






44. 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






45. Observation - elicitation






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






47. Time - finance - personnel - laboratory






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






49. Participants - design - tester






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