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






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






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






4. 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






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 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






7. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






11. Menu options create small articulatory distance






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






13. 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






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






15. Time - finance - personnel - laboratory






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






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






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






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






20. 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






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






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






23. 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






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






25. Unscientific - Partial - Unstable - Inconsistent - Personal






26. 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


27. 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






28. Comprehensibility and learnability






29. 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






30. 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






31. Goals - Execution - World - Evaluation






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






33. Progressive Disclosure - Constraints






34. 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






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






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






37. Primary - secondary - facilitator - indirect






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






39. 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






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






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






42. Observation - elicitation






43. 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






44. 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


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






46. Location - Logical Grouping - Conventions - Redundancy






47. Participants - design - tester






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






49. 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






50. Overload - Feedback - Recognition/Recall - Orientation