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. 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


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






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






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






5. 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






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






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






8. 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


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






10. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






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






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






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






20. Unscientific - Partial - Unstable - Inconsistent - Personal






21. Comprehensibility and learnability






22. Progressive Disclosure - Constraints






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






24. 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






25. 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






26. Observation - elicitation






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






28. Menu options create small articulatory distance






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






30. 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






31. Time - finance - personnel - laboratory






32. Location - Logical Grouping - Conventions - Redundancy






33. Physical - cultural - functional - informational






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






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






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






37. 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






38. 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






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






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






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






42. 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






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






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






45. 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






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






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






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






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






50. Participants - design - tester