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






2. Goals - Execution - World - Evaluation






3. 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






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






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






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






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






8. They can be used early and often - They are inexpensive and easy to create - They make design idea visual - No special knowledge is required - all team members can create them






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






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






11. 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






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






13. Primary - secondary - facilitator - indirect






14. Progressive Disclosure - Constraints






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






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






17. 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






18. Overload - Feedback - Recognition/Recall - Orientation






19. Location - Logical Grouping - Conventions - Redundancy






20. 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






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






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






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.free phase 2.captive phase 3. termination phase






25. 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






26. 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


27. Time - finance - personnel - laboratory






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






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






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






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






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






33. Physical - cultural - functional - informational






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






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






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






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






38. 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






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. 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


41. Comprehensibility and learnability






42. 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






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






44. 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






45. Direct - indirect - ethnographic observation - distributed cognition






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






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






48. Participants - design - tester






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. Menu options create small articulatory distance