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. 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






2. Direct - indirect - ethnographic observation - distributed cognition






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






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






5. 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






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






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






8. 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






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






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






11. Observation - elicitation






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






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






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






15. Progressive Disclosure - Constraints






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






17. Overload - Feedback - Recognition/Recall - Orientation






18. Time - finance - personnel - laboratory






19. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






23. Primary - secondary - facilitator - indirect






24. 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


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






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






27. 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






28. 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






29. 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






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






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






32. 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






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






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






35. 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






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






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






38. Menu options create small articulatory distance






39. 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






40. 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






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






42. Location - Logical Grouping - Conventions - Redundancy






43. Comprehensibility and learnability






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






45. 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






46. 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






47. 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






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






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






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