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






2. Comprehensibility and learnability






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






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






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






6. 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






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






8. Menu options create small articulatory distance






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






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






11. 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


12. Direct - indirect - ethnographic observation - distributed cognition






13. 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






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






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






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






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






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






19. 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






20. Goals - Execution - World - Evaluation






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






22. 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






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






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






25. Progressive Disclosure - Constraints






26. 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






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






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






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






30. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






34. Location - Logical Grouping - Conventions - Redundancy






35. Observation - elicitation






36. 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






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






38. 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






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






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






41. 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






42. Participants - design - tester






43. 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






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






45. Time - finance - personnel - laboratory






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






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






48. 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






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






50. 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