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. Comprehensibility and learnability






2. 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






3. 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






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






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






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






8. 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






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






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






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






12. 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






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






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






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






16. 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






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






18. 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






19. Location - Logical Grouping - Conventions - Redundancy






20. Direct - indirect - ethnographic observation - distributed cognition






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






22. 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






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






24. 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






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






26. 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






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






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






29. 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






30. Observation - elicitation






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






32. 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


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






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






35. 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






36. 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


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






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






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






40. Physical - cultural - functional - informational






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






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






43. 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






44. Overload - Feedback - Recognition/Recall - Orientation






45. 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






46. Time - finance - personnel - laboratory






47. 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






48. 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






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






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