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.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






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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






6. Observation - elicitation






7. 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






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






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






10. 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






11. 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






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






13. Overload - Feedback - Recognition/Recall - Orientation






14. Time - finance - personnel - laboratory






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






16. Direct - indirect - ethnographic observation - distributed cognition






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






18. 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






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






20. 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






21. Progressive Disclosure - Constraints






22. 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






23. Physical - cultural - functional - informational






24. 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






25. 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






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






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






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






30. 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






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






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






33. 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






34. 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






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






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






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






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






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






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






41. 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






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






43. Goals - Execution - World - Evaluation






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






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






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






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






48. 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






49. Effectiveness/Usefulness 1.Utility 2.Safety(Recovery) 3.Flexibility(Customization) 4.Stability - Efficiency/Usability






50. Location - Logical Grouping - Conventions - Redundancy