Test your basic knowledge |

Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 20 minutes. 2 minutes extra for reading the instructions.
  • 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. 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






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






3. 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






4. Direct - indirect - ethnographic observation - distributed cognition






5. 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






6. 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






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






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






9. Comprehensibility and learnability






10. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






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






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






19. 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






20. 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






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






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






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






24. Participants - design - tester






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






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






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






28. 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






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






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






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






33. Physical - cultural - functional - informational






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






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






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






37. Goals - Execution - World - Evaluation






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






39. 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






40. 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






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






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. 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


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






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






46. Location - Logical Grouping - Conventions - Redundancy






47. 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






48. Unscientific - Partial - Unstable - Inconsistent - Personal






49. 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






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