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






2. Primary - secondary - facilitator - indirect






3. Observation - elicitation






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






5. Participants - design - tester






6. 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






7. 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


8. 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






9. 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






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






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






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






14. 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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






21. Direct - indirect - ethnographic observation - distributed cognition






22. 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






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






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






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






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






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






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






29. Physical - cultural - functional - informational






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






31. 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






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






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






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






35. 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


36. 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






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






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






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






40. Location - Logical Grouping - Conventions - Redundancy






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






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






43. 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






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






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






46. 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






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






48. Menu options create small articulatory distance






49. Comprehensibility and learnability






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