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. 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. Comprehensibility and learnability






3. Progressive Disclosure - Constraints






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






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






6. Physical - cultural - functional - informational






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






8. Unscientific - Partial - Unstable - Inconsistent - Personal






9. 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






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






11. Primary - secondary - facilitator - indirect






12. 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






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






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






15. 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






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






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






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






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






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. 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






22. 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






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






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






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






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






27. 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






28. 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


29. 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






30. Direct - indirect - ethnographic observation - distributed cognition






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






32. 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






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






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






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






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






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






38. 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






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






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






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






42. Location - Logical Grouping - Conventions - Redundancy






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






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






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






46. 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






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






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






49. 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






50. Observation - elicitation