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






2. 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






3. 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






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






5. 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






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






7. 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


8. 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






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






10. 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






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






12. 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






13. 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






14. Participants - design - tester






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






16. 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


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






18. Goals - Execution - World - Evaluation






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






20. 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






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






22. Unscientific - Partial - Unstable - Inconsistent - Personal






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






24. Progressive Disclosure - Constraints






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






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






27. Location - Logical Grouping - Conventions - Redundancy






28. Menu options create small articulatory distance






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






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






31. 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






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






33. Physical - cultural - functional - informational






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






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






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






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






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






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






40. Comprehensibility and learnability






41. 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






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






43. Observation - elicitation






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






45. Primary - secondary - facilitator - indirect






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






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. Overload - Feedback - Recognition/Recall - Orientation






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






50. 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