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. 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






2. Primary - secondary - facilitator - indirect






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






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






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






6. 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






7. 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






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






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






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






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






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






14. 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






15. Goals - Execution - World - Evaluation






16. Observation - elicitation






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






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. 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






21. 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






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






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






24. 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






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






26. Progressive Disclosure - Constraints






27. 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






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






29. Physical - cultural - functional - informational






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






31. 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






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






33. 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


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






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






36. Comprehensibility and learnability






37. Location - Logical Grouping - Conventions - Redundancy






38. Direct - indirect - ethnographic observation - distributed cognition






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






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






41. 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






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






43. 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






44. Menu options create small articulatory distance






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






46. Overload - Feedback - Recognition/Recall - Orientation






47. 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






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. 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


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