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. 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






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






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






4. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






8. 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






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






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






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






12. Time - finance - personnel - laboratory






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






14. 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






15. Observation - elicitation






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. 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






18. Physical - cultural - functional - informational






19. 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






20. 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






21. Location - Logical Grouping - Conventions - Redundancy






22. Menu options create small articulatory distance






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






24. Comprehensibility and learnability






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






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






27. 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






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






29. 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






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






31. Goals - Execution - World - Evaluation






32. 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






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






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






35. 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






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






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






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






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






40. Primary - secondary - facilitator - indirect






41. 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






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






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






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






45. 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






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






47. 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


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






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






50. Overload - Feedback - Recognition/Recall - Orientation