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






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






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






4. 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






5. 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






6. Participants - design - tester






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






8. 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






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






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






11. 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






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






13. Progressive Disclosure - Constraints






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






15. 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






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






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






19. 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






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






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






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






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






25. Comprehensibility and learnability






26. 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






27. Location - Logical Grouping - Conventions - Redundancy






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






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






30. 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






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






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






33. 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






34. Direct - indirect - ethnographic observation - distributed cognition






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






36. 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






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






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






39. 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






40. 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






41. 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






42. Goals - Execution - World - Evaluation






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






44. 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






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






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






47. Primary - secondary - facilitator - indirect






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






49. 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


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