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.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






2. 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






3. 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


4. 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






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






6. 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






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






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






9. Direct - indirect - ethnographic observation - distributed cognition






10. 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






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






12. Progressive Disclosure - Constraints






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






14. 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






15. 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






16. Time - finance - personnel - laboratory






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






18. Menu options create small articulatory distance






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






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






21. 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






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






23. 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






24. 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






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






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






27. 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






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






29. Participants - design - tester






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






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






32. Observation - elicitation






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






34. Primary - secondary - facilitator - indirect






35. Overload - Feedback - Recognition/Recall - Orientation






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






37. 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






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






39. Unscientific - Partial - Unstable - Inconsistent - Personal






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






41. 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






42. 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


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






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






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






46. 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






47. Physical - cultural - functional - informational






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






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






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