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






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






3. 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






4. 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


5. Location - Logical Grouping - Conventions - Redundancy






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






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






8. 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






9. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






12. 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






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






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






15. Observation - elicitation






16. Participants - design - tester






17. 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






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






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






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






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






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






24. Direct - indirect - ethnographic observation - distributed cognition






25. 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






26. 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






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






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






29. Comprehensibility and learnability






30. Primary - secondary - facilitator - indirect






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






32. 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






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






34. Goals - Execution - World - Evaluation






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






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






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






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






39. 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






40. 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






41. 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






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






43. Overload - Feedback - Recognition/Recall - Orientation






44. 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






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






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






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






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






49. 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






50. 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