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. Comprehensibility and learnability






2. Overload - Feedback - Recognition/Recall - Orientation






3. Observation - elicitation






4. 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






5. Direct - indirect - ethnographic observation - distributed cognition






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






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






8. 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






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






10. 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






11. 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






12. Location - Logical Grouping - Conventions - Redundancy






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






14. 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






15. 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






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






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






18. 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






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






20. Time - finance - personnel - laboratory






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






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






23. Participants - design - tester






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






25. 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






26. 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






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






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






29. 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


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






31. 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






32. 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






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






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






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






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






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






38. Progressive Disclosure - Constraints






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






40. Physical - cultural - functional - informational






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






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






43. 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






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






45. Goals - Execution - World - Evaluation






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






47. Menu options create small articulatory distance






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






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






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