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.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






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






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






4. 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


5. 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






6. Goals - Execution - World - Evaluation






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






8. Participants - design - tester






9. 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






10. 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






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






12. Progressive Disclosure - Constraints






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






14. 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






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






16. 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






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






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






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






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






21. 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






22. Comprehensibility and learnability






23. 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






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






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






26. 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






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






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






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






30. 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






31. Menu options create small articulatory distance






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






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






34. Location - Logical Grouping - Conventions - Redundancy






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






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






37. 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






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






39. 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


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






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






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






43. 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






44. 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






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






46. Physical - cultural - functional - informational






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






48. Overload - Feedback - Recognition/Recall - Orientation






49. 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






50. Primary - secondary - facilitator - indirect