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






3. 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






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






5. 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






6. 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






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






8. 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






9. Comprehensibility and learnability






10. 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


11. 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






12. Direct - indirect - ethnographic observation - distributed cognition






13. Observation - elicitation






14. Primary - secondary - facilitator - indirect






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






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






17. Progressive Disclosure - Constraints






18. Location - Logical Grouping - Conventions - Redundancy






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






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






21. Unscientific - Partial - Unstable - Inconsistent - Personal






22. 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






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






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






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






26. 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


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






29. Overload - Feedback - Recognition/Recall - Orientation






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






31. Time - finance - personnel - laboratory






32. 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






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






34. 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






35. Physical - cultural - functional - informational






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






37. 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






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






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






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. 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






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






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






44. Goals - Execution - World - Evaluation






45. Participants - design - tester






46. 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






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






48. 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






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






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