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






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






3. 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






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






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






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






7. Observation - elicitation






8. 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






9. 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






10. Primary - secondary - facilitator - indirect






11. 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






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






13. Participants - design - tester






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






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






16. 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






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






18. Time - finance - personnel - laboratory






19. 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






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






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






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






23. 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






24. Physical - cultural - functional - informational






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






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






27. 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






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






29. Overload - Feedback - Recognition/Recall - Orientation






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






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






32. 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






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






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






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






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






37. Progressive Disclosure - Constraints






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






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






40. 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






41. Direct - indirect - ethnographic observation - distributed cognition






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






43. 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






44. 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






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






46. Menu options create small articulatory distance






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






48. 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






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






50. Location - Logical Grouping - Conventions - Redundancy