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






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






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






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






5. Observation - elicitation






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






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






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






9. Overload - Feedback - Recognition/Recall - Orientation






10. Time - finance - personnel - laboratory






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






12. 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






13. Direct - indirect - ethnographic observation - distributed cognition






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






15. Participants - design - tester






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






17. Comprehensibility and learnability






18. Progressive Disclosure - Constraints






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






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






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






22. Primary - secondary - facilitator - indirect






23. 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


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






25. 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






26. 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






27. 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






28. 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






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






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






31. 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






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






33. 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






34. Unscientific - Partial - Unstable - Inconsistent - Personal






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. 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






37. 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






38. 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






39. Goals - Execution - World - Evaluation






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






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






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






43. 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






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






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






46. Menu options create small articulatory distance






47. 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






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






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






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