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. 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






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






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






4. Observation - elicitation






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






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






8. Primary - secondary - facilitator - indirect






9. Menu options create small articulatory distance






10. 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






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






12. 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






13. Unscientific - Partial - Unstable - Inconsistent - Personal






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






15. Overload - Feedback - Recognition/Recall - Orientation






16. Goals - Execution - World - Evaluation






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






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






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






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






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






22. 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






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






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






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






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






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






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






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






30. 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






31. 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






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






33. 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






34. 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






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






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






37. Physical - cultural - functional - informational






38. 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


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






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






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






42. 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






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






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






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






47. 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






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






49. 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






50. 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