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. Overload - Feedback - Recognition/Recall - Orientation






2. Progressive Disclosure - Constraints






3. 1.rapid and inflexible navigation 2.inefficient for large menu navigation 3.inefficient use of screen real estate 4. slow for expert






4. Menu options create small articulatory distance






5. 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


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






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






8. Time - finance - personnel - laboratory






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






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






11. 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






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






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






14. Goals - Execution - World - Evaluation






15. 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






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






17. Primary - secondary - facilitator - indirect






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






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






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






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






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






23. Unscientific - Partial - Unstable - Inconsistent - Personal






24. 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






25. 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






26. 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






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






28. 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






29. 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


30. 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






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






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






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






34. Participants - design - tester






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






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






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






38. Comprehensibility and learnability






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






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






41. 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






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






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






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






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






46. 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






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






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 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






50. Physical - cultural - functional - informational