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. Unscientific - Partial - Unstable - Inconsistent - Personal






2. Menu options create small articulatory distance






3. Comprehensibility and learnability






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






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






6. Primary - secondary - facilitator - indirect






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






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






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






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






11. 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






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






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






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






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






16. 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






17. 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






18. 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






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






20. 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






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






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






23. 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






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






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






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






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






28. Progressive Disclosure - Constraints






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






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






31. Observation - elicitation






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






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






34. 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






35. 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






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






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






38. Physical - cultural - functional - informational






39. Time - finance - personnel - laboratory






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






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






42. 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






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. 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


45. 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






46. 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






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






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






49. Location - Logical Grouping - Conventions - Redundancy






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