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






2. 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






3. Comprehensibility and learnability






4. 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






5. 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






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






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






8. 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






9. 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






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. 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






12. Overload - Feedback - Recognition/Recall - Orientation






13. Goals - Execution - World - Evaluation






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






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






16. Direct - indirect - ethnographic observation - distributed cognition






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






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






19. Observation - elicitation






20. 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






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






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






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






24. Participants - design - tester






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






26. 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






27. Time - finance - personnel - laboratory






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






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






30. 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






31. 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


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






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






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






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






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






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






38. 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






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






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






41. Physical - cultural - functional - informational






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






43. Progressive Disclosure - Constraints






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






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






46. 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






47. 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






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






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






50. 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