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






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






3. 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






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






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






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






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






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






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






11. Progressive Disclosure - Constraints






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






13. Menu options create small articulatory distance






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






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






16. 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






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






18. 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

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






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






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






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






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






24. 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






25. 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






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






27. 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






28. Location - Logical Grouping - Conventions - Redundancy






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






30. 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






31. 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






32. 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






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






34. 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






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






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






37. 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






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






39. 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






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






41. Time - finance - personnel - laboratory






42. 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






43. Observation - elicitation






44. 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






45. Unscientific - Partial - Unstable - Inconsistent - Personal






46. Primary - secondary - facilitator - indirect






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






48. Participants - design - tester






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






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