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. 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






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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






4. 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






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






7. 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


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






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






10. Primary - secondary - facilitator - indirect






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






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






13. Overload - Feedback - Recognition/Recall - Orientation






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






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






16. Progressive Disclosure - Constraints






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






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






19. 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






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






21. 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






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






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






24. Time - finance - personnel - laboratory






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






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






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






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






29. 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






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.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






32. Goals - Execution - World - Evaluation






33. 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






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






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






36. 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






37. Direct - indirect - ethnographic observation - distributed cognition






38. Location - Logical Grouping - Conventions - Redundancy






39. Comprehensibility and learnability






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






41. Menu options create small articulatory distance






42. Observation - elicitation






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






44. Physical - cultural - functional - informational






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






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






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






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






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