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






2. 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






3. 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






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






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






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






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






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






10. Direct - indirect - ethnographic observation - distributed cognition






11. Participants - design - tester






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






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






14. 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






15. Progressive Disclosure - Constraints






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






17. 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






18. 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






19. Menu options create small articulatory distance






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






21. Time - finance - personnel - laboratory






22. 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






23. Goals - Execution - World - Evaluation






24. Overload - Feedback - Recognition/Recall - Orientation






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






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






27. 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






28. 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






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






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






31. 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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






37. 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






38. Location - Logical Grouping - Conventions - Redundancy






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






40. 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






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






42. Observation - elicitation






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






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






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






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






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






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






49. 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






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