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






2. 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






3. 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






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






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






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






7. 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






8. 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






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






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






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






12. 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






13. 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






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






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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






17. 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






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






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






20. Location - Logical Grouping - Conventions - Redundancy






21. 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






22. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






29. Time - finance - personnel - laboratory






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






31. Physical - cultural - functional - informational






32. 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






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






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






35. Goals - Execution - World - Evaluation






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






37. 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


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






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






40. Observation - elicitation






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






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






43. 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






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






45. 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






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






47. 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






48. Comprehensibility and learnability






49. Menu options create small articulatory distance






50. Progressive Disclosure - Constraints