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






2. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






6. 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






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






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






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






11. Location - Logical Grouping - Conventions - Redundancy






12. Progressive Disclosure - Constraints






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






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






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






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






17. Menu options create small articulatory distance






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






19. 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


20. 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


21. Goals - Execution - World - Evaluation






22. 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






23. Primary - secondary - facilitator - indirect






24. 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






25. 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






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






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






28. 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






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






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






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






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






34. Overload - Feedback - Recognition/Recall - Orientation






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






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. Time - finance - personnel - laboratory






38. Physical - cultural - functional - informational






39. 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






40. 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






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






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






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






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






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






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






47. 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






48. 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






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