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. Physical - cultural - functional - informational






2. 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






3. 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






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






5. 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






6. 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






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






8. Menu options create small articulatory distance






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






10. 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






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






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






13. 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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14. Progressive Disclosure - Constraints






15. Unscientific - Partial - Unstable - Inconsistent - Personal






16. 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






17. 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

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






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






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






21. 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






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






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






24. 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






25. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






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






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






32. 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






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






34. 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






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






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






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






38. Location - Logical Grouping - Conventions - Redundancy






39. Time - finance - personnel - laboratory






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






41. Overload - Feedback - Recognition/Recall - Orientation






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






43. Comprehensibility and learnability






44. Goals - Execution - World - Evaluation






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






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






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






48. 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






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






50. 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