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






2. 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






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






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






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






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






7. 1.easy to learn2.low memory requirements 3.easy to undo 4.immediate feedback to user actions 5.enable user to use spatial cues 6.easy for beginner






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






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






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






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






12. 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






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






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. 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






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






17. 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






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






19. Physical - cultural - functional - informational






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






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






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






23. 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






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






26. Goals - Execution - World - Evaluation






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






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






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






30. 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


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






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






33. 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






34. 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






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






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






37. 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






38. Location - Logical Grouping - Conventions - Redundancy






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






40. Comprehensibility and learnability






41. Progressive Disclosure - Constraints






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






43. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






46. 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






47. Participants - design - tester






48. 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






49. 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






50. 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