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. 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






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






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






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






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






6. Physical - cultural - functional - informational






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






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






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






10. 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






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






12. Progressive Disclosure - Constraints






13. Menu options create small articulatory distance






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






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






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






17. 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






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






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






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






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






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






23. 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


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






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






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






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






28. 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






29. Goals - Execution - World - Evaluation






30. 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






31. Observation - elicitation






32. 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






33. Participants - design - tester






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






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






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






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






38. 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






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






40. Time - finance - personnel - laboratory






41. Unscientific - Partial - Unstable - Inconsistent - Personal






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






43. Primary - secondary - facilitator - indirect






44. Overload - Feedback - Recognition/Recall - Orientation






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






46. Location - Logical Grouping - Conventions - Redundancy






47. 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






48. 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


49. 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






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