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






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






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






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






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






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






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






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






10. Participants - design - tester






11. 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






12. Observation - elicitation






13. 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






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






15. 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






16. Physical - cultural - functional - informational






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






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






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






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






21. 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






22. 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






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






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






25. 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


26. 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






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






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






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






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






32. 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






33. 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






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






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






36. Progressive Disclosure - Constraints






37. Overload - Feedback - Recognition/Recall - Orientation






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






39. 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






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






41. 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






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






43. Direct - indirect - ethnographic observation - distributed cognition






44. Goals - Execution - World - Evaluation






45. 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






46. 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






47. 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






48. Comprehensibility and learnability






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






50. 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