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






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






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






5. 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






6. Overload - Feedback - Recognition/Recall - Orientation






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






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






9. 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






10. 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






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






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






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






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






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






16. Participants - design - tester






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






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






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






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






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






22. 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






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






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






25. Direct - indirect - ethnographic observation - distributed cognition






26. Goals - Execution - World - Evaluation






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






28. Time - finance - personnel - laboratory






29. Location - Logical Grouping - Conventions - Redundancy






30. Observation - elicitation






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






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






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






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






35. 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


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






37. Comprehensibility and learnability






38. 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






39. 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






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






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






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






43. 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






44. 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






45. 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






46. 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


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






49. Primary - secondary - facilitator - indirect






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