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






2. 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






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






4. 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






5. Primary - secondary - facilitator - indirect






6. Overload - Feedback - Recognition/Recall - Orientation






7. 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






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






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






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






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






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






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






14. Progressive Disclosure - Constraints






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






17. 1.creating descriptions of the people who do the work 2.describing the different goals involved in the work 3.documenting the work step by step 4.creating different stories about how the various aspects of the work are done 5.creating charts and diag






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






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






20. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






26. 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






27. Time - finance - personnel - laboratory






28. Participants - design - tester






29. Comprehensibility and learnability






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






31. Direct - indirect - ethnographic observation - distributed cognition






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. Observation - elicitation






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






35. 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






36. 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






37. 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






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






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






40. Goals - Execution - World - Evaluation






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






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






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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






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






46. 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






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






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






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






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