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






3. 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






4. 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






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






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






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






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






9. 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






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






11. Overload - Feedback - Recognition/Recall - Orientation






12. 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






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






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






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






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






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






18. Goals - Execution - World - Evaluation






19. Menu options create small articulatory distance






20. 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






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






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






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






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






25. 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






26. Participants - design - tester






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






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






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






30. Direct - indirect - ethnographic observation - distributed cognition






31. 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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






35. Primary - secondary - facilitator - indirect






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






37. 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






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






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






40. 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


41. 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






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






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






44. 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


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






46. Comprehensibility and learnability






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






48. 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






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






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