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. 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






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






3. 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






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






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






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






7. Time - finance - personnel - laboratory






8. 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






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






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






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






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






13. 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






14. 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






15. User interface independence 1.They separate interface design from internals 2.They enable multiple user interface strategies 3. They enable multiple platform support 4. They establish the role of the user interface architect 5. They enforce standards






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






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






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






19. 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






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






21. 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






22. Observation - elicitation






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






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






25. Participants - design - tester






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






27. 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






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






29. 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


30. Progressive Disclosure - Constraints






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






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






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






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






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






36. 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






37. Goals - Execution - World - Evaluation






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






39. Overload - Feedback - Recognition/Recall - Orientation






40. Direct - indirect - ethnographic observation - distributed cognition






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






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






43. 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






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






45. Menu options create small articulatory distance






46. 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






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






48. Unscientific - Partial - Unstable - Inconsistent - Personal






49. Comprehensibility and learnability






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