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






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






3. 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


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






5. 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






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






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






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






9. 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






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






11. 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






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






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






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






15. Goals - Execution - World - Evaluation






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






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






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






19. 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






20. Location - Logical Grouping - Conventions - Redundancy






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






22. Overload - Feedback - Recognition/Recall - Orientation






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






24. Observation - elicitation






25. 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






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






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






28. Progressive Disclosure - Constraints






29. 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






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






31. 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






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






33. 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






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






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






36. Time - finance - personnel - laboratory






37. Primary - secondary - facilitator - indirect






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






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






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






41. 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






42. Menu options create small articulatory distance






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






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






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






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. Direct - indirect - ethnographic observation - distributed cognition






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






49. 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






50. 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