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. 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






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






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






4. 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






5. Time - finance - personnel - laboratory






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






7. 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






8. 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






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






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






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






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






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






14. 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






15. Menu options create small articulatory distance






16. 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






17. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






21. Physical - cultural - functional - informational






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






23. Unscientific - Partial - Unstable - Inconsistent - Personal






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






25. 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






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






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






28. 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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


29. Location - Logical Grouping - Conventions - Redundancy






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






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






32. Observation - elicitation






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






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






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






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






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






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






39. 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






40. 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






41. 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






42. 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






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






44. 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






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






46. Comprehensibility and learnability






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






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






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






50. 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