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






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






3. 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






4. 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






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






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






7. Direct - indirect - ethnographic observation - distributed cognition






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






9. Menu options create small articulatory distance






10. 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






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






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






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






14. Physical - cultural - functional - informational






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






16. 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






17. Observation - elicitation






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






19. Primary - secondary - facilitator - indirect






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






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






23. 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






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






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






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






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






28. 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






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






30. 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






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






32. 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


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






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






35. Unscientific - Partial - Unstable - Inconsistent - Personal






36. Time - finance - personnel - laboratory






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






38. 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






39. Participants - design - tester






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






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






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






43. 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






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






45. Comprehensibility and learnability






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






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






48. Overload - Feedback - Recognition/Recall - Orientation






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






50. 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