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






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






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. 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






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






6. 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






7. 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






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






9. 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






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






11. 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

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






13. 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






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






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






16. 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






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






18. Primary - secondary - facilitator - indirect






19. Menu options create small articulatory distance






20. 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






21. 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






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






23. Direct - indirect - ethnographic observation - distributed cognition






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






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






26. 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






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






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






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






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






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






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






33. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






36. 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






37. 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

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






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






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






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






42. Participants - design - tester






43. Physical - cultural - functional - informational






44. Overload - Feedback - Recognition/Recall - Orientation






45. 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






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






47. 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






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






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






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