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. 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






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






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






5. Overload - Feedback - Recognition/Recall - Orientation






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






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






8. 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






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






10. 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






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






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






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






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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






18. Goals - Execution - World - Evaluation






19. 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






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






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






22. 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






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






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






25. Progressive Disclosure - Constraints






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






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






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






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






30. 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


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






32. Time - finance - personnel - laboratory






33. 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






34. Observation - elicitation






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






36. 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






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






39. 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






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






41. 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






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






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






44. 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






45. Primary - secondary - facilitator - indirect






46. 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






47. Menu options create small articulatory distance






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






49. Direct - indirect - ethnographic observation - distributed cognition






50. 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