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






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






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






4. 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






5. Menu options create small articulatory distance






6. 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






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






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






10. 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






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






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






13. 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






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






15. Progressive Disclosure - Constraints






16. 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






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






18. 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






19. Goals - Execution - World - Evaluation






20. 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






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






22. Comprehensibility and learnability






23. 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






24. 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


25. 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






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






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






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






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






30. Primary - secondary - facilitator - indirect






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






32. 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






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






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






35. 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






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






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






38. Direct - indirect - ethnographic observation - distributed cognition






39. 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






40. Location - Logical Grouping - Conventions - Redundancy






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






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






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






44. 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






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






46. Physical - cultural - functional - informational






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






48. 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






49. Overload - Feedback - Recognition/Recall - Orientation






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