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






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






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






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






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






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






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






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






9. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






13. Goals - Execution - World - Evaluation






14. 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






15. Primary - secondary - facilitator - indirect






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






17. 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






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






19. 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






20. Comprehensibility and learnability






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






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






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






24. Progressive Disclosure - Constraints






25. 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






26. 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






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






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






29. 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






30. 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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






34. 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






35. Location - Logical Grouping - Conventions - Redundancy






36. 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






37. 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


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






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






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






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 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






43. 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






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






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






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






47. Direct - indirect - ethnographic observation - distributed cognition






48. Observation - elicitation






49. Participants - design - tester






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