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. Observation - elicitation






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






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






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






5. 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






6. 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






7. 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






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






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






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






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






12. 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


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






14. Goals - Execution - World - Evaluation






15. 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






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






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






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






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






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






21. 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






22. Overload - Feedback - Recognition/Recall - Orientation






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






24. Primary - secondary - facilitator - indirect






25. Physical - cultural - functional - informational






26. Progressive Disclosure - Constraints






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






28. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






31. Direct - indirect - ethnographic observation - distributed cognition






32. 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






33. Location - Logical Grouping - Conventions - Redundancy






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






35. 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






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






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






38. 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






39. 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






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






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






42. 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






43. 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






44. 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






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






47. Participants - design - tester






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






49. 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


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