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






2. 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






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






4. 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






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






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






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






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






9. 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






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






11. Time - finance - personnel - laboratory






12. 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






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






14. Direct - indirect - ethnographic observation - distributed cognition






15. 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






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. Progressive Disclosure - Constraints






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






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






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






21. 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






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






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






24. Location - Logical Grouping - Conventions - Redundancy






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






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






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






28. Overload - Feedback - Recognition/Recall - Orientation






29. Primary - secondary - facilitator - indirect






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






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






32. 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






33. 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






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






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






36. Goals - Execution - World - Evaluation






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






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






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






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






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






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






43. 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






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






45. Menu options create small articulatory distance






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






47. Participants - design - tester






48. 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






49. 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


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