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






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






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






5. Menu options create small articulatory distance






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






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






8. Location - Logical Grouping - Conventions - Redundancy






9. Primary - secondary - facilitator - indirect






10. 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






11. Comprehensibility and learnability






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






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






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






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






17. 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






18. Progressive Disclosure - Constraints






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






20. 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






21. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






25. Unscientific - Partial - Unstable - Inconsistent - Personal






26. Goals - Execution - World - Evaluation






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






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






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






30. 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






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






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






34. Overload - Feedback - Recognition/Recall - Orientation






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






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






37. 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






38. 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






39. 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






40. 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






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






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






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






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






45. Time - finance - personnel - laboratory






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. 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






48. 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






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






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