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. Overload - Feedback - Recognition/Recall - Orientation






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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






4. 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






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






6. 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






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






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






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






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






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






12. 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


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






14. Time - finance - personnel - laboratory






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






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






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






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






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






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






21. 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


22. 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






23. Physical - cultural - functional - informational






24. Primary - secondary - facilitator - indirect






25. 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






26. 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






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






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






29. Observation - elicitation






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






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






32. Menu options create small articulatory distance






33. 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






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






36. Comprehensibility and learnability






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






38. Goals - Execution - World - Evaluation






39. Direct - indirect - ethnographic observation - distributed cognition






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






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






42. Participants - design - tester






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






44. 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






45. Location - Logical Grouping - Conventions - Redundancy






46. 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






47. 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






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






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