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






3. 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






4. 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






5. Comprehensibility and learnability






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






7. 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






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






9. Physical - cultural - functional - informational






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






11. 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






12. Participants - design - tester






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






14. 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


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






16. Time - finance - personnel - laboratory






17. 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






18. 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






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






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






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






22. 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






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






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






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






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






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






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






29. Goals - Execution - World - Evaluation






30. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






34. 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






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






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






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






39. 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






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






41. Progressive Disclosure - Constraints






42. 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






43. Observation - elicitation






44. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






49. 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






50. 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