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. 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






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






3. 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






4. 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






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






6. 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






7. Primary - secondary - facilitator - indirect






8. 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






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






10. 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






11. Overload - Feedback - Recognition/Recall - Orientation






12. Location - Logical Grouping - Conventions - Redundancy






13. Physical - cultural - functional - informational






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






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






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






17. Comprehensibility and learnability






18. 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






19. 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






20. 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






21. 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






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






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






24. Time - finance - personnel - laboratory






25. Goals - Execution - World - Evaluation






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






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






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






29. 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


30. 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


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






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






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






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






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






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






37. 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






38. 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






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






40. Participants - design - tester






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






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






43. 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






44. Progressive Disclosure - Constraints






45. 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






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






47. Direct - indirect - ethnographic observation - distributed cognition






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






49. 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






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