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






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






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






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






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






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






7. 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






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






9. 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






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






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






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






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






14. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






18. 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






19. 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






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






21. Location - Logical Grouping - Conventions - Redundancy






22. Observation - elicitation






23. Progressive Disclosure - Constraints






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






25. Menu options create small articulatory distance






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






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






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






29. Direct - indirect - ethnographic observation - distributed cognition






30. 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






31. Comprehensibility and learnability






32. 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






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






34. 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






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






36. Goals - Execution - World - Evaluation






37. 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






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






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






40. Primary - secondary - facilitator - indirect






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






42. 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






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






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






45. Participants - design - tester






46. Time - finance - personnel - laboratory






47. 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






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






49. 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






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