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






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






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






4. 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


5. 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






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






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






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 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






10. 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






11. Observation - elicitation






12. 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






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






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






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






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






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






18. 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






19. 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






20. Time - finance - personnel - laboratory






21. Participants - design - tester






22. Location - Logical Grouping - Conventions - Redundancy






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






24. 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






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






26. 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


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






28. 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






29. 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






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






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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






38. 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






39. Primary - secondary - facilitator - indirect






40. Comprehensibility and learnability






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






42. 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






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






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






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






46. Menu options create small articulatory distance






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






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






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






50. 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