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.easy to undo errors 4. sppropriate for beginners






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






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






4. Overload - Feedback - Recognition/Recall - Orientation






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






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






7. Physical - cultural - functional - informational






8. 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






9. 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






10. 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






11. Unscientific - Partial - Unstable - Inconsistent - Personal






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






13. 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






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






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






16. 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






17. Time - finance - personnel - laboratory






18. Observation - elicitation






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






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






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






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






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






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






25. 1.low command retention 2. steep learning curve 3.high error rates 4.heavy reliance on memory 5.frustrating for novice users






26. Primary - secondary - facilitator - indirect






27. Location - Logical Grouping - Conventions - Redundancy






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






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






30. 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






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






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






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






34. 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






35. 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






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






37. Comprehensibility and learnability






38. 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






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






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






41. 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






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






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






44. 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






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






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






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






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






49. 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






50. 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