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






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






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






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






7. Participants - design - tester






8. 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






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






10. Observation - elicitation






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






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






13. 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






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






15. 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






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






17. 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






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 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






20. 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






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






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






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






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






25. 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






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






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






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






29. 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






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






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






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






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






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






35. Physical - cultural - functional - informational






36. 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






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






38. 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

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39. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






43. 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






44. Goals - Execution - World - Evaluation






45. 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

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46. Time - finance - personnel - laboratory






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






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






49. Unscientific - Partial - Unstable - Inconsistent - Personal






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