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






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






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






4. 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






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






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






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






8. 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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






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






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






12. Overload - Feedback - Recognition/Recall - Orientation






13. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






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






20. Comprehensibility and learnability






21. 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






22. 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






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






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






25. 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






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






27. Direct - indirect - ethnographic observation - distributed cognition






28. Participants - design - tester






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






30. 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






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






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






33. Primary - secondary - facilitator - indirect






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






35. 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






36. 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






37. 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

Warning: Invalid argument supplied for foreach() in /var/www/html/basicversity.com/show_quiz.php on line 183


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






39. 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






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






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






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. 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






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






45. Time - finance - personnel - laboratory






46. 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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






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






49. 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






50. Observation - elicitation