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






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






4. 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






5. They can be used early and often - They are inexpensive and easy to create - They make design idea visual - No special knowledge is required - all team members can create them






6. They require knowledge of problem space - They can lead beyond the problem space - There is no formal semantics for defining symbol meaning






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






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






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






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






11. 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






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






13. 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






14. 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






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






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






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






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






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






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






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






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






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






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






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






26. 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






27. 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






28. 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






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






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






31. Participants - design - tester






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






33. 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






34. Location - Logical Grouping - Conventions - Redundancy






35. Direct - indirect - ethnographic observation - distributed cognition






36. Menu options create small articulatory distance






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






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






39. Comprehensibility and learnability






40. 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






41. Unscientific - Partial - Unstable - Inconsistent - Personal






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






43. Physical - cultural - functional - informational






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






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






46. Goals - Execution - World - Evaluation






47. 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






48. Progressive Disclosure - Constraints






49. Observation - elicitation






50. Time - finance - personnel - laboratory