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






2. 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






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






4. Direct - indirect - ethnographic observation - distributed cognition






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






6. 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






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






8. Time - finance - personnel - laboratory






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






10. Physical - cultural - functional - informational






11. 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


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






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






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






15. 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






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






17. 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






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






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






20. 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






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






22. 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






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






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






25. 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






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






27. 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






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






29. Location - Logical Grouping - Conventions - Redundancy






30. 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






31. 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






32. Goals - Execution - World - Evaluation






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






34. 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






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






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






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






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






39. Participants - design - tester






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






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






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






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






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






45. Unscientific - Partial - Unstable - Inconsistent - Personal






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. Comprehensibility and learnability






48. 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






49. 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






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