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






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. 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






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






5. Comprehensibility and learnability






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






7. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






12. Menu options create small articulatory distance






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






14. 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






15. Direct - indirect - ethnographic observation - distributed cognition






16. Location - Logical Grouping - Conventions - Redundancy






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






21. Physical - cultural - functional - informational






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






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






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






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






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






27. 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






28. 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






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






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






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






32. 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






33. Primary - secondary - facilitator - indirect






34. Progressive Disclosure - Constraints






35. 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






36. Participants - design - tester






37. 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






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






39. 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






40. Observation - elicitation






41. 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


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






43. 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






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






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






46. 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






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






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






49. 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






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