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. Comprehensibility and learnability






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






3. Menu options create small articulatory distance






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






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






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






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






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






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






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






11. 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






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






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






14. 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






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






16. Time - finance - personnel - laboratory






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






18. 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






19. 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






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






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






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






23. 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






24. Direct - indirect - ethnographic observation - distributed cognition






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






26. Location - Logical Grouping - Conventions - Redundancy






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






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






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






30. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






35. 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






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. 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






38. Progressive Disclosure - Constraints






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






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






41. 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






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






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






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






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






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






47. 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






48. 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






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






50. Unscientific - Partial - Unstable - Inconsistent - Personal