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.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






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






3. 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






4. Menu options create small articulatory distance






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






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






8. 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






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






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






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






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






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






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






15. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






18. Direct - indirect - ethnographic observation - distributed cognition






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






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






21. 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






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






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






24. Time - finance - personnel - laboratory






25. 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






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






27. Location - Logical Grouping - Conventions - Redundancy






28. 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


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






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






31. Goals - Execution - World - Evaluation






32. 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






33. Primary - secondary - facilitator - indirect






34. 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






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






36. 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






37. 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






38. 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






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






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






41. Observation - elicitation






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






43. 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






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






45. Overload - Feedback - Recognition/Recall - Orientation






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






47. 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


48. Progressive Disclosure - Constraints






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






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