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. Goals - Execution - World - Evaluation






2. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






6. Unscientific - Partial - Unstable - Inconsistent - Personal






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






8. 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






9. 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


10. 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






11. Overload - Feedback - Recognition/Recall - Orientation






12. 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






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






14. 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






15. 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






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






17. Time - finance - personnel - laboratory






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






19. 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






20. Observation - elicitation






21. 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






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






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






24. 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






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






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






27. Participants - design - tester






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






29. 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






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






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






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






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






36. 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






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






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






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






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






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






42. 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






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






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






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






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






47. 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






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






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






50. Menu options create small articulatory distance