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. 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






2. 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






3. Location - Logical Grouping - Conventions - Redundancy






4. Menu options create small articulatory distance






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






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






7. Goals - Execution - World - Evaluation






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






9. 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






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






11. 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






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






13. 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






14. Progressive Disclosure - Constraints






15. Direct - indirect - ethnographic observation - distributed cognition






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






17. Overload - Feedback - Recognition/Recall - Orientation






18. 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






19. Observation - elicitation






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






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






22. 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






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






24. Unscientific - Partial - Unstable - Inconsistent - Personal






25. Time - finance - personnel - laboratory






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






27. Comprehensibility and learnability






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






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






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






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






32. 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






33. 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






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






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






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






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






38. 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






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






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






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






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






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






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






45. 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






46. 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


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






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






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






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