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. Menu options create small articulatory distance






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






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






5. Overload - Feedback - Recognition/Recall - Orientation






6. 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






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






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. 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






10. 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


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






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






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






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






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






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






17. Participants - design - tester






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






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






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






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






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






23. 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






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






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






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






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






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






29. 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






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






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






32. 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






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






34. Direct - indirect - ethnographic observation - distributed cognition






35. 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


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






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






38. 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






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






40. Comprehensibility and learnability






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






42. 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






43. Primary - secondary - facilitator - indirect






44. 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






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






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






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






48. 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






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






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