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






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






3. 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






4. 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






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






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






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






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. 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

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






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






12. 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






13. 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






14. Direct - indirect - ethnographic observation - distributed cognition






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






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






17. 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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






19. 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






20. Primary - secondary - facilitator - indirect






21. Comprehensibility and learnability






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






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






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






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






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






27. 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






28. 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






29. Time - finance - personnel - laboratory






30. Observation - elicitation






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






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






33. 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






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






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






36. Goals - Execution - World - Evaluation






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






38. Location - Logical Grouping - Conventions - Redundancy






39. 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






40. 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






41. 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






42. 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






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






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






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






46. 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






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






48. 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






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






50. 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

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