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






2. 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






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






4. 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


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






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






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






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






9. Observation - elicitation






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






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






12. 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






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






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






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






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






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






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






19. Primary - secondary - facilitator - indirect






20. Overload - Feedback - Recognition/Recall - Orientation






21. 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






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






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






24. 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






25. 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






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






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






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






29. Physical - cultural - functional - informational






30. 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






31. Time - finance - personnel - laboratory






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






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






34. 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






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






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






37. 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






38. 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






39. 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






40. 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






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






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






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






44. Unscientific - Partial - Unstable - Inconsistent - Personal






45. 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






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






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






48. Location - Logical Grouping - Conventions - Redundancy






49. Participants - design - tester






50. 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