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






2. 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






3. Goals - Execution - World - Evaluation






4. 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






5. 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






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






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






8. Location - Logical Grouping - Conventions - Redundancy






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






10. Physical - cultural - functional - informational






11. 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


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






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






14. 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






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






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






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






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






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






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






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






22. Menu options create small articulatory distance






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






24. 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






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






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






27. 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






28. 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






29. 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






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






31. 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






32. 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






33. 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






34. 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






35. Unscientific - Partial - Unstable - Inconsistent - Personal






36. 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






37. Time - finance - personnel - laboratory






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






39. 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






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






41. 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






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






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






44. Comprehensibility and learnability






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






46. Primary - secondary - facilitator - indirect






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






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






49. 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






50. Direct - indirect - ethnographic observation - distributed cognition