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






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






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






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






5. 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






6. Physical - cultural - functional - informational






7. 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






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






9. 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






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






11. 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






12. Overload - Feedback - Recognition/Recall - Orientation






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






14. Progressive Disclosure - Constraints






15. 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






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






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






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






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






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






21. 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






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






23. 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






24. 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


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






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






27. 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






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






29. Participants - design - tester






30. Unscientific - Partial - Unstable - Inconsistent - Personal






31. 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






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






33. 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






34. 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






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






36. Direct - indirect - ethnographic observation - distributed cognition






37. Comprehensibility and learnability






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






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






40. Time - finance - personnel - laboratory






41. 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






42. 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






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






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






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






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






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






48. 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






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






50. Menu options create small articulatory distance