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. 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






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






3. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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. 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






9. 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






10. 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






11. Primary - secondary - facilitator - indirect






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






13. Physical - cultural - functional - informational






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






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






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






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






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






20. 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






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






22. 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






23. 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






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






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






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






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






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






29. Goals - Execution - World - Evaluation






30. Time - finance - personnel - laboratory






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






32. Observation - elicitation






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






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






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






36. 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






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






38. Overload - Feedback - Recognition/Recall - Orientation






39. 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






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 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






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






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






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






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






46. 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






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






48. Progressive Disclosure - Constraints






49. 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


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