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. Progressive Disclosure - Constraints






2. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






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






7. 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






8. 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






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






10. Location - Logical Grouping - Conventions - Redundancy






11. 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






12. 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






13. 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






14. 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






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






16. 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






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






18. Comprehensibility and learnability






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






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






21. Goals - Execution - World - Evaluation






22. Time - finance - personnel - laboratory






23. 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


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






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






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






27. 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






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






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






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






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






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






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






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






40. Menu options create small articulatory distance






41. 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






42. 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






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






44. 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






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






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






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






48. 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






49. Primary - secondary - facilitator - indirect






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