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






2. 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

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3. 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






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






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






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






7. 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






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






9. Graphical libraries - User interface toolkits - Visual interface builders - Web development tools






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






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






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






13. Progressive Disclosure - Constraints






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






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






16. Location - Logical Grouping - Conventions - Redundancy






17. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






20. 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






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






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






23. 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






24. 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






25. 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






26. 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






27. Participants - design - tester






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






29. Observation - elicitation






30. 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






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






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






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






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






35. Direct - indirect - ethnographic observation - distributed cognition






36. Physical - cultural - functional - informational






37. 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






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






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






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






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. 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






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






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






45. Primary - secondary - facilitator - indirect






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






47. Menu options create small articulatory distance






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






49. 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






50. Time - finance - personnel - laboratory