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. Overload - Feedback - Recognition/Recall - Orientation






2. 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






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






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






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






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






7. Progressive Disclosure - Constraints






8. 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






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






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






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






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






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






15. Location - Logical Grouping - Conventions - Redundancy






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






17. 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






18. 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






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






20. 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






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






22. 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






23. Direct - indirect - ethnographic observation - distributed cognition






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






25. 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






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






27. Participants - design - tester






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






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






30. 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






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






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






33. Unscientific - Partial - Unstable - Inconsistent - Personal






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






35. 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






36. Primary - secondary - facilitator - indirect






37. Menu options create small articulatory distance






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






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






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






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






42. 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






43. Time - finance - personnel - laboratory






44. 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






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






46. 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






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






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






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






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