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. Location - Logical Grouping - Conventions - Redundancy






2. 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






3. 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






4. 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






5. 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

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6. 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






7. Primary - secondary - facilitator - indirect






8. 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






9. 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






10. Observation - elicitation






11. Progressive Disclosure - Constraints






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






13. Time - finance - personnel - laboratory






14. 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






15. 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






16. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






19. 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






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






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






22. Physical - cultural - functional - informational






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






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






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






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






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






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






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






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






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






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






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






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






35. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






40. Direct - indirect - ethnographic observation - distributed cognition






41. 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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42. Participants - design - tester






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






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






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






46. 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






47. 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






48. 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






49. Comprehensibility and learnability






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