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






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. Observation - elicitation






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






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






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






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






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






9. 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






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






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






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






13. Primary - secondary - facilitator - indirect






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






15. 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






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






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






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






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






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






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






23. Overload - Feedback - Recognition/Recall - Orientation






24. 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






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






26. 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






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






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






29. 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






30. 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






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






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






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






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






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






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






37. 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






38. 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






39. 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






40. 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






41. Time - finance - personnel - laboratory






42. Participants - design - tester






43. Menu options create small articulatory distance






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






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






46. Comprehensibility and learnability






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






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






49. Direct - indirect - ethnographic observation - distributed cognition






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