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






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






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






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






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






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






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






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






9. 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






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






11. Observation - elicitation






12. 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






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






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






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






16. 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






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






18. Direct - indirect - ethnographic observation - distributed cognition






19. 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






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






21. Progressive Disclosure - Constraints






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






23. Menu options create small articulatory distance






24. Primary - secondary - facilitator - indirect






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






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. 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






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






29. Comprehensibility and learnability






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






31. 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






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. Goals - Execution - World - Evaluation






34. 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


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






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






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






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






39. 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






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






41. 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






42. Unscientific - Partial - Unstable - Inconsistent - Personal






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






44. 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






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






46. 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






47. 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






48. 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






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






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