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






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






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






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






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






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






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






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






9. Comprehensibility and learnability






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






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






13. Overload - Feedback - Recognition/Recall - Orientation






14. Location - Logical Grouping - Conventions - Redundancy






15. 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






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






17. 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






18. 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






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






20. 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






21. 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






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






23. 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






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






25. 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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26. Menu options create small articulatory distance






27. 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






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






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






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






31. Physical - cultural - functional - informational






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






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






34. Time - finance - personnel - laboratory






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






36. 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






37. 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






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






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






41. 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






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






43. 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






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






45. 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






46. Observation - elicitation






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






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






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