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






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






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






4. 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






5. 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






6. Goals - Execution - World - Evaluation






7. Participants - design - tester






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






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






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






12. 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






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






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






15. 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






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






17. 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






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






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






20. Primary - secondary - facilitator - indirect






21. Direct - indirect - ethnographic observation - distributed cognition






22. 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






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






24. 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






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






26. Overload - Feedback - Recognition/Recall - Orientation






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






28. 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






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






30. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






35. 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






36. Time - finance - personnel - laboratory






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






38. 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






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






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






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






43. Menu options create small articulatory distance






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






45. 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






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






47. 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






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






49. 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






50. Unscientific - Partial - Unstable - Inconsistent - Personal