Test your basic knowledge |

Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 30 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. Time - finance - personnel - laboratory






2. 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






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






4. 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






5. 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






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






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






8. Physical - cultural - functional - informational






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






10. Observation - elicitation






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






12. 1.low command retention 2. steep learning curve 3.high error rates 4.heavy reliance on memory 5.frustrating for novice users






13. Participants - design - tester






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






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






16. Progressive Disclosure - Constraints






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






18. Unscientific - Partial - Unstable - Inconsistent - Personal






19. Direct - indirect - ethnographic observation - distributed cognition






20. 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






21. 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






22. 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






23. 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






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






25. 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






26. 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






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






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






29. Primary - secondary - facilitator - indirect






30. Goals - Execution - World - Evaluation






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






32. Overload - Feedback - Recognition/Recall - Orientation






33. 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


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






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






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






38. 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






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






40. Comprehensibility and learnability






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






42. 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






43. 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






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. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






50. 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