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. 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






2. 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






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






4. 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






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. 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






7. 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






8. Physical - cultural - functional - informational






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






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






11. Progressive Disclosure - Constraints






12. 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


13. 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






14. Goals - Execution - World - Evaluation






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






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






17. Unscientific - Partial - Unstable - Inconsistent - Personal






18. 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


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






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






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






22. 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






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






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






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






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






27. Observation - elicitation






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






29. 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






30. Overload - Feedback - Recognition/Recall - Orientation






31. Menu options create small articulatory distance






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






33. User interface independence 1.They separate interface design from internals 2.They enable multiple user interface strategies 3. They enable multiple platform support 4. They establish the role of the user interface architect 5. They enforce standards






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






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






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






37. Participants - design - tester






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






39. Primary - secondary - facilitator - indirect






40. 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






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






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






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






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






45. Location - Logical Grouping - Conventions - Redundancy






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






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






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






50. 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






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