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. 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






2. 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






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






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






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






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






7. Location - Logical Grouping - Conventions - Redundancy






8. 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






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






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






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






12. Primary - secondary - facilitator - indirect






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






14. Physical - cultural - functional - informational






15. Comprehensibility and learnability






16. 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






17. 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






18. 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






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. 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. 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






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






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






24. 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






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






26. Menu options create small articulatory distance






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






28. 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






29. 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






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






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






32. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






36. Time - finance - personnel - laboratory






37. Participants - design - tester






38. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






42. 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






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






44. 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






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






46. 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


47. 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






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






49. 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






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