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.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






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






4. 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


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






6. 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






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






8. 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






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






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






11. 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






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






13. Progressive Disclosure - Constraints






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






15. Overload - Feedback - Recognition/Recall - Orientation






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






17. Goals - Execution - World - Evaluation






18. Participants - design - tester






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






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






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






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






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






24. Menu options create small articulatory distance






25. Comprehensibility and learnability






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






27. 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






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






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






30. Observation - elicitation






31. 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






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






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






34. 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






35. Time - finance - personnel - laboratory






36. 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






37. Physical - cultural - functional - informational






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






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






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






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






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






43. Unscientific - Partial - Unstable - Inconsistent - Personal






44. 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






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






46. 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






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






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






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






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