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






2. 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






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






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. Location - Logical Grouping - Conventions - Redundancy






6. Goals - Execution - World - Evaluation






7. 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






8. 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






9. Overload - Feedback - Recognition/Recall - Orientation






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






11. Comprehensibility and learnability






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






13. Time - finance - personnel - laboratory






14. Unscientific - Partial - Unstable - Inconsistent - Personal






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






16. 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






17. 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






18. Functionality->presentation filter | (comprehensibility barrier)| efficiency usability ->|(learnability barrier) | Effectiveness Usefulness






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






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






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






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






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






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






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






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






27. 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






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






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. Direct - indirect - ethnographic observation - distributed cognition






31. 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






32. Observation - elicitation






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






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






35. 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






36. 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






37. Participants - design - tester






38. 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


39. 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






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






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






42. 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






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






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






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






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






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






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






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






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