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






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. 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


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






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






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






7. Progressive Disclosure - Constraints






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






9. Unscientific - Partial - Unstable - Inconsistent - Personal






10. Menu options create small articulatory distance






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






12. 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






13. 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






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






15. Location - Logical Grouping - Conventions - Redundancy






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






17. 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






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. Overload - Feedback - Recognition/Recall - Orientation






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






21. 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






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






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






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






25. Goals - Execution - World - Evaluation






26. 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






27. 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






28. 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






29. 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






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






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






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






33. 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






34. 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






35. Time - finance - personnel - laboratory






36. Observation - elicitation






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






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






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






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






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






42. 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






43. Primary - secondary - facilitator - indirect






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






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






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






47. 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






48. Physical - cultural - functional - informational






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






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