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






2. Comprehensibility and learnability






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






4. Observation - elicitation






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






6. Direct - indirect - ethnographic observation - distributed cognition






7. Time - finance - personnel - laboratory






8. 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






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






10. 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






11. 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






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






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






14. 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






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






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






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






18. 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






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






20. Location - Logical Grouping - Conventions - Redundancy






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






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






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






24. Menu options create small articulatory distance






25. 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






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






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






28. Progressive Disclosure - Constraints






29. 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






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






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






32. 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






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






34. Goals - Execution - World - Evaluation






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






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






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






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






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






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






41. Participants - design - tester






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






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






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






45. 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


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






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






48. 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






49. 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






50. 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