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






2. 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






3. 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






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






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






6. Observation - elicitation






7. Direct - indirect - ethnographic observation - distributed cognition






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






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






10. 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






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






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






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






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






15. 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






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






17. Progressive Disclosure - Constraints






18. 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






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






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






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






22. Comprehensibility and learnability






23. 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






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






25. Location - Logical Grouping - Conventions - Redundancy






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






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






28. 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






29. Time - finance - personnel - laboratory






30. 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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






35. Primary - secondary - facilitator - indirect






36. Participants - design - tester






37. 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

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38. Physical - cultural - functional - informational






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






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






41. 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






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






43. 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






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






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






46. 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






47. 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






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






49. 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






50. 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

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