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






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






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






4. 1.free phase 2.captive phase 3. termination phase






5. 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






6. 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






7. 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






8. Location - Logical Grouping - Conventions - Redundancy






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






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






11. 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






12. 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






13. 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






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






15. Menu options create small articulatory distance






16. 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






17. Comprehensibility and learnability






18. 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






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






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






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






22. 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






23. 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






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






25. Time - finance - personnel - laboratory






26. Physical - cultural - functional - informational






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






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






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






30. 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






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






32. 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


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






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






35. Direct - indirect - ethnographic observation - distributed cognition






36. 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






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


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






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






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






41. Participants - design - tester






42. Unscientific - Partial - Unstable - Inconsistent - Personal






43. 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






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






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






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






47. 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






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






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






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