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






3. 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






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






5. 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






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






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






8. Location - Logical Grouping - Conventions - Redundancy






9. 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






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






11. 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






12. Direct - indirect - ethnographic observation - distributed cognition






13. Observation - elicitation






14. 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


15. Time - finance - personnel - laboratory






16. 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


17. 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






18. 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






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






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






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






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






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






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






25. Unscientific - Partial - Unstable - Inconsistent - Personal






26. 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






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






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






29. 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






30. 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






31. 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






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






33. 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






34. Goals - Execution - World - Evaluation






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






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






37. 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






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






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






40. Participants - design - tester






41. Comprehensibility and learnability






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






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






44. Primary - secondary - facilitator - indirect






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






46. 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






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






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






49. Overload - Feedback - Recognition/Recall - Orientation






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