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






2. Goals - Execution - World - Evaluation






3. 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






4. Direct - indirect - ethnographic observation - distributed cognition






5. Time - finance - personnel - laboratory






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






7. Participants - design - tester






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






9. 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






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






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






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






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






14. Observation - elicitation






15. 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






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






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






18. 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






19. 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






20. Menu options create small articulatory distance






21. 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






22. 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






23. Physical - cultural - functional - informational






24. 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






25. Primary - secondary - facilitator - indirect






26. Unscientific - Partial - Unstable - Inconsistent - Personal






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






28. 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






29. 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






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






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






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






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






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






35. 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






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






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






38. Location - Logical Grouping - Conventions - Redundancy






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






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






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.low memory requirements 2. self- explanatory 3.can gather a great deal of information in little space 4.present a context for input information






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






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






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






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. Overload - Feedback - Recognition/Recall - Orientation






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






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. Progressive Disclosure - Constraints