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






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






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






4. 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






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






6. Observation - elicitation






7. 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






8. Participants - design - tester






9. 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






10. 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






11. 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






12. Direct - indirect - ethnographic observation - distributed cognition






13. 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






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






15. Menu options create small articulatory distance






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






17. 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






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






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






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






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






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






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






24. Primary - secondary - facilitator - indirect






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






26. Comprehensibility and learnability






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






28. 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






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






31. Physical - cultural - functional - informational






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






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






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






35. 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






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






37. 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






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






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






40. 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


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






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






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






44. Progressive Disclosure - Constraints






45. 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






46. 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






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






48. 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






49. Time - finance - personnel - laboratory






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