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






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






3. 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






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






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






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






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






9. Overload - Feedback - Recognition/Recall - Orientation






10. 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






11. Direct - indirect - ethnographic observation - distributed cognition






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






13. Observation - elicitation






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






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






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






17. 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






18. Menu options create small articulatory distance






19. 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






20. 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






21. 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






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






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






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






25. Primary - secondary - facilitator - indirect






26. 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






27. 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






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






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






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






31. 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






32. Goals - Execution - World - Evaluation






33. Participants - design - tester






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






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






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






37. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






40. Time - finance - personnel - laboratory






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






42. 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






43. Progressive Disclosure - Constraints






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






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






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






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






48. Location - Logical Grouping - Conventions - Redundancy






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






50. 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