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






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






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






4. 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






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






6. 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






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






8. 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






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






10. Observation - elicitation






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






12. Participants - design - tester






13. Goals - Execution - World - Evaluation






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






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






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






17. Physical - cultural - functional - informational






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






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






20. 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






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






22. 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






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






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






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






26. 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






27. Location - Logical Grouping - Conventions - Redundancy






28. Direct - indirect - ethnographic observation - distributed cognition






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






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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






33. 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






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






35. Overload - Feedback - Recognition/Recall - Orientation






36. 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


37. 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






38. Primary - secondary - facilitator - indirect






39. 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






40. Progressive Disclosure - Constraints






41. 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






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






43. 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






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






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






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






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






48. 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






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






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