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. 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






3. 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






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






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






6. Progressive Disclosure - Constraints






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






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






9. 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






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






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






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






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






14. 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






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






16. 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






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






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






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






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






22. Comprehensibility and learnability






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






24. 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






25. Physical - cultural - functional - informational






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






27. Time - finance - personnel - laboratory






28. 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






29. 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






30. Primary - secondary - facilitator - indirect






31. Participants - design - tester






32. 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






33. 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






34. 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






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






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






37. Unscientific - Partial - Unstable - Inconsistent - Personal






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






39. 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






40. 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






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






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






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






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






45. 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


46. Goals - Execution - World - Evaluation






47. Direct - indirect - ethnographic observation - distributed cognition






48. Menu options create small articulatory distance






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






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