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. 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






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






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






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






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






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






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






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






10. 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






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






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






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






14. 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






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






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






17. Participants - design - tester






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






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






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






21. Progressive Disclosure - Constraints






22. Physical - cultural - functional - informational






23. 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






24. 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






25. Location - Logical Grouping - Conventions - Redundancy






26. Unscientific - Partial - Unstable - Inconsistent - Personal






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






28. Time - finance - personnel - laboratory






29. Comprehensibility and learnability






30. 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






31. 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






32. 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






33. 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






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






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






36. 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






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






38. 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

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39. Menu options create small articulatory distance






40. 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

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41. 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






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






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






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






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






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






48. Direct - indirect - ethnographic observation - distributed cognition






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






50. 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