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






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






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. Location - Logical Grouping - Conventions - Redundancy






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






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






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






8. 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






9. Progressive Disclosure - Constraints






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






11. Primary - secondary - facilitator - indirect






12. Goals - Execution - World - Evaluation






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






14. Time - finance - personnel - laboratory






15. 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






16. 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






17. Participants - design - tester






18. 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






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






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. Comprehensibility and learnability






22. 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






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






24. Direct - indirect - ethnographic observation - distributed cognition






25. 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






26. 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






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






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






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






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






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






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






33. 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






34. Effectiveness/Usefulness 1.Utility 2.Safety(Recovery) 3.Flexibility(Customization) 4.Stability - Efficiency/Usability






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






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






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






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






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






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






42. 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






43. Physical - cultural - functional - informational






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






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






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






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






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






49. 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


50. Observation - elicitation