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






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






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






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






5. 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






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






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






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






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






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






11. Observation - elicitation






12. 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






13. 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






14. 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






15. Physical - cultural - functional - informational






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






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






18. 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






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






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






21. 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






22. 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






23. Overload - Feedback - Recognition/Recall - Orientation






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






25. 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






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






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






28. 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






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






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






31. 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






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






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






34. Progressive Disclosure - Constraints






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






36. Menu options create small articulatory distance






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






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






39. Comprehensibility and learnability






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






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






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






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






44. 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






45. Unscientific - Partial - Unstable - Inconsistent - Personal






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






47. 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






48. 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






49. Time - finance - personnel - laboratory






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