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. Overload - Feedback - Recognition/Recall - Orientation






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






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






4. 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


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






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






7. 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






8. Primary - secondary - facilitator - indirect






9. 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






10. 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






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






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






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






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






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






16. 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






17. Physical - cultural - functional - informational






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






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






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






21. 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






22. 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






23. Location - Logical Grouping - Conventions - Redundancy






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






25. 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






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






27. 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






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






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






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






31. 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






32. 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






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






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






36. Observation - elicitation






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






38. 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






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






40. 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






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






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






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






44. Goals - Execution - World - Evaluation






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






46. Time - finance - personnel - laboratory






47. Participants - design - tester






48. Menu options create small articulatory distance






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






50. Comprehensibility and learnability