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






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






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






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

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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. 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






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






8. Physical - cultural - functional - informational






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






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. 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






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






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






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






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






16. 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






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






18. 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






19. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






23. Time - finance - personnel - laboratory






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






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






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






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






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






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






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






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






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






35. Unscientific - Partial - Unstable - Inconsistent - Personal






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






37. 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






38. 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






39. Direct - indirect - ethnographic observation - distributed cognition






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






41. 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






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






43. 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






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






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






46. Progressive Disclosure - Constraints






47. 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






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






49. 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






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