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






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






3. Physical - cultural - functional - informational






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






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






6. 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






7. 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






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






9. 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


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.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






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






13. Location - Logical Grouping - Conventions - Redundancy






14. 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






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






16. 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






17. Direct - indirect - ethnographic observation - distributed cognition






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






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






20. 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






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






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






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






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






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






26. Primary - secondary - facilitator - indirect






27. Goals - Execution - World - Evaluation






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






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






30. Participants - design - tester






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






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 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






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






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






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






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


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






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






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






42. Time - finance - personnel - laboratory






43. Progressive Disclosure - Constraints






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






45. 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






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






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






48. Observation - elicitation






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






50. 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