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






2. Time - finance - personnel - laboratory






3. 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






4. Comprehensibility and learnability






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






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






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






8. 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






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






10. 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






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






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






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






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






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






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






17. 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






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






19. 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






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






21. 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






22. 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






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






24. 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






25. Overload - Feedback - Recognition/Recall - Orientation






26. 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






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






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






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






30. 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


31. Primary - secondary - facilitator - indirect






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






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






34. 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






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






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






37. Physical - cultural - functional - informational






38. Menu options create small articulatory distance






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






40. 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






41. 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






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






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






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






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






46. 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






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






48. Participants - design - tester






49. Unscientific - Partial - Unstable - Inconsistent - Personal






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