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. 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






2. 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






3. 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






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






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






6. 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


7. Progressive Disclosure - Constraints






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






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






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






11. Time - finance - personnel - laboratory






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






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






14. 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






15. Location - Logical Grouping - Conventions - Redundancy






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






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






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






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






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






22. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






28. Goals - Execution - World - Evaluation






29. 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






30. 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






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






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






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






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






35. Observation - elicitation






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






37. 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






38. Unscientific - Partial - Unstable - Inconsistent - Personal






39. Participants - design - tester






40. Physical - cultural - functional - informational






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






42. Comprehensibility and learnability






43. 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






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






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






46. 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






47. 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






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






49. 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






50. 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