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






2. 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






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






4. 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






5. Menu options create small articulatory distance






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






8. 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






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






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






11. Location - Logical Grouping - Conventions - Redundancy






12. 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






13. Comprehensibility and learnability






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






15. Direct - indirect - ethnographic observation - distributed cognition






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






17. 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






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






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






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






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






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






23. Physical - cultural - functional - informational






24. Overload - Feedback - Recognition/Recall - Orientation






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






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






27. 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






28. Observation - elicitation






29. 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


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






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






32. 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






33. 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






34. Time - finance - personnel - laboratory






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






36. 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






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






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






39. 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






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. 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


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






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






44. Goals - Execution - World - Evaluation






45. Primary - secondary - facilitator - indirect






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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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