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 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






2. 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






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






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






5. Menu options create small articulatory distance






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






8. Comprehensibility and learnability






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






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






11. Overload - Feedback - Recognition/Recall - Orientation






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. 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






14. 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






15. 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






16. 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






17. 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






18. 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






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






20. 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






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






22. 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






23. Participants - design - tester






24. 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






25. 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


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






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






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






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






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






31. Unscientific - Partial - Unstable - Inconsistent - Personal






32. 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






33. Observation - elicitation






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






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






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






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






38. Primary - secondary - facilitator - indirect






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






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






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






43. 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






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






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






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






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






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






50. Time - finance - personnel - laboratory