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






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






3. 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






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






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






6. Unscientific - Partial - Unstable - Inconsistent - Personal






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






8. 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






9. 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


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






11. Direct - indirect - ethnographic observation - distributed cognition






12. 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






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






14. 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


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






16. 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






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






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






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






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






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






22. 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






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






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






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






26. 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






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






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






29. 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






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






31. Menu options create small articulatory distance






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






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






34. Participants - design - tester






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






36. Progressive Disclosure - Constraints






37. 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






38. 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






39. 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






40. 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






41. Primary - secondary - facilitator - indirect






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






43. 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






44. 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






45. Location - Logical Grouping - Conventions - Redundancy






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






47. 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






48. Overload - Feedback - Recognition/Recall - Orientation






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






50. Goals - Execution - World - Evaluation