Test your basic knowledge |

Human Computer Interaction

Subject : engineering
Instructions:
  • Answer 50 questions in 20 minutes. 2 minutes extra for reading the instructions.
  • 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. 1.require valid input supplied by user 2.require familiarity with interface control 3.can be tedious to correct mistakes






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






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






4. 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






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






6. 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






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






8. 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






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






10. 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






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






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






13. 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






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. 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






16. 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






17. Goals - Execution - World - Evaluation






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






19. 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






20. 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






21. 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






22. 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






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






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






25. Participants - design - tester






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






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






28. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






31. Comprehensibility and learnability






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






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






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






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






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






37. Location - Logical Grouping - Conventions - Redundancy






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






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






40. 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






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






42. Overload - Feedback - Recognition/Recall - Orientation






43. Progressive Disclosure - Constraints






44. 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


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






46. 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






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






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






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






50. Time - finance - personnel - laboratory