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. Menu options create small articulatory distance






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






3. Location - Logical Grouping - Conventions - Redundancy






4. Time - finance - personnel - laboratory






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






6. Overload - Feedback - Recognition/Recall - Orientation






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






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






9. Physical - cultural - functional - informational






10. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






13. Primary - secondary - facilitator - indirect






14. 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






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






16. 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






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






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






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






20. Comprehensibility and learnability






21. 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


22. 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






23. 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






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






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






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






27. Goals - Execution - World - Evaluation






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






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






30. Participants - design - tester






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






32. 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






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






34. Observation - elicitation






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






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






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






38. 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






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






40. 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






41. 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






42. 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






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






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






45. 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






46. 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






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






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






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






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