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






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






3. 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






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






5. Progressive Disclosure - Constraints






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






7. Physical - cultural - functional - informational






8. 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






9. 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






10. 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






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






12. 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






13. 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


14. Observation - elicitation






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






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






17. Primary - secondary - facilitator - indirect






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






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






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






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






22. 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






23. 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






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






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






26. Goals - Execution - World - Evaluation






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






28. 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


29. Menu options create small articulatory distance






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






31. 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






32. Unscientific - Partial - Unstable - Inconsistent - Personal






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






34. 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






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






36. 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






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






38. 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






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






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






41. Time - finance - personnel - laboratory






42. 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






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






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






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






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






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






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






50. Overload - Feedback - Recognition/Recall - Orientation