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 constraints can help the user to form the proper intentions and specify the proper action sequence - provide a context to evaluate the output language






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






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






4. Physical - cultural - functional - informational






5. Menu options create small articulatory distance






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






7. Unscientific - Partial - Unstable - Inconsistent - Personal






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






9. Comprehensibility and learnability






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






11. 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






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






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






14. 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






15. 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






16. Overload - Feedback - Recognition/Recall - Orientation






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






18. 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






19. 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


20. Observation - elicitation






21. Progressive Disclosure - Constraints






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






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






24. 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






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






26. 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






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






28. 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






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






30. 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






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






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






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






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






35. Location - Logical Grouping - Conventions - Redundancy






36. Direct - indirect - ethnographic observation - distributed cognition






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






38. 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






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






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






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






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






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






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






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






46. 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






47. 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






48. Primary - secondary - facilitator - indirect






49. 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






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