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






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






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






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






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






6. Observation - elicitation






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






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






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






10. 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






11. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






16. Location - Logical Grouping - Conventions - Redundancy






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






18. 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






19. Physical - cultural - functional - informational






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






21. 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






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. Time - finance - personnel - laboratory






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






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






26. 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






27. 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






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






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






30. Direct - indirect - ethnographic observation - distributed cognition






31. Goals - Execution - World - Evaluation






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






33. 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






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






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






36. Participants - design - tester






37. 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






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






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






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






41. 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






42. 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






43. 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






44. Primary - secondary - facilitator - indirect






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






46. Menu options create small articulatory distance






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






48. Unscientific - Partial - Unstable - Inconsistent - Personal






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






50. 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