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






2. Time - finance - personnel - laboratory






3. 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






4. 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


5. 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






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






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






8. Comprehensibility and learnability






9. 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






10. 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






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






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






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






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






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






16. Participants - design - tester






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






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






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






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






21. 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






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






24. 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


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






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






27. Overload - Feedback - Recognition/Recall - Orientation






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






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






31. Progressive Disclosure - Constraints






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






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






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






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






36. 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






37. Primary - secondary - facilitator - indirect






38. 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






39. Direct - indirect - ethnographic observation - distributed cognition






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






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






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






43. Location - Logical Grouping - Conventions - Redundancy






44. 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






45. 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






46. 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






47. 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






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






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






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