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






2. 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






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






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






5. Time - finance - personnel - laboratory






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






7. 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






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






9. 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






10. 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






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






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






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






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






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






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






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






18. Goals - Execution - World - Evaluation






19. 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






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






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






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






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






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






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






26. Primary - secondary - facilitator - indirect






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






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






29. Comprehensibility and learnability






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






31. 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


32. Location - Logical Grouping - Conventions - Redundancy






33. 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






34. Progressive Disclosure - Constraints






35. 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






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






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






38. 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






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






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






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






42. 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






43. 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






44. 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






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






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






47. Unscientific - Partial - Unstable - Inconsistent - Personal






48. Menu options create small articulatory distance






49. 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






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