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






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






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






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






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






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






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






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






9. 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






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






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






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






14. Observation - elicitation






15. 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






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






17. 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






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






19. Menu options create small articulatory distance






20. Goals - Execution - World - Evaluation






21. 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






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






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






24. 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






25. 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


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






27. Location - Logical Grouping - Conventions - Redundancy






28. 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






29. 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






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






31. 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






32. 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






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






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






35. 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






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






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






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






39. 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






40. Participants - design - tester






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






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






43. Direct - indirect - ethnographic observation - distributed cognition






44. 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






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






46. Comprehensibility and learnability






47. Time - finance - personnel - laboratory






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






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. Unscientific - Partial - Unstable - Inconsistent - Personal