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






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






3. Goals - Execution - World - Evaluation






4. 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






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






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






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






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






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






10. 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






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






12. 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






13. 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






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






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






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






17. Observation - elicitation






18. Physical - cultural - functional - informational






19. 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






20. 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






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






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






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






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






26. 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






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






28. Time - finance - personnel - laboratory






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






30. Unscientific - Partial - Unstable - Inconsistent - Personal






31. 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






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






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






34. Progressive Disclosure - Constraints






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






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






37. 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






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






39. 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






40. 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






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






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






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






44. Primary - secondary - facilitator - indirect






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






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






47. 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






48. Menu options create small articulatory distance






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






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