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. Observation - elicitation






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






3. 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






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






5. 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






6. 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






7. 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






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






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






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






12. 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






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






14. Comprehensibility and learnability






15. Participants - design - tester






16. Goals - Execution - World - Evaluation






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






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






19. 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






20. 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






21. 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






22. 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






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






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






25. Menu options create small articulatory distance






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






27. Progressive Disclosure - Constraints






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






29. Overload - Feedback - Recognition/Recall - Orientation






30. Location - Logical Grouping - Conventions - Redundancy






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






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






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






34. 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


35. 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






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






37. Physical - cultural - functional - informational






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






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






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






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






42. 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






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






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






45. Primary - secondary - facilitator - indirect






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






47. Direct - indirect - ethnographic observation - distributed cognition






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






49. Unscientific - Partial - Unstable - Inconsistent - Personal






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