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






2. 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






3. Menu options create small articulatory distance






4. 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






5. 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






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






7. Primary - secondary - facilitator - indirect






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






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






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






11. 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






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






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






14. 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






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






16. 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






17. Participants - design - tester






18. 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






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






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






21. Overload - Feedback - Recognition/Recall - Orientation






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






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






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






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






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






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






28. Goals - Execution - World - Evaluation






29. 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






30. 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






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






32. 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






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






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






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






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






38. Unscientific - Partial - Unstable - Inconsistent - Personal






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






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






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






42. 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






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






44. Physical - cultural - functional - informational






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






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






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






48. 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






49. Location - Logical Grouping - Conventions - Redundancy






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