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QUESTION BANK
PART A
S.
Question
No.
1 What is HCI?
2 Define Model Human Processor.
3 Describe the two types of photoreceptor?
4 What is visual angle? How the visual angle is calculated.
5 State Fitts’ law.
6 Explain a model of the structure of memory.
7 Summarize three types of memory or memory function.
8 Define Script.
9 Connect an example for a script for visiting the vet.
10 Pointout distribution of practice effect.
11 Classify the two main theories of forgetting:
12 Develop productive and reproductive problem solving?
13 Show ACT model.
14 Examine mental models?
15 Integrate the Models of interaction?
16 What are the stages in Norman’s model of interaction?
Conclude the factors in the physical environment that directly
17
affect the quality of the interaction and the user’s performance:
Recommend the following features of a direct manipulation
18
interface.
19 Tabulate direct manipulation vs indirect manipulation.
20 Discuss the importance of grouping controls.
Part B
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UNIT II
PART A
S.
Question
No.
1 What is Design?
2 State the golden rule of design.
3 Give a model of Interaction design process.
4 Who are stakeholders?
5 Define storyboards.
6 Compare the Levels of interaction?
7 Summarize the several implications.
8 Define localization or internationalization.
9 Compare formative evaluation vs summative evaluation.
10 Explain Prototyping?
11 Classify usability metrics?
12 Develop the three main approaches to prototyping.
13 Illustrate UIMS.
14 Show the warning about iterative design.
15 Plan and present the principles to support usability.
16 Discuss Usability& Effectiveness.
17 Compare Efficiency & Satisfaction?
Summarize the basic categories of the Smith and Mosier guidelines.
18
19 Quote an example pattern ‘go back to a safe place’.
20 Discuss the universal design principles?
Part B
i) List the four main phases plus iteration loop, focused 8
1 on the design of interaction.
ii) Explain in detail at the software development process 8
and how HCI fits within it.
2 i) Give an example of a scenario for the personal movie 8
player.
ii) Draw the block diagram of application functional 8
hierarchy and Explain.
i) State and Examine the Network of screens/states. 8
3
ii) What is known as a hill-climbing approach? Explain. 8
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S.
Question
No.
1 What is Design?
2 State the golden rule of design.
3 Express CSCW.
4 Who are the stakeholders?
5 Classifying stakeholders – an airline booking system.
6 Analyze Acronym, CATWOE:
7 Discuss face-to-face communication.
What is conversation and give the basic conversational structure.
8
9 Differentiate context and the types of context.
10 How utterances can be classified into three kinds.
11 Classify Breakdown and repair.
12 Formulate the process as grounding.
13 Classify the four types of textual communication.
Describe and illustrate the properties of these channels in terms of grounding
14
constraints.
15 Develop Hypertext conversation structure.
16 Differentiate Linear text vs. hypertext.
17 Explain the typical structures of linear text and hypertext
18 Summarize static content and dynamic content.
19 Define Bandwidth, latency and jitter.
20 Discuss Web servers and web clients
Part B
i) Briefly describe GOMS model. 8
1
ii) Explain GOMS and Keystroke level model. 8
i) Explain how GOMS and the keystroke – level model support the
interaction design process.
2
ii) Give an example of Cognitive complexity theory and express
production rules.
i) Illustrate the linguistic approach and use of Backus–
Naur Form (BNF) rules to describe the dialog 8
3 grammar.
ii) Explain the linguistic models–BNF and Task Action 8
Grammar in brief.
4 Discuss Task–action grammar (TAG). 16
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PART A
S.
Question
No.
1 Tabulate some World’s largest mobile operators
2 How software platforms are classified.
3 Summarize sharing core services.
4 List the pros and cons of SMS applications.
5 Tabulate the pros and cons of mobile websites.
6 Pointout the pros and cons of web widgets.
7 Discuss the pros and cons of web applications.
Compare and contrast the pros and cons of naïve applications.
8
9 Analyze the pros and cons of gam applications.
10 Explain Information Architecture?
11 Discover and give an example mobile site map.
12 Develop an example of bad mobile information architecture.
13 Demonstrate information design?
14 Classify Fixed versus fluid.
15 Develop Color characteristics.
16 Contrast the three basic ways to define a color palette.
17 Explain Mobile 2.0?
Explain the two distinct types of navigation layouts for mobile devices?
18
19 Define Iconography.
Draw and give the typical flow of information on mobile
20
devices.
Part B
i) Briefly describe the layers of the mobile ecosystem. 8
1
ii) Describe several unique disciplines of Information 8
Architecture.
2 i) Elaborate and explain the deliverable we use to 8
define mobile information architecture.
ii) Discuss how GSM mobile network evolution? 8
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14 Mention tools and what interface toolkits are available for it.
16
PART A
S.
Question
No.
1 Tabulate some page elements.
2 Mention two common approaches to targeting a drop.
3 Discuss the various approaches for Drag and Drop Modules.
4 Define Drag distance.
5 What is Drag rendering?
6 Analyze the best practices for Drag and Drop List?
7 Differentiate Dragged object versus drop target.
8 Give the types of selection patterns.
9 Analyze Toggle Selection.
Mention and pointout some nice attributes for toggle
10
selection.
11 State and discover Fitt’s law.
12 Develop some issues with showing contextual tools.
13 Demonstrate Antipattern?
14 What is mutton? Discover why it is used?
15 Develop Lightweight overlays.
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Part B
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