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QUESTION BANK

SUBJECT: CS6008 – HUMAN COMPUTER INTERACTION

SEM / YEAR: VIII/ IV

UNIT I - FOUNDATIONS OF HCI


The Human: I/O channels – Memory – Reasoning and problem solving; The computer: Devices
– Memory – processing and networks; Interaction: Models – frameworks – Ergonomics – styles
– elements – interactivity- Paradigms

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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1 i) List Input and Output channels and discuss briefly 8


about it. 8
ii) Draw the model of the structure of memory and how
these memories interact.
2 i) Briefly discuss about the types of memory in detail. 8
ii) Describe five important differences between Short 8
Term Memory and Long Term Memory.
i) Explain the similarities and differences in human 8
3 8
memory and computer memory.
ii) Classify mental models, and why are they important
in interface design?
4 Differentiate deductive reasoning, inductive reasoning and 16
abductive reasoning.
5 i) Describe the guidelines for data display and data 8
entry?
ii) Write short notes on text entry devises. 8
Discuss about the following:
6 (a) Digital paper 16
(b) Display devises
Demonstrate the following:
7 (a) 3D Mouse 16
(b) 3D Displays
8 i) Analyze the limitations on interactive performance? 8
ii) Draw the block diagram representing human- 8
9 computer interaction framework and explain it.
List the most common interface styles and note the different 16
effects these have on the interaction.

10 Briefly describe about the elements of the WIMP interface. 16


Explain the 2 main architectures used for group-ware
11 systems? Identify the strength and limitations of every and 16
suggest how they can be solved.
12 i) How the user performance is improved using 8
ergonomics? Explain.
ii) Pointout briefly four different interaction styles used
to accommodate the dialog between user and 8
computer.
Examine (in words as well as graphically) the interaction
13 framework introduced in Human–Computer Interaction. 16
Show how it can be used to explain problems in the dialog
between a user and a computer.
14 Analyze briefly four different interaction styles used to 16
accommodate the dialog between user and computer.

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UNIT II - DESIGN & SOFTWARE PROCESS


Interactive Design basics – process – scenarios – navigation – screen design – Iteration and
Prototyping. HCI in software process – software life cycle – usability engineering – Prototyping
in practice – design rationale. Design rules – principles, standards, guidelines, rules. Evaluation
Techniques – Universal Design.

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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4 Comment and identify the use of layout and other elements 16


in the control panels.
i) List and describe the activities in the life cycle. 8
5 8
ii) Briefly discuss about the three main approaches to
prototyping.
6 Describe the several potential problems on the management 16
side.
7 Summarize some of the techniques that are available for 16
producing rapid prototypes.
i) Explain the structure of a gIBIS design rationale. 8
8
ii) Describe the QOC notation. 8
9 i) Examine the principles affecting learnability in detail. 8
ii) Give the summary of principles affecting flexibility in 8
detail.
10 Classify and explain the summary of principles affecting 16
robustness.
i) Mention and Explain the Shneiderman’s Eight 8
11 Golden Rules of Interface Design.
ii) State and Explain Norman’s Seven Principles for 8
Transforming Difficult Tasks into Simple Ones.
With help of Norman’s Model of interaction explain the
12 process of execution evaluation cycle. What is meant by gulf 16
of execution and gulf of evaluation with respect to this
model?
i) List and discuss seven stages of action model. 8
13 8
ii) What are the seven principles give us a good starting
point in considering universal design.
i) Why are there few effective HCI standards? 8
14 ii) Prepare the guidelines that are provided and classify
them in terms of the activity in the software life cycle 8
to which they would most likely apply.

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UNIT III - MODELS AND THEORIES


Cognitive models –Socio-Organizational issues and stake holder requirements –Communication
and collaboration models-Hypertext, Multimedia and WWW.
UNIT III
PART A

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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5 Describe about KLM (Keystroke-Level Model). 16

6 Briefly describe about the Three-state model. 16


i) How to organize a display. Explain how to get user’s 8
7 attention.
ii) Explain three techniques to prevent errors. 8
i) Pointout the six key stages to carry out in a 8
8 CUSTOM analysis?
ii) What are the stages of Open System Task Analysis 8
(OSTA)
9 List and explain the seven stages of soft systems 16
methodology.
i) Explain the participatory design process utilizes a
range of methods to help convey information between 8
the user and designer.
10 ii) Explain Effective Technical and Human
Implementation of Computer-based Systems 8
(ETHICS) and how the design groups then address
the following issues and activities.
11 Order the pros and cons in conversation and text-based 16
communication.
Write short notes on
12 a. Text
b. Hypertext 16
c. multimedia
13 Describe and discuss about many applications of 16
hypermedia.
Write and develop short notes on
a. Fixed content
14 b. Search
c. automatic generation 16
d. batch generation
e. dynamic content

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UNIT IV - MOBILE HCI


Mobile Ecosystem: Platforms, Application frameworks- Types of Mobile Applications:
Widgets,
Applications, Games- Mobile Information Architecture, Mobile 2.0, Mobile Design: Elements
of Mobile Design, Tools.

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

3 Elaborate and classify the broader set of devices supports 16


operating systems.
4 Explain Application Frameworks. 16

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5 Comparing and contrasting mobile application media. 16

6 Define Jesse James Garrett’s Elements of User Experience. 16


i) Explain the teasing content to confirm the user’s 8
7 expectations.
ii) Brief with an example clickstream for an iPhone web 8
application.
8 State and discover an example process flow diagram. 16
9 Analyze the Elements of Mobile Design. 16

10 List some ways to do some simple and fast mobile 16


prototyping.
11 Specify and develop the six simple rules for user with 16
excellent readability.
12 Describe the types of Mobile Applications 16
13 Mention and analyze the seven principles of Web 2.0. 16

14 Mention tools and what interface toolkits are available for it.
16

UNIT V - MOBILE HCI


Designing Web Interfaces – Drag & Drop, Direct Selection, Contextual Tools, Overlays,
Inlays and Virtual Pages, Process Flow. Case Studies.

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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16 Express Lightbox Effect.


Mention and explain few things to keep in mind when using
17
Input Overlays.
18 Summarize Inlay Versus Overlay.
19 Give an example for virtual scrolling.
20 Describe Carousel.

Part B

1 Briefly describe the 15 events available for cueing the user 16


during a drag and drop interaction.
Write short notes on
a. Drag and Drop Module 16
2
b. Drag and Drop List
c. Drag and Drop Object 8
Write and describe short notes on 8
3 a. Drag and Drop Action
b. Drag and Drop Collection
4 Examine in brief about the common approaches to targeting 16
a drop.
Illustrate and compare the types of selection techniques in 8
5 detail.
Explain Contextual Tools in detail. 8

Summarize the Challenges of Drag and Drop? 8


6
Explain the purpose of Drag and Drop. 8
Explain and analyze Tools in detail.
a. Always-Visible Tools
7 b. Hover-Reveal Tools 16
c. Toggle-Reveal Tools
d. Multi-Level Tools
8 Describe in detail about the three specific types of overlays: 16
Dialog Overlays, Detail Overlays, and Input Overlays
Discuss about Secondary Menu. 8
9 8
Develop how to inlay the information directly within the
page. Explain?
Define Tabs. Explain the types of tabs. 8
10
Explain different types of inlays? 8

Explain the patterns that support virtual pages. 8


11
What is Zoomable User Interface? 8
Write and develop short notes on:
12 a. Virtual Scrolling 16
b. Virtual Paging
c. Scrolled Paging
13 Tabulate Paging Versus Scrolling. 16

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14 Explain and illustrate about various process flow patterns. 16

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