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1.What is multithreading?

Each process contains a single thread, so programming with multiple processes


is programming with multiple threads. But, a process is also an address space,
and creating a process involves creating a new address space.

2.What is prototyping?

Prototypes are experimental and incomplete designs which are cheaply andfast
developed. Prototyping is the process of developing prototypes, is anintegral
part of iterative user-centered design because it enables designers to tryout their
ideas with users and to gather feedback.

4.What is the golden rule of design?

The golden rule of design is to “understand your materials”. In case of


Human–Computer Interaction the obvious materials are the human and the
computer. In other words, it is
• understand computers – limitations, capacities, tools, platforms
• understand people – psychological, social aspects, human error.

5.Who are stakeholders?


A stakeholder can be defined as anyone who is affected by the success or failure
of the system.

6.Write down the four elements of GOMS

GOMS is a family of predictive models of human performance that can be used


to improve the efficiency of human-machine interaction by identifying and
eliminating unnecessary user actions. GOMS stands for (Goals, Operators,
Methods, and Selection)

7.Define CUSTOM methodology?

CUSTOM model is a socio-technical methodology designed to be practical to


use in small organizations. It is based on the User Skills and Task Match
(USTM) approach, developed to allow design teams to understand and fully
document user requirements.

9.What is Task-action Grammar (TAG)

Task–action grammar (TAG) attempts to deal with the consistency in the


language’s structure and in its use of command names and letters by including
elements such as parameterized grammar rules.

10.What are the socio-organizational issues and stakeholder requirements?


- There are several organizational issues that affect the acceptance of
technology by users and that must therefore be considered in system design:
– systems may not take into account conflict and power relationships
– those who benefit may not do the work
– not everyone may use systems.

11.Differentiate verification and validation.

Verification of a design will most often occur within a single life-cycle activity
or between two adjacent activities. For example, in the detailed design of a
component of a payroll accounting system, the designer will be concerned with
the correctness of the algorithm to compute taxes deducted from an employee‘s
gross income.

Validation is a much more subjective exercise than verification, mainly because


the disparity between the language of the requirements and the language of the
design forbids any objective form of proof. In interactive system design, the
validation against HCI requirements is often referred to as evaluation and can be
performed by the designer in isolation or in cooperation with the customer.

12.What are the Techniques for prototyping? NOV/DEC 2018

● Storyboards
● Limited functionality simulations
● High-level programming support
● Context and environment: The microwave’s controls are smooth
to make them easy to clean in the kitchen.
● Aesthetic: The controls must look good.
Economic: It must not cost too much!

13.What are the steps for Interaction design process? NOV/DEC 2018
● Requirements
● Analysis
● Design
● Iteration and prototyping
Implementation and deployment
14.State golden rules of interactive design.

The golden rule of design is to “understand your materials”. In case of


Human–Computer Interaction the obvious materials are the human and the
computer. In other words, it is
• understand computers – limitations, capacities, tools, platforms
• understand people – psychological, social aspects, human error.

15.What are the categories principles to support usability? (APR/MAY


2018) Learnability – the ease with which new users can begin effective
interaction and achieve maximal performance.
Flexibility – the multiplicity of ways in which the user and system exchange
information.

Robustness – the level of support provided to the user in determining


successful achievement and assessment of goals.

16.What is cognitive models?and its categories

cognitiveve models represent users of interactive systems. Hierarchical models


represent a user’s task and goal structure. Linguistic models represent the
user–system grammar. Physical and device models represent human motor
skills. Cognitive architectures underlie all of these cognitive models.

17. Who are stakeholders? Mention the types?

A stakeholder can be defined as anyone who is affected by the success or failure


of the system.

Primary stakeholders are people who actually use the system – the end-users.
Secondary stakeholders are people who do not directly use the system, but
receive output from it or provide input to it (for example, someone who receives
a report produced by the system).
Tertiary stakeholders are people who do not fall into either of the first two
categories but who are directly affected by the success or failure of the system
(for example, a director whose profits increase or decrease depending on the
success of the system).

18.Highlight the application of hypermedia?


• Rapid prototyping
• Help and documentation
• Education and e-learning
• Collaboration and community
• E-commerce

19.What are the characteristics of computer support cooperative work


system NOV/DEC2017

○ Awareness: individuals working together need to be able to gain


some level of shared knowledge about each other's activities
○ Articulation work: cooperating individuals must somehow be
able to partition work into units, divide it amongst themselves
and, after the work is performed, reintegrate it
● Appropriation (or tailorability): how an individual or group adapts a
technology to their own particular situation; the technology may be
appropriated in a manner completely unintended by the designers

20.List out the types of textual communication?


There are four types of textual communication in current groupware:

1. Discrete – directed message as in email. There is no explicit connection


between different messages, except in so far as the text of the message refers
to a previous one.
2. Linear – participants messages are added in (usually temporal) order to the
end of a single transcript.
3. Non-linear – when messages are linked to one another in a hypertext
fashion.
4. Spatial – where messages are arranged on a two-dimensional surface

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