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CS6008 HUMAN COMPUTER INTERACTION

QUESTION BANK

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
THE HUMAN :
1. Why human is considered as the central character in interactive systems?
2. What is meant by cognitive psychology?
3. List the subsystems in Model Human Processor.
4. List the components of Information Processing System.
I/O CHANNELS :
5. List the five senses of human. Which of the senses are most important to HCI?
6. What are the two stages of visual perception?
7. Give the law of size constancy.
8. Define contrast.
9. What are the components of color? Define these components.
10. What is meant by visual processing?
11. Define optical illusions.
12. What is sound? List its characteristics.
13. List the three types of sensory receptors in human skin.
14. Give the Fitts’ Law.
MEMORY :
15. What is meant by sensory memory?
16. What is the use of short-term memory?
17. What is recency effect?
18. Give the features of Long-term memory.
19. What is episodic memory?
20. What is semantic memory?
21. Define semantic network.
REASONING AND PROBLEM SOLVING :
22. What is meant by reasoning?
23. What is the use of deductive reasoning? Give example.
24. Define abduction.
25. Explain the Gestalt theory.
26. Define analogy mapping.
THE COMPUTER :
27. Define batch processing.
28. What is meant by richer interaction?
DEVICES :
29. List some alphanumeric keyboard.
30. What is meant by chord keyboard?
31. How will you use phone pad?
32. How handwriting recognition is used in signature recognition?
33. What are the devices that are used for positioning, pointing and drawing?
34. What is the use of display devices? Give example.
MEMORY :
35. What is the use of RAM?
36. What are the technologies used in disks?
37. What is the use of compression? List some compression algorithms.
PROCESSING AND NETWORKS :
38. Give Moore’s Law.
39. List some factors that limit the speed of interactive system.
INTERACTION & MODELS :
40. List the stages in Norman’s model of interaction.
41. What is meant by task analysis?
42. What are the components in interactive system?
FRAMEWORKS :
43. Give a framework for human-computer interaction.
ERGONOMICS :
44. What is meant by ergonomics?
45. What is meant by functional, sequential and frequency controls?
46. List some factors that affect the quality of interaction and the user’s performance.
STYLES :
47. List some interface styles.
48. What is meant by WIMP interface?
49. What is the use of command line interface?
ELEMENTS :
50. What is meant by widgets?
INTERACTIVITY :
51. What is the purpose of modal dialog boxes?
PARADIGMS :
52. List some paradigms for interaction.

PART - B
THE HUMAN :
1. Discuss about the Model Human Processor and the Information Processing System in detail. (6
M)
I/O CHANNELS :
2. Explain the structure of human eye with a neat diagram. Explain how visual perception is
achieved in detail. (16 M)
3. Discuss how human ear is used in HCI. (8 M)
4. Suggest ideas for an interface which uses the properties of sound effectively. (8 M)
5. Explain how touch and movement is used in HCI. (8 M)
MEMORY :
6. Model the structure of memory. Explain the types of memory in detail. (16 M)
7. Explain the long term memory structure in detail with example. (16 M)
REASONING AND PROBLEM SOLVING :
8. List the three types of reasoning. Explain in detail with examples. (16 M)
9. Discuss the Gestalt theory and Problem Space theory in detail. (8 M)
10. Identify the goals and operators involved in the problem ‘delete the second paragraph of the
document’ on a word processor. Now use a word processor to delete a paragraph and identify
your actions, goals and subgoals.(8 M)
11. Explain the concept of skill acquisition in detail with examples. (8 M)
THE COMPUTER :
12. What is the basic architecture of a computer system? Explain the different levels of interaction in
a computer system. (8 M)
DEVICES :
13. List some text entry devices. Explain in detail. (16 M)
14. Explain the devices used for positioning, pointing and drawing in detail. (16 M)
15. What are the display devices used in computer? Explain the devices and the technologies used in
detail. (16 M)
16. What input and output devices would you use for the following systems? For each, compare and
contrast alternatives, and if appropriate indicate why the conventional keyboard, mouse and CRT
screen may be less suitable. (16 M)
(a) portable word processor
(b) tourist information system
(c) tractor-mounted crop-spraying controller
(d) air traffic control system
(e) worldwide personal communications system
(f ) digital cartographic system.
MEMORY :
17. Compare and explain the capacities of different storage media. Explain the compression
algorithms and storage formats & standards in detail. (16 M)
PROCESSING AND NETWORKS :
18. Explain processing and networks in detail. (16 M)
19. How do you think new, fast, high-density memory devices and quick processors have influenced
recent developments in HCI? Do they make systems any easier to use? Do they expand the range
of applications of computer systems?
INTERACTION & MODELS :
20. Explain the execution evaluation cycle and interaction framework in detail. (16 M)
FRAMEWORKS :
21. Explain the framework for human-computer interaction with a neat diagram. (6 M)
ERGONOMICS :
22. Explain the concept of ergonomics in detail. (16 M)
STYLES :
23. What is meant by interaction? Explain the interaction styles in detail. (16 M)
ELEMENTS :
24. List the elements of WIMP interface. Explain in detail. (16 M)
INTERACTIVITY :
25. Discuss about the interactivity with example. (6 M)
PARADIGMS :
26. What is paradigm? Explain the different paradigms used for interaction in detail. (16 M)

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.

PART – A
INTERACTIVE DESIGN BASICS :
53.

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 :

PART – B
INTERACTIVE DESIGN BASICS :
27.

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 III
MODELS AND THEORIES
Cognitive models –Socio-Organizational issues and stake holder requirements –Communication and
collaboration models-Hypertext, Multimedia and WWW.

PART – A
COGNITIVE MODELS :

SOCIO-ORGANIZATIONAL ISSUES AND STAKE HOLDER REQUIREMENTS :

COMMUNICATION AND COLLABORATION MODELS :

HYPERTEXT, MULTIMEDIA AND WWW :

PART – B
COGNITIVE MODELS :

SOCIO-ORGANIZATIONAL ISSUES AND STAKE HOLDER REQUIREMENTS :

COMMUNICATION AND COLLABORATION MODELS :

HYPERTEXT, MULTIMEDIA AND WWW :

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.

2,6,7,8,10
PART – A
MOBILE ECOSYSTEM :
1. List the layers of the mobile ecosystem.
2. What are the roles played by operators?
3. List some mobile operators.
4. How the mobile operators can be referred to?
5. Give some example for 2G mobile phone standards and technology.
6. List some 3G mobile phone standards and technology.
7. How the mobile industry calls the phone?
PLATFORMS :
8. What is the primary duty of the mobile platforms?
9. What is the goal of licensed platform? Give example.
10. What is proprietary platform? List some proprietary platform….
11. What is the use of open source platform.
12. List some common mobile operating systems.
APPLICATION FRAMEWORKS :
13. What is the use of application frameworks?
14. List some application frameworks.
15. What is services?
TYPES OF MOBILE APPLICATIONS :
16. What is meant by mobile application medium types?
17. What is SMS? Give the pros and cons of SMS.
18. What is mobile website?
WIDGETS :
19. What is mobile web widget?
20. How Wikipedia define web widget?
21. Give the advantages and disadvantages of web widgets.
APPLICATIONS :
22. How the mobile web applications run on the browser?
23. What are the pros and cons of the mobile web applications?
24. What is meant by native applications?
GAMES :
25. How games are installed in mobile phones?
26. What are the advantages and disadvantages of using games?
MOBILE INFORMATION ARCHITECTURE :
27. Define information architecture.
28. What is meant by interaction design and information design?
29. What is meant by navigation design and interface design?
30. What is Mobile Information Architecture?
31. What is the main use of site map?
32. What is the use of click streams?
33. What is wireframe? How it varies from site map?
34. List some methods to do some simple and fast mobile prototyping.
MOBILE 2.0 :
35. Give the seven principles of web 2.0.
36. What is mobile 2.0?
37.

MOBILE DESIGN :

ELEMENTS OF MOBILE DESIGN :

TOOLS :

PART – B
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 :

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

PART – A
DESIGNING WEB INTERFACES :

DRAG & DROP :

DIRECT SELECTION :

CONTEXTUAL TOOLS :

OVERLAYS :

INLAYS :

VIRTUAL PAGES :

PROCESS FLOW :

CASE STUDIES :

PART – B
DESIGNING WEB INTERFACES :

DRAG & DROP :

DIRECT SELECTION :

CONTEXTUAL TOOLS :
OVERLAYS :

INLAYS :

VIRTUAL PAGES :

PROCESS FLOW :

CASE STUDIES :

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