VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

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1 VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Academic Year : (EVEN) Batch : Branch : CSE Year/ Semester/ Section : IV/ VIII /A Course Component : Elective Course In charge : Mrs.S.Kavitha Course Code / Name : 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 S.No. Questions K-Level 1. What is HCI? K1-Remember 2. Define Model Human Processor. K1-Remember 3. Describe the two types of photoreceptor? 4. What is visual angle? How the visual angle is calculated K1-Remember 5. State Fitts law. K1-Remember 6. Explain a model of the structure of memory 7. Summarize three types of memory or memory function 8. Define Script. K1-Remember 9. Who is involved in HCI K1-Remember 10. What is meant by visual perception? K1-Remember 11. What are the effo factors K1-Remember 12. What is rods and cones K1-Remember 13. What are the input and output channels of human K1-Remember 14. What is reading and hearing K1-Remember 15. What is meant by processing sound K1-Remember 16. What is touch K1-Remember 17. Draw the structure of human memory 18. Define long term memory and its types K1-Remember 19. Define Moores law K1-Remember 20. Differentiate deductive reasoning, inductive reasoning and abductive reasoning 21 What is gestalt theory? K1-Remember 22 What is problem space theory K1-Remember 23 Mention the types of errors. 24 What is meant by batch processing K1-Remember 25 Define richer interaction K1-Remember 26 What are entry devices available in computer K1-Remember 27 What is meant by chord keyboards K1-Remember 28 What is jaggies and anti-aliasing? K1-Remember 29 Define eye gaze K1-Remember 30 What is meant by bit map display K1-Remember 31 Define digital paper K1-Remember 32 Mention the health hazards of CRT 33 Mention 7 stages of Donald norman s model in interaction 34 What is execution and evaluation loop K1-Remember 35 Describe ergonomics

2 36 List out common interaction styles K1-Remember 37 What is WIMP? List its elements K1-Remember 38 Define data context interaction K1-Remember 39 What is meant by agent based interfaces K1-Remember 40 What are paradigms and give examples K1-Remember 41 What is metaphor K1-Remember 42 what are the two stages of vision K1-Remember 43 What is sensory memory K1-Remember 44 Tabulate direct manipulation vs indirect manipulation. 45 Discuss the importance of grouping control 16 MARK QUESTIONS 1 i) List Input and Output channels and discuss briefly about it. 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. ii) Describe five important differences between Short Term Memory and Long Term Memory. 3 i) Explain the similarities and differences in human memory and computer memory. ii) Classify mental models, and why are they important in interface design? 4 Differentiate deductive reasoning, inductive reasoning and abductive reasoning. 5 i) Describe the guidelines for data display and data entry? ii) Write short notes on text entry devises. 6 Discuss about the following: (a) Digital paper (b) Display devises 7 Demonstrate the following: (a) 3D Mouse (b) 3D Displays 8 i) Illustrate the limitations on interactive performance? ii) Draw the block diagram representing human computer interaction framework and explain it. 9 List the most common interface styles and note the different effects these have on the interaction. 10 Briefly describe about the elements of the WIMP interface 11 Explain the 2 main architectures used for group-ware systems? Identify the strength and limitations of every and suggest how they can be solved. 12 i) How the user performance is improved using ergonomics? Explain. ii) Pointout briefly four different interaction styles used to accommodate the dialog between user and computer. 13 Examine (in words as well as graphically) the interaction framework introduced in Human Computer Interaction. Show how it can be used to explain problems in the dialog between a user and a computer. 14 Elucidate briefly four different interaction styles used to accommodate the dialog between user and computer.

3 VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Academic Year : (EVEN) Batch : Branch : CSE Year/ Semester/ Section : IV/ VIII /A Course Component : Elective Course In charge : Mrs.S.Kavitha Course Code / Name : CS6008/Human Computer Interaction Question Bank 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. S.No. Questions K-Level 1 State the golden rule of design K1-Remember 2 What is meant by interaction design process K1-Remember 3 Mention the process of design 4 List the main focus of users K1-Remember 5 What is know your user? K1-Remember 6 What is meant by navigation design 7 List screen design tools K1-Remember 8 What are the tools used for layout design K1-Remember 9 What is meant by scenarios K1-Remember 10 What is meant by linearity? K1-Remember 11 What is meant by interaction and prototyping K1-Remember 12 What is grouping and structure K1-Remember 13 What are the elements of design models K1-Remember 14 List the principles of a software design in HCI K1-Remember 15 What are the activities involved in waterfall model K1-Remember 16 Define model of software life cycle K1-Remember 17 What is vertical partitioning? K1-Remember 18 What is usability engineering? K1-Remember 19 Mention the parts of usability specification for VCR 20 List some ISO usability standards 9241 K1-Remember 21 Differentiate throw away prototyping and incremental prototyping 22 What are the techniques used for prototyping K1-Remember 23 What is meant by learnability,flesxibility and robustness K1-Remember 24 What is meant by task migratability K1-Remember 25 Define under lying theory K1-Remember 26 Give benefits of design rationale 27 List out types of design rules K1-Remember 28 List out shneiderman s 8 golden rules of interface design K1-Remember 29 List out Norman s 7 principles for transforming difficult task in to a simple K1-Remember one 30 What is goal of evaluation K1-Remember 31 Define cognitive walkthrough K1-Remember 32 What is heuristic evaluation K1-Remember 33 What is meant by model based evaluation K1-Remember 34 List different styles of evaluation K1-Remember

4 35 Define automatic analysis tools K1-Remember 36 List the types of test available in analysis K1-Remember 37 What is think aloud K1-Remember 38 Mention about query techniques K1-Remember 39 What are the approaches present for user support K1-Remember 40 Define impairment K1-Remember 41 Differentiate between multi modal and multi media 42 How to support user support systems K1-Remember 43 Define storyboards. K1-Remember 44 Define localization or internationalization. K1-Remember 45 Quote an example pattern go back to a safe place. K1-Remember 16 MARK QUESTIONS 1 i) List the four main phases plus iteration loop, focused on the design of interaction. ii) Explain in detail at the software development process and how HCI fits within it. 2 i) Give an example of a scenario for the personal movie player. ii) Draw the block diagram of application functional hierarchy and Explain. 3 i) State and Examine the Network of screens/states. ii) What is known as a hill-climbing approach? Explain 4 Comment and identify the use of layout and other elements in the control panels. 5 i) List and describe the activities in the life cycle. ii) Briefly discuss about the three main approaches to prototyping. 6 Describe the several potential problems on the management side. 7 Summarize some of the techniques that are available for producing rapid prototypes. 8 i) Explain the structure of a gibis design rationale. ii) Describe the QOC notation. 9 i) Examine the principles affecting learnability in detail. ii) Give the summary of principles affecting flexibility in detail. 10 Classify and explain the summary of principles affecting robustness. 11 i) Mention and Explain the Shneiderman s Eight Golden Rules of Interface Design. ii) State and Explain Norman s Seven Principles for Transforming Difficult Tasks into Simple Ones. 12 With help of Norman s Model of interaction explain the process of execution evaluation cycle. What is meant by gulf of execution and gulf of evaluation with respect to this model? 13 i) List and discuss seven stages of action model. ii) What are the seven principles give us a good starting point in considering universal design 14 i) Why are there few effective HCI standards? ii) Prepare the guidelines that are provided and classify them in terms of the activity in the software life cycle to which they would most likely apply.

5 VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Academic Year : (EVEN) Batch : Branch : CSE Year/ Semester/ Section : IV/ VIII /A Course Component : Elective Course In charge : Mrs.S.Kavitha Course Code / Name : CS6008/Human Computer Interaction Question Bank UNIT III - MODELS AND THEORIES Cognitive models Socio-Organizational issues and stake holder requirements Communication and collaboration models-hypertext, Multimedia and WWW. S.No. Questions K-Level 1 What is meant by GOMS? Give an example. K1-Remember 2 What is cognitive model? K1-Remember 3 Define cognitive complexity theory K1-Remember 4 Differentiate goal and task? K1-Remember 5 What is CCT? Give example K1-Remember 6 What is meant by backups naur form? Give example K1-Remember 7 What is task action grammar? K1-Remember 8 What is key stroke level model? K1-Remember 9 What is meant by problem space model K1-Remember 10 What is meant by interacting cognitive sub system K1-Remember 11 Define critical mass K1-Remember 12 What is meant by automating process workflow BPR? K1-Remember 13 Who are stakeholders? What roles do they play? K1-Remember 14 What is meant by socio technical models K1-Remember 15 What is CUSTOM? K1-Remember 16 what is open system task analysis (OSTA) K1-Remember 17 What is ethnographic approach? K1-Remember 18 Define speech act theory K1-Remember 19 What is meant by text based communication K1-Remember 20 Diffentiate linear text vs.hyper text in communication 21 What is common ground K1-Remember 22 What is meant by group dynamics K1-Remember 23 What is task decomposition K1-Remember 24 What is knowledge based analysis K1-Remember 25 What is meant by entity relationship based techniques? K1-Remember 26 What is static and dynamic web content? K1-Remember 27 Define animation K1-Remember 28 How to make navigation easier K1-Remember 29 Define web server and web client K1-Remember 30 Diffentiate automatic generation and batch generation 16 MARK QUESTIONS 1 i) Briefly describe GOMS model. ii) Explain GOMS and Keystroke level model. 2 i) Explain how GOMS and the keystroke level model support the interaction design process. ii) Give an example of Cognitive complexity theory and express production rules. 3 i) Illustrate the linguistic approach and use of Backus Naur Form (BNF) rules to describe the dialog grammar.

6 ii) Explain the linguistic models BNF and Task Action Grammar in brief. 4 Discuss Task action grammar (TAG). 5 Describe about KLM (Keystroke-Level Model). 6 Briefly describe about the Three-state model. 7 i) How to organize a display. Explain how to get user s attention. ii) Explain three techniques to prevent errors. 8 i) Pointout the six key stages to carry out in a CUSTOM analysis? ii) What are the stages of Open System Task Analysis (OSTA) 9 List and explain the seven stages of soft systems methodology. 10 i) Explain the participatory design process utilizes a range of methods to help convey information between the user and designer. ii) Explain Effective Technical and Human Implementation of Computer-based Systems (ETHICS) and how the design groups then address the following issues and activities. 11 Elucidate the pros and cons in conversation and text-based communication. 12 Write short notes on a. Text b. Hypertext c. multimedia 13 Describe and discuss about many applications of hypermedia. 14 Write and develop short notes on a. Fixed content b. Search c. automatic generation d. batch generation e. dynamic content

7 VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Academic Year : (EVEN) Batch : Branch : CSE Year/ Semester/ Section : IV/ VIII /A Course Component : Elective Course In charge : Mrs.S.Kavitha Course Code / Name : CS6008/Human Computer Interaction Question Bank UNIT -4 SYNTAX DIRECTED TRANSLATION & RUNTIME ENVIRONMENT 2 MARK QUESTIONS 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. S.No. Questions K-Level 1 List some of the open source platforms used for mobile HCI K1-Remember development 2 List some of the licensed platforms used for mobile HCI development K1-Remember 3 What is meant by COCOA touch? K1-Remember 4 What is web runtimes K1-Remember 5 List different application framework used in mobile HCI K1-Remember 6 What is meant by web kit K1-Remember 7 List out mobile application medium types K1-Remember 8 List pros and cons of SMS 9 What is meant by mobile websites K1-Remember 10 What are mobile web widgets 11 List some game applications in mobile HCI K1-Remember 12 What is mobile application media matrix? K1-Remember 13 Diffentiate application content and utility content 14 What is productivity application content? K1-Remember 15 What is meant by mobile information architecture? 16 What are the ways to reduce mistakes? 17 What is meant by click streams K1-Remember 18 What is meant by wireframes K1-Remember 19 Differentiate context prototype and HTML prototype K1-Remember 20 Define design myth 21 What is mobile 2.0 K1-Remember 22 How rich interactions kill battery life? K1-Remember 23 How mobile widgets are the next big thing K1-Remember 24 What is meant by mobile design tent-pole? K1-Remember 25 Define typography K1-Remember 26 List out design tools and interface toolkits K1-Remember 27 Show typical flow of information on mobile devices 28 Tabulate some World s largest mobile operators 29 Summarize sharing core services.

8 30 Pointout the pros and cons of web widgets. 31 Tabulate the pros and cons of mobile websites. 32 Classify Fixed versus fluid. 33 Develop Color characteristics 34 Discuss the pros and cons of web applications 35 Compare and contrast the pros and cons of naïve applications. 36 Explain Information Architecture?. 37 Contrast the three basic ways to define a color palette. 38 Explain the two distinct types of navigation layouts for mobile devices? 39 Define Iconography. 40 Draw and give the typical flow of information on mobile devices. 16 MARK QUESTIONS 1 i) Briefly describe the layers of the mobile ecosystem. ii) Describe several unique disciplines of Information Architecture. 2 i) Elaborate and explain the deliverable we use to define mobile information architecture. ii) Discuss how GSM mobile network evolution? 3 Elaborate and classify the broader set of devices supports operating systems. 4 Explain Application Frameworks. 5 Comparing and contrasting mobile application media. 6 Define Jesse James Garrett s Elements of User Experience. 7 i) Explain the teasing content to confirm the user s expectations. ii) Brief with an example clickstream for an iphone web application. 8 State and discover an example process flow diagram. 9 Elucidate the Elements of Mobile Design. 10 List some ways to do some simple and fast mobile prototyping. 11 Specify and develop the six simple rules for user with excellent readability. 12 Describe the types of Mobile Applications 13 Mention and analyze the seven principles of Web Mention tools and what interface toolkits are available for it.

9 VELAMMAL COLLEGE OF ENGINEERING AND TECHNOLOGY, MADURAI DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING Academic Year : (EVEN) Batch : Branch : CSE Year/ Semester/ Section : IV/ VIII /A Course Component : Elective Course In charge : Mrs.S.Kavitha Course Code / Name : CS6008/Human Computer Interaction Question Bank Unit V WEB INTERFACE DESIGN Designing Web Interfaces Drag & Drop, Direct Selection, Contextual Tools, Overlays, Inlays and Virtual Pages, Process Flow. Case Studies. Questions K-Level S.No 1 What are the events in drag and drop? K1-Remember 2 Who are the actors in drag and drop K1-Remember 3 What is the purpose of drag and drop K1-Remember 4 What is meant by placeholder target K1-Remember 5 What is meant by insertion target K1-Remember 6 Define boundary based placements K1-Remember 7 What is menant by drag rendering K1-Remember 8 What is meant by drag and drop list? K1-Remember 9 What is meant by non-drag and drop alternative K1-Remember 10 What is meant by hinting at drag and drop K1-Remember 11 Differentiate dragged object versus drop target 12 What is meant by drag and drop action K1-Remember 13 Differentiate artificial visual construct and natural visual construct 14 What is meant by drag and drop collection K1-Remember 15 What are the challenges present in drag and drop K1-Remember 16 What is meant by toggle selection K1-Remember 17 What is meant by scrolling versus paging K1-Remember 18 Differentiate collected selection and object selection 19 What is meant by desktop-style selection K1-Remember 20 What is meant by hybrid selection K1-Remember 21 What is meant by interaction in context K1-Remember 22 Define Fitt s law K1-Remember 23 Differentiate Hover-Reveal tools and Toggle-Reveal Tools 24 What is meant by multi-level tools K1-Remember 25 What is meant by radial menus? K1-Remember 26 What is meant by dialog overlay K1-Remember 27 What is meant by light box effect K1-Remember 28 What is meant by detail overlay K1-Remember 29 What is meant by input overlay K1-Remember 30 What is meant by dialog inlay K1-Remember 31 What is meant by list inlay K1-Remember 32 Define detail inlay K1-Remember 33 How to combine inlays and overlays K1-Remember 34 What is meant by virtual scrolling K1-Remember 35 What is meant by inline paging K1-Remember 36 Define scrolled paging K1-Remember

10 37 What is virtual panning K1-Remember 38 Define Zoomable user interface K1-Remember 39 What is meant by google blogger K1-Remember 40 Define magic principle K1-Remember 41 What is meant by interactive single page process K1-Remember 42 What is meant by inline assistant process K1-Remember 43 What is meant by dialog overlay process K1-Remember 44 What is static single page process K1-Remember 45 Describe Carousel. 16 MARK QUESTIONS 1 Briefly describe the 15 events available for cueing the user during a drag and drop interaction. 2 Write short notes on a. Drag and Drop Module b. Drag and Drop List c. Drag and Drop Object 3 Write and describe short notes on a. Drag and Drop Action b. Drag and Drop Collection 4 Examine in brief about the common approaches to targeting a drop. 5 Illustrate and compare the types of selection techniques in detail. Explain Contextual Tools in detail. 6 Summarize the Challenges of Drag and Drop? Explain the purpose of Drag and Drop. 7 Explain and analyze Tools in detail. a. Always-Visible Tools b. Hover-Reveal Tools c. Toggle-Reveal Tools d. Multi-Level Tools 8 Describe in detail about the three specific types of overlays: Dialog Overlays, Detail Overlays, and Input Overlays 9 Discuss about Secondary Menu. Develop how to inlay the information directly within the page. Explain? 10 Define Tabs. Explain the types of tabs. Explain different types of inlays? 11 Explain the patterns that support virtual pages. What is Zoomable User Interface? 12 Write and develop short notes on: a. Virtual Scrolling b. Virtual Paging c. Scrolled Paging 13 Tabulate Paging Versus Scrolling. 14 Explain and illustrate about various process flow patterns.

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