Syllabus: CS8079 Human Computer Interaction Objectives
Syllabus: CS8079 Human Computer Interaction Objectives
(Question Bank)
UNIT 1.
PART A
1. What is HCI?
Human-computer interaction (HCI) is the study and planned design of human and computer
activities. HCI uses productivity, safety and entertainment to support and fulfill human-computer
activities and is applied to various types of computer systems, including air traffic control,
nuclear processing, offices and computer gaming. HCI systems are easy, safe, effective and
enjoyable.
Deductive reasoning derives the logically necessary conclusion from the given premises.
Induction is generalizing from cases we have seen to infer information about cases we
have not seen.
Abduction reasons from a fact to the action or state that caused it. This is the method we
use to derive explanations for the events we observe.
Part-B
1 i) List Input and Output channels and discuss briefly about it.
ii) Draw the model of the structure of human memory with diagrammatic
illustration.
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) Illustrate 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) State requirements to perform cognitive walkthrough of a system.
6 Examine in detail about the following:
(i) Digital paper.
(ii) Display devices.
7 Demonstrate how the system designer can minimize the memory load of
the user.
8 i) Discuss the factors that can limit the speed of an interactive
computer system.
ii) Draw the block diagram representing human-computer interaction
framework and explain it.
9 Compose the stages of Norman’s model of interaction.
10 Briefly describe about the elements of the WIMP interface.
11 Explain the various types of users and the organizational issues to be
considered in designing an interactive system with examples.
12 i)How the user performance is improved using ergonomics? Explain.
ii)Point out briefly four different interaction styles used to
accommodate the dialog between user and computer.
13 i)Examine (in words as well as graphically) the interaction
framework introduced in Human–Computer Interaction.
ii) 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 accommodate the
dialog between user and computer.
Degree/ Branch: B. E / Common to
all Branch
Computer Interaction
UNIT 2.
PART A
The designs we produce may be different, but often the raw materials are the same. This leads us to the
golden rule of design:
For Human–Computer Interaction the obvious materials are the human and the computer. That is we
must:
The core of interaction design: put the user first, keep the user in the center and remember the user at the
end
A system has been designed and built, and only when it proves unusable do they think to ask how to
do it right! In other companies usability is seen as equivalent to testing – checking whether people can use
it and fixing problems, rather than making sure they can from the beginning.
Flexibility: The multiplicity of ways the user and system exchange information
principles
abstract design rules
low authority
high generality
standards
specific design rules
high authority
limited application
• Guidelines
lower authority
more general application
29. List out Norman’s 7 Principles for transforming difficult task in to a simple one
Use both knowledge in the world and knowledge in the head
Simplify the structure of tasks.
Make things visible:
Get the mappings right.
Exploit the power of constraints,
Design for error.
When all else fails, standardize.
contingency table
classify data by discrete attributes
count number of data items in each group
PART-B
1 With a neat sketch, describe about Interaction design process and
golden rule of Design.
2 Explain an example of a scenario for the personal movie player.
Draw the block diagram of application functional hierarchy and
Explain.
3 i)Illustrate about Navigation design through Levels of Interaction and
Screen design
ii) What is known as a hill-climbing approach? Explain.
4 Express the use of layout and other elements in the control
panels.
5 Analyze in detail about the activities in the waterfall model and spiral
model of the software life cycle.
6 i) Describe the principles of good UI design.
ii)Using the tour booking form as an example, try to relate its suitability
for automation.
7 Summarize some of the techniques that are available for producing
rapid prototypes.
8 i) List and describe the activities in the life cycle.
ii) Briefly discuss about the three main approaches to prototypin
UNIT 3
PART A
1. What is meant by GOMS? Give an example.
Goals are symbolic structures that define a state of affairs to be achieved and determinate
a set of possible methods by which it may be accomplished
Operators are elementary perceptual, motor or cognitive acts, whose execution is
necessary to change any aspect of the user's mental state or to affect the task environment
Methods describe a procedure for accomplishing a goal
Selection Rules are needed when a goal is attempted; there may be more than one
method available to the user to accomplish it.
Business process reengineering (BPR) is the analysis and redesign of workflows within and
between enterprises in order to optimize end-to-end processes and automate non-value-added
tasks.
The major task in many organizations is moving pieces of paper around. An order is received by
phone and an order form filled in by the sales executive. The order form is passed to accounts
who check the credit rating and if all is okay it is passed on to stores who check availability and
collect the order together at the picking line. When the order is dispatched, a delivery note is
packed with the order and a copy is returned to accounts, who send an invoice to the customer.
Organizations have many such processes, and workflow systems aim to automate much of the
process using electronic forms, which are forwarded to the relevant person based on pre-coded
rules.
It is based on the User Skills and Task Match (USTM) approach, developed to allow
design teams to understand and fully document user requirements
8 i) Point out the six key stages to carry out in a CUSTOM analysis?
ii) Who is a stakeholder? Outline the types of stake holders and appraise
the stakeholders for an airline booking system.
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 Explain some of the organizational issues that affect the acceptance and
relevance of information and communication systems in detail
12 Write short notes on
i)Text.
ii)Hypertext.
iii)Multimedia.
13 Consider the case of preparing a group presentation for a software
project. Demonstrate the stages in specifying and designing UI for the
same.
14 Write and develop short notes on
i) Fixed content.
ii) Search.
iii) Automatic generation.
Degree/ Branch: B. E / Common to all Branch Semester/ Year: VIII/IV
UNIT 4
PART A
1. List some of the open source platforms used for mobile HCI development.
Symbian OS
Android
Windows Mobile
Palm OS
Linux
Mac OS X
2. List some of the licensed platforms used for mobile HCI development.
Java Micro Edition (Java ME)
Binary Runtime Environment for Wireless (BREW)
Windows Mobile
Linux-based mobile platform(LIMO)
PART-B
11 Specify and develop the six simple rules for user with excellent
readability.
12 i) Describe the types of Mobile Applications.
ii) Discuss the various contexts in mobile application.
UNIT 5
PART A
1. What are the Events resent in drag and drop?
Page Load
Mouse Hover
Mouse Down
Drag Initiated
Drag Leaves Original Location
Drag Re-Enters Original Location
Drag Enters Valid Target
Dragging over a valid drop target.
Drag Exits Valid Target
Dragging back out of a valid drop target.
Drag Enters Specific Invalid Target
Dragging over an invalid drop target.
Drag Is Over No Specific Target
Drag Hovers Over Valid Target
Drag Hovers Over Invalid Target
Drop Accepted
Drop occurs over a valid target and drop has been accepted.
Drop Rejected
Drop on Parent Container
PART-B
1 Briefly describe the events available for cueing the user during a drag
and drop interaction.
2 Tabulate the principles for designing rich web interface.
3 Write and describe short notes on i)Drag and Drop Action
ii)Drag and Drop Collection
4 Demonstrate the process flow of web interface design.
5 i) How are contextual tools used in the design of rich web UI?
ii) Illustrate and compare with suitable examples.
6 i) Summarize the Challenges of Drag and Drop.
ii) Explain the purpose of Drag and Drop.
7 Explain and analyze Tools in detail. i)Always-Visible Tools
ii)Hover-Reveal Tools iii)Toggle-Reveal Tools iv)Multi-Level Tools
8 Describe in detail about the three specific types of overlays: i)Dialog
Overlays
ii)Detail Overlay ii)Input Overlays
9 i) Point out in detail about Secondary Menu.
ii) Explain how to inlay the information directly within the page.
i) Define Tabs and its types.
10 ii) Explain different types of inlays?
11 i) Interpret the patterns that support virtual pages used in the design of
rich web UI.
ii) Compare the patterns with suitable examples.
12 Design a web interface for a ‘Library Management System’. State the
functional requirements you are considering.
13 Tabulate the following i)Paging
ii)Scrolling
14 Explain the following:
i)Interactive Single-Page Process ii)Inline Assistant Process