This document contains questions that cover topics in human-computer interaction including sensory memory and its types, interaction styles, positioning and pointing devices, anti-aliasing, models of interaction, the interaction design process, Shneiderman's 8 Golden Rules, formative and summative evaluation, Smith and Mosier guidelines, UIMS, universal design principles, GOMS, cognitive complexity theory, Backus-Naur form, Keystroke Level Model, Open System Task Analysis, advantages and disadvantages of mobile web widgets and native applications, information architecture disciplines, site maps, click streams, paper prototypes, context and HTML prototypes, drag rendering, iconography, application vs utility content, wireframes, and design myths.
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HCI - Question Bank
This document contains questions that cover topics in human-computer interaction including sensory memory and its types, interaction styles, positioning and pointing devices, anti-aliasing, models of interaction, the interaction design process, Shneiderman's 8 Golden Rules, formative and summative evaluation, Smith and Mosier guidelines, UIMS, universal design principles, GOMS, cognitive complexity theory, Backus-Naur form, Keystroke Level Model, Open System Task Analysis, advantages and disadvantages of mobile web widgets and native applications, information architecture disciplines, site maps, click streams, paper prototypes, context and HTML prototypes, drag rendering, iconography, application vs utility content, wireframes, and design myths.
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CS6008 – HUMAN COMPUTER INTERACTION
QUESTION BANK
PART-A
1 What is sensory memory and list its types?
2 List out the common interaction styles. 3 List out the positioning, pointing and drawing devices. 4 What is anti-aliasing? 5 List out the models of interaction. 6 List out the steps in interaction design process. 7 List the Shneiderman’s 8 Golden Rules. 8 Compare formative evaluation and summative evaluation. 9 What are the basic categories of the Smith and Mosier guidelines? 10 Illustrate UIMS. 11 State Universal Design Principles. 12 What is meant by GOMS? Give an example. 13 Define cognitive complexity theory. 14 What does Backus-Naur Form mean? Give an example. 15 What is Keystroke Level Model (KLM)? 16 What is Open System Task Analysis (OSTA)? 17 List the advantages and disadvantages of Mobile web widgets. 18 List the advantages and disadvantages of Native applications. 19 List any four disciplines in information architecture. 20 What are Site Maps? 21 What do click streams mean? 22 What are Paper Prototypes? 23 Differentiate context prototype and HTML prototype. 24 What is Drag rendering? 25 What is Iconography? 26 Differentiate application content and utility content. 27 What is meant by wireframes? 28 Define design myth. 29 List out Design tools and interface toolkits 30 Show typical flow of information on mobile devices. PART-B & PART-C
1. I/O Channels in human
2. Memory-Human 3. Memory-Computer 4. Text entry Devices 5. Interaction Styles 6. Ergonomics 7. Models Of Interaction 8. Interaction of prototyping 9. Software Life Cycle Model 10. (i)Usability Engineering(ii) Verification and Validation 11. Prototyping Types 12. Design Guidelines 13. Shneiderman’s 8 Golden Rules, Norman’sPrinciples 14. Goals of Evaluation and Cognitive walk through 15. Evaluation through Expert Analysis 16. Evaluate through User Participation 17. Observation techniques and Query Techniques 18. Give notes on following 19. Gestalts theory 20. Problem space theory 21. Skill acquisition 22. Errors and mental models
23. Write notes on following
24. Processing and networks 25. Types of memory 26. Discuss about following 27. Normans execution–evaluation lifecycle 28. Interaction framework
29. Elaborate various display devices and their functionalities
30. Write short notes on
31. Virtual reality and 3D interaction devices. 32. Printing and Scanning devices