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VU Past Papers CS408 – Human Computer Interaction SHORT QUESTION ANSWER FOR MID TERM

Q#1: Define Attention
Answer: Attention is the process of selecting things to concentrate on, at a point in time, from the range of possibilities available.
Ref: Handouts, Page 76

Q#2: Define Recognition
Answer: Recognition refers to the act of recognizing or identifying something as having been previously seen, heard, or known.
Ref: Handouts

Q#3: Difference between Tertiary and Analogous colors
Answer:

Q#4: Explain pointing devices and trackball [2+3 Marks]
Answer:

Q#5: Vertical scroll bar & Norman’s principles [2×5 Marks]
Answer:

Q#6: Steps to construct personas
Answer:

  1. Revisit persona hypothesis
  2. Map interview subjects to behavioral variables
  3. Identify significant behavior patterns
  4. Synthesize characteristics and relevant goals
  5. Check for completeness
  6. Develop narratives
  7. Designate persona types
    Ref: Handouts, Page 14

Q#6 (Shampoo Plan Question)
Answer: No, it is not a good plan. A single shampoo does not account for different user needs (performance, foam, irritation, conditioning). User testing and multiple formulations are required.
Ref: Handouts

Q#6: Norman model focus in HCI
Answer: Mental Model
Ref: Handouts, Page 63

Q#7: Briefly explain physical constraints [2 Marks]
Answer: Physical constraints restrict movement based on shape or size. Example: An external disk fits only one way into a drive.
Ref: Handouts, Page 106

Q#8: User-centered approach [2 Marks]
Answer: Real users and their goals, not technology, drive product development.
Ref: Handouts, Page 172

Q#9: Usefulness of metaphor [3 Marks]
Answer: Metaphors help developers understand, agree on, and communicate system functionality.

Q#10: Research phase of goal-directed design [3 Marks]
Answer: Focuses on balancing user desires with business viability and technical feasibility. Avoid overemphasis on technology.
Ref: Handouts, Page 157

Q#11: Customer vs Corporate goals (Non-User Goals) [5 Marks]
Answer: Non-user goals include customer, corporate, and technical goals. They must be considered but not prioritized over user needs.
Ref: Handouts, Page 193

Q#12: Dialog boxes in WIMP [5 Marks]
Answer: Dialog boxes are widgets for user interaction. Example: Pointer changes from arrow to crosshair while drawing. Other widgets include menus, toolbars, buttons, and palettes.
Ref: Handouts, Page 131

Q#13: How to construct persona (steps)
Answer: 1. Define the problem, 2. Identify the people, 3. Get into the field

Q#14: Improve university website GUI
Answer: Use padded block links, typesetting buttons, color/contrast for attention, letter spacing, auto-focus inputs, hover controls.
Ref: Handouts, Page 145

Q#15: Preference for command-line interface
Answer: Requires memorization of commands; less configurable. Efficient only after user invests significant time.
Ref: Handouts, Page 246

Q#16: Use of radio buttons and checkboxes
Answer:

Q#17: Modeling phase & persona
Answer: Personas help: determine product functionality, communicate with stakeholders, build consensus, measure design effectiveness, support marketing and sales.
Ref: Handouts, Page 187

Q#18: Norman’s interaction framework
Answer: User chooses goal → formulates plan → executes → evaluates results → determines next action.

Q#19: Design principles – Visibility & Affordance
Answer:

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