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Anna University Regulation 2013

CS6008 - Human Computer Interaction

2 Mark Questions

UNIT I
Part A

1. Define Input / Output channel.


2. Define the sensory memory?
3. Define iconic memory?
4. Define echoic memory?
5. Define working memory.
6. Define short term memory.
7. List the types of long term memory
8. Define Reasoning.
9. Define Gestalt theory.
10. Define touch screens and Eyegaze.
11. List the stages of Normans model of interaction.
12. Define WIMP interface.
13. Define styles of common interface.

UNIT II

1. List out the evaluation techniques.


2. Write down the Prototyping Model.
3. Define the activities of waterfall model.
4. Define AES, DES, triple DES.
5. Explain usability engineering.
6. Write about the measuring method.
7. Explain the usability specifications.
8. Define design rationale.
9. Define usability.
10. Define Efficiency.
11. Define Standards.
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12. Define the principle of Universal Design.


13. Describe HCI Patterns.

UNIT III
1. Define models?
2. Define theories?
3. List out the difference between models and theories.
4. Explain GOMS.
5. Define user modeling.
6. Define Goals and Operators.
7. What are Cognitive complexity theory?
8. Explain Task Action Grammar?
9. Define Keystroke Level Model (KLM).
10. Define three-state model.
11. Define computer-supported cooperative work (CSCW).
12. Define Free rider problem.
13. Define CUSTOM methodology.
14. Define Open System Task Analysis (OSTA).
15. Define SSM.
16. Define Speech act theory.
17. Explain the Text-based communication?
18. Explain web servers and clients.
19. List the Network issues.
20. Define static and dynamic web pages?

UNIT IV
1. Define services.
2. Define the use of application layer.
3. Give the reasons for necessity of application layer.
4. Define the various types of mobile platform.
5. Define mobile platform.
6. Define web widget.
7. Explain the advantage of disadvantage of web application.
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8. Define productivity application context.


9. Define full screen application.
10. List the various types of mobile information.
11. Define wireframe.
12. List the usage of wireframes.
13. Define Clickstreams.
14. List the various types of mobile prototyping.
15. Define Iconography?

UNIT V

1. List the events available for cueing.


2. Define drag lens.
3. Define Placeholder targeting.
4. Define Midpoint boundary.
5. Define Ghost Rendering.
6. Define module dragging.
7. Define drag lens.
8. Define toggle selection.
9. Define Fitts Law.
10. Define Hybrid collection.
11. Define Soft mode.
12. Define Muttons.
13. List the types of overlays.
14. Define inlay and overlay.
15. Define scrolling.
16. Define paging.

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