Download CS408 Papers For Mid and Final Term Preparation for 2014 Examination



CS408 Final Term Paper

Q. It has been observed that most computer users use menu option for input instead of keyboard accelerator. What is the reason behind it? (2 Marks)
Q. Define active intervention. (2 Marks)
Q. What is Ubiquitous Computing? (2 Marks)
Q. Which display device is very cheap and has fast enough response time for rapid animation with high color compatibility? (2 Marks)
Q. By breakdown Skelton plane into its component elements then how all piece fit together to create this as whole user experience? (3 Marks)
Q. Explain Meta data in term of data processing. (3 Marks)
Q. Suppose you are a system analyst, with your work experience, briefly describe when it is useful to observe in contrast to observation process? (3 Marks)
Q. Describe any five usability goals of Internet Explorer. (5 Marks)
Q. When observation is useful and how to observe? (5 Marks)
Q. Difference between Semi-structure interview and focus group interview. (5 Marks)






Qno.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 No. 76

Qno.2 Define Recognition
Answer:-
Recognition refers to act of recognizing or the state of being recognized, identification of something as having been previously seen, heard, and known as.


Qno.3 what is the difference between Tertiary and Analogous colors? [2]
Answer:-
These are the colors formed by mixing one primary and one secondary color.
TERTIARY COLORS
Yellow-orange, red-orange, red-purple, blue-purple, blue-green and yellow-green.
Analogous colors are any three colors, which are side by side on a 12 part color wheel,
Such as yellow-green, yellow, and yellow-orange. Usually one of the three colors
Predominates
REF:: handouts Page No. 64

Qno.4 Comment to justify the following statement.
“Most users are neither beginners nor experts; instead they are intermediates”
What are the pointing devices? Explain trackball as pointing device? [2+3]
Answer:-
According to the statement pointing devices will help for the beginner user because we can use to deal easily with requirement. Pointing devies are input devices that can be used to specify a point or path in a one-, Two- or three- dimensional space and, like keyboards, their characteristics have to be considering in relation to design needs.
Pointing devices are as follow:
• Mouse
• Touch pad
• Track ball
• Joystick
• Touch screen
• Eye gaze
Trackballs is other alternatives. The user is presented with a cursor on the screen that is controlled by the input device.
REF:: handouts Page No. 64, 115

Qno.5 Consider the vertical scroll bar of a web browser or word processor. For each of Norman’s five principles below, give one way that the scrollbar uses the principle for effective design. Describe the interface model of the scroll bar in one sentence.
[2*5]
Affordance:
Constraints:
Mapping:
Visibility:
Feedback:

Answer:-
As consider the vertical scroll bar of a web browser or word processor. According to the Norman’s principles we design the scrollbar uses the principle for effective design that users should see and do when carrying out their tasks using an interactive product. Here we briefly describe which is given:-

Affordance is a term used to refer to an attribute of an object that allows people to know How to use it.
For example, a mouse button invites pushing by the way it is physically constrained in its plastic shell. At a very simple level, to afford means “to give a clue.” When the affordances of a physical object are perceptually obvious it is easy to know how to interact with it

Constraints:
The design concept of constraining refers to determining ways of restricting the kind of user interaction that can take place at a given moment. There are various ways this can be achieved. An Interface design in graphical user interfaces is to deactivate certain menu options by shading them, thereby restricting the user to only actions permissible at that stage of the activity.
• Physical constraints
Physical constraints refer to the way physical objects restrict the movement of things.

• Logical constraints
Logical constraints rely on people’s understanding of the way the world works
• Culture constraints
Culture constraints rely on learned conventions, like the use of red for warning, the use of certain kinds of signals for danger, and the use of the smiley face to represent happy emotions

Mapping:
This refers to the relationship between controls and their effects in the world. Nearly all artifacts need some kind of mapping between controls and effects, whether it is a flashlight, car, power plant, or cockpit. An example of a good mapping between controls is effect is the up and down arrows used to represent the up and down movement of the cursor, respectively, on a computer keyboard.

Visibility:
The more visible functions are, the more likely users will be able to know what to do next. In contrast, when functions are “out of sight,” it makes them more difficult to fid and knows how to use. Norman describes the controls of a car to emphasize this point. The controls for different operations are clearly visible (e.g., indicator, headlights, horn, hazard warning lights), indicating what can be done.

Feedback
Related to the concept of visibility is feedback. This is best illustrated by an analogy to what everyday life would be like without it. Imagine trying to play a guitar, slice bread using knife, or write a pen if none of the actions produced any effect for several seconds. There would be an unbearable delay before the music was produced, the bread was cut, or the words appeared on the paper, making it almost impossible for the person to continue with the next strum, saw, or stroke.
Feedback is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity. Various kinds of feedback are available for interaction design—audio, tactile, verbal, visual, and combinations of these.
REF:: handouts Page No. 104 -108

Qno.6 As a product designer what you need to do for constructing personas. Write all steps
Answer:-
Being a product designer we use to do constructing personas steps:-
1. Revisit the 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 No. 14

Qno.6 you are product designer. You are making plan to introduce a shampoo. Just one type of shampoo for every user. Is this plan good or not. Answer yes or no, and support your answer.

No! it is not a good plan and being product designer, we are making plan to introduce a shampoo for every one, It also includes performance things like how well it cleans, what the foam looks and feels like and how irritating it will be. Often consumer testing is employed to help with determining these characteristics.

The basic ingredient in a shampoo formulation is as follows for the betterment of gathering market.
Water. It helps dilute the detergents, makes the formula easier to spread and reduces irritation. It also keeps the formula inexpensive




Detergents. The next most abundant ingredients in a shampoo. These surfactants are the primary cleansing ingredients and make up about 10% – 15% of the formula.
Foam Boosters. Other types of surfactants are added to shampoos to improve the foaming characteristics of the formulation. These compounds usually botanies or alkanolamides, help increase the amount of foam and the size of the bubbles.

Thickeners. To some extent the secondary detergents make shampoo formulations thicker. Simply adding salt can also increase shampoo thickness.

Conditioning agents. Some materials are added to shampoos to offset the harsh effect of surfactants. Typical conditioning agents include polymers, silicones, and quaternary agents

Preservatives. Any formula that contains water holds the potential to be contaminated by bacteria and other microbes.

According the statement user should change occasionally if we don't get the build up of just one shampoo to another variety of shampoo


Qno.6 Norman model focus on which principal of HCI?
Answer.
MENTAL MODEL
REF:: handouts Page No. 63

Qno.7 briefly explain physical constraints: 02 Marks
answer.
Physical constraints refer to the way physical objects restrict the movement of things.
For example, the way external disk can be placed into a disk drive is physically constrained by its shape and size, so that it can be inserted in only one way. Likewise, keys on a pad can usually be pressed in only one way.
REF:: handouts Page No. 106

Qno.8 what user-centered approach means 02 Marks
Answer.
The user-centered approach means that the real users and their goals, not just technology, should be the driving force behind development of a product.
REF:: handouts Page No. 172

Qno.9 usefulness of metaphor 03 Marks
Answer.
There are several dimensions along which the usefulness of a metaphor can be evaluated. A good metaphor, for example, might help the developers understand and agree on the functionality of the system they are designing.
REF:: http://reports-archive.adm.cs.cmu.ed...SRI-03-100.pdf
Qno.10 which includes in research phase of goal-directed design model 03 marks
Answer.
Goal-directed approach to design is the premise that product must balance business and engineering concerns with user concerns. You begin by asking, “What do people desire?” then you ask, “of the things people desire, what will sustain a business.” And finally you ask, “Of the things people desire, that will also sustain the business, what can we build?” a common trap is to focus on technology while losing the sight of viability and desirability.
REF:: handouts Page No. 157

Qno.11 how customer goal are diffent from corporate goal with respect to Non User Goal 05 Marks
Answer.
Customer goals, corporate goals, and technical goals are all non-user goals. Typically, these goals must be acknowledged and considered, but they do not form the basis for the design direction. Although these goals need to be addressed, they must not be addressed at the expense of the use
REF:: handouts Page No. 193

Qno.12 why dialog boxes are used in WIMP explain it with an example 05 Marks
Answer.
There are also many additional interaction objects and techniques commonly used in WIMP interfaces, some designed for specific purposes and others more general. Our discussion will cover the toolbars, menus, buttons, palettes and dialog boxes. Together, these elements of the WIMP interfaces are called widgets, and they comprise the toolkit for interaction between user and system.
Example
Normal pointer cursor maybe an arrow, but change to change to cross-hairs when drawing a line. Cursors are also used to tell the user about system activity.
REF:: handouts Page No. 131

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Qno.13 How to construct persona (step).
Answer.
1. Define the problem
2. Identify the people
3. Get into the field


Qno.14 How can you improve a website interface of a university through GUI
Answer.
As the university matured, In the move from command-line to graphical user interface, design and usability also became involved in the process, though often only at the end, and often only affecting visual presentation. Today common practice includes simultaneous coding and design followed by bug and user testing and then revision.
University improve the website interface through GUI which is given
• Padded block links
• Typesetting buttons
• Using contrast to manage focus
• Using color to manage attention
• Using color to manage attention
• Letter spacing
• Auto-focus on input
• Hover controls
REF:: handouts Page No. 145

Qno.15 why do you prefer command line interface.
Answer.
The command-line interface forces an even more expensive excise budget on the user: He must first memorize the commands. Also, he cannot easily configure his screen to his own personal requirements. The excise of the command-line interface becomes smaller only after the user has invested significant time and effort in learning it.
REF:: handouts Page No. 246

Qno.16 where do you use check boxes and radio buttons
Answer.
Radio buttons
Buttons can also be used to toggle between two states, displaying status information such as whether the current font is italicized or not in a word processor or selecting options on a web form.

Check boxes
It a set of options is not mutually exclusive, such as font characteristics like bold, italic and underlining, and then a set of toggle buttons can be used to indicate the on/off status of the options.
REF:: handouts Page No. 133

Qno.17 how do use modeling phase of software development while selecting persona.
Answer.
The persona is a powerful, multipurpose design tool that helps overcome several problems that currently plague the development of digital products. Personas help designers”

• Determine what a product should do and how it should behave. Persona goals and tasks provide the basis for the design effort.
• Communicate with stakeholders, developers, and other designers. Personas provide a common language for discussing design decisions, and also help keep
the design centered on users at every step in the process.
• Build consensus and commitment to the design. With a common language comes a common understanding. Personas reduce the need for elaborate diagrammatic models because, as it is