- Type
- Final term past paper
- Course
- CS408 Human Computer Interaction
- Size
- PDF 600 KB
- Updated
- 23 Oct 2026
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Q.No.1 it has been observed that most computer users use menu option for input instead of keyboard accelerator. What is the reason behind it? (Page#127)
- Menu options are easier to find.
- You don't have to memories the keys for menu option but for key board accelerators you have to memories them
Q.No.2 Define active intervention. (Page#276)
Active intervention with the participant and actively probes the participant understands of whatever is being tested.
Q.No.3 What is Ubiquitous Computing? (Page#140)
The most profound technologies are those that disappear. They weave themselves into the fabric of everyday life until they are indistinguishable from it. These words have inspired a new generation of researchers in the area of ubiquitous computing.
Q.No.4 Which display device is very cheap and has fast enough response time for rapid animation with high color compatibility? (Page#119)
The CRT is a cheap display device and has fast enough response times for rapid animation coupled with a high color capability.
Q.No.5 By breakdown Skelton plane into its component elements then how all piece fit together to create this as whole user experience? (Page#306)
Beneath that surface is the skeleton of the site: the placement of buttons, tabs, photos, and blocks of text. The skeleton is designed to optimize the arrangement of these elements for maximum effect and efficiency
Q.No.6 Explain Meta data in term of data processing. (Page#406)
Answer: Q.No.7 Suppose you are a system analyst, with your work experience, briefly describe when it is useful to observe in contrast to observation process? (Page#361)
Being a system analyst, Early in design, observation helps designers understand users' needs. Other types of observation are done later to examine whether the developing prototype meets users' needs.
Q.No.8 Describe any five usability goals of Internet Explorer. (Page#31)
Usability is broken down into the following goals:
- Effective to use (effectiveness)
- Efficient to use (efficiency)
- Safe to use(safety)
- Have good utility (utility)
- Easy to learn (learnability)
1. Effectiveness:
It is a very general goal and refers to how good a system at doing what it is suppose to do.
2. Efficiency:
It refers to the way a system supports users in carrying out their tasks.
3. Safety:
It involves protecting the users from dangerous conditions and undesirable situations. In relation to the first ergonomics aspect, it refers to the external conditions where people work.
4. Utility:
It refers to the extent to which the system provides the right kind of functionality so that user can do what they need or want to do.
5. Learnability:
It refers to how easy a system is to learn to use. It is well known that people do not like spending a long time learning how to use a system
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