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CS408 Midterm Subjective

Human Computer Interaction PDF 838 KBUpdated 23 Oct 2026
Midterm past paper CS408 Midterm Subjective PDF 838 KB
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Midterm past paper
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CS408 Human Computer Interaction
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23 Oct 2026
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 MUHAMMAD FAISAL  · MIT 4th Semester · Al-Barq Campus (VGJW01) Gujranwala · Reference Short Questions for Mid TERM EXAMS · CS408 - HUMAN COMPUTER INTERACTION · Q.No.1 Define Attention (Page#76)

Answer: Attention is the process of selecting things to concentrate on, at a point in time, from the range of possibilities available

Q.No.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.

Q.No.3 What is the difference between Tertiary and Analogous colors? (Page#64)

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 Q.No.4 Comment to justify the following statement.

(Page#64,115) “Most users are neither beginners nor experts; instead they are intermediates” What are the pointing devices? Explain trackball as pointing device?

Answer: According to the statement pointing devices will help for the beginner user because we can use to deal easily with requirement. Pointing devices are input devices that can be used to specify a point or path in a one-, Twoor threedimensional 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.

Q.No.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.

(Page#104-108) · Affordance: · Mapping: · 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

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

 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.

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.

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