Human Machine Intelligence Viva Questions - (HMI Viva)
Question Bank HMI VIVA
Define HMI
Human–machine interaction (HMI) refers to the communication and interaction between a human and a machine via a user interface.
What are different components of HMI
HMI Components: Hardware, Software and Operating Environments Hardware:
Essential part of any computing device
Used to work with software and interface
Generally selected as per as user’s requirements Software:
Tool to create an effective user interface
Based on requirements and hardware we need to choose software
Fulfill user level acceptance test and can provide modification Operating Environments:
Friends, family members, colleagues are not representatives of target users.
User requirements should be understood by a team and not by an individual.
Goal should be to minimize user difficulties.
The hardware and the software balance should be managed properly.
What is human-centred design
Human-centred designing considers all the aspects of destined user, such as interest, behaviors, needs, likes, dislikes, skills, experience, challenges, etc. and products that will be easily operable for users.
User satisfaction is the main goal of such system design.
Creativity of the designer lies in figuring out this knowledge about user and incorporate it to design best possible interface. Example: Locker
Conceptual model is the mental image a human has built about a system. It defines good design as the communication between designer and user.
What are Norman’s Fundamental Principles of interaction
Visibility: the more the visibility of the functions of the user interface, it is more likely to be used effectively by the users.
Feedback: For acknowledging the user’s action. Also, it’s the easiest way to learn quickly.
Constraints: It will prevent the user from making mistakes. Won’t allow to perform a particular action if it’s a wrong operation. Example: Date
Affordance:Visual clues that lead the user to understand functionality of the object. Example: By looking at the door we know how it is going to open
Mapping: To present the relationship between two objects is mapping
Consistency
What is affordance in interaction
Affordances are how we perceive environments as ways to afford us our needs. Visual clues that lead the user to understand functionality of the object. Example: By looking at the door we know how it is going to open
What are seven stages of action
Forming the goal
Execution
Forming the intention (plan)
Specifying an action (specify)
Executing the action (perform)
Evaluation
Perceiving the state of the world (perceive)
Interpreting the state of the world (reflect)
Evaluating the outcome (compare)
What are three level of processing in interaction
Three level of processing in interaction
Visceral level
Initial level of processing information
In this step of processing, humans reacts to audio visual actions and other aspects of a product.
Refers to creating best user interface and graphical appearance
Behavioral level
More detailed product version than visceral
Semantics and usability practices are addressed in this level
Decides the behavior and feedback given by the product
Reflective level
a) The final level of processing involving analysis and reflection is done at this level
What is interaction?
Communication or direct conversion or involvement with someone or something
What are phases of execution-evaluation cycle
Establishing the goal
Forming the interaction
Specifying the action sequence
Executing the action
Perceiving the system state
Interpreting the system state
Evaluating the system state with respect to the goals and intentions
What is ergonomics
It mainly represents the study of people in their working environment.
For example, ergonomics is often used to create comfortable workstations for employees. This may involve choosing customized desks and chairs that fit each individual's body type. It may also include providing employees with ergonomic keyboards and wrist rests that provide better typing posture.
What are different types of interaction styles
Types of Interaction Styles:
Command line interface
Menus
Natural language
Question/Answer and query dialog
Form-fills and spreadsheets
WIMP
Point and click
Three-dimensional interface
What are elements of WIMP interface
WIMP stands for windows, icons, menus and pointers
What are common mistakes performed by people while designing computer system
Developers expect people to think like computers.
Developers ask users to perform difficult operations which may be easy for developers, but not so much for the users.
The resultant software design will have poor behaviour as users are not taken into consideration while designing the system.
What are different types of responses to poor design
Psychological
Confusion: Since the framework and complex operations couldn’t be understood by normal users.
Annoyance/Frustration: Inconsistence in design, slow computer reaction times, difficulties in quickly finding information and unexpected computer responses.
Panic or Stress: unexpectedly long delays times of severe or unusual pressure may introduce panic or stress.
Boredom: Slow response time or long download time. Physical
Abandonment of the system: The system is rejected, and other information sources are relied upon.
Partial use of the system: only a portion of the system capabilities are used.
Indirect use of the system: the intermediary is placed between the would-be user and computer.
Modification of the task: task is change to match the capability of system.
Misuse of the system: rules are bent to shortcut operational difficulties.
Direct programming: The system is reprogrammed by its user to specific needs.
What are different human characteristics in design
Perception: It’s our awareness and understanding of the elements and object of our environment through the physical sensation of our various sense, including sight, sound, smell etc. or user experience.
Memory: Anyone who forgotten important day or birthday.
Sensory storage: Collecting information from our senses automatically.
Visual acuity: the capacity of eye to resolve details is called visual acuity.
Foveal and peripheral vision: Fovea is used to focus directly on something, peripheral vision senses anything in the area surrounding the location we are looking at, but it’s not clearly visual.
Mental model: It is simply an internal representation of a person’s current understanding of something.
Learning: allows skills acquired.
Individual differences
The user’s knowledge and experience
Computer literacy: highly technical or experienced
System experience: method of interaction
Application experience: high, moderate or low knowledge of similar system.
Task experience: level of knowledge of task
Other system use: frequently or infrequent use
Education:
Reading level
Typing skill
Native language and culture
The user’s Psychological characteristics
Attitude and Motivation
Patience
Stress level
Expectations
Cognitive style
The user’s Physical characteristics
Age
Gender
Handedness
Disabilities
What are different human considerations I design
What is design
A design is a plan or specification for the construction of an object or system or for the implementation of an activity or process, or the result of that plan or specification in the form of a prototype, product or process.
What are steps to process of design
Requirements- What is wanted: The firs step is establishing what exactly needed. Example how do people currently watch movies? What sort of personal applications do they currently use?
Analysis: The results of observation and interview need to be ordered in some way to bring out key issues and communicate with later stages of design.
Design: There is a central stage when you move from what you want, to how to do it.
Iteration and prototyping: Humans are complex and cannot expect to get designs right first time. So, it need to evaluate a design to see how well it is working.
Implementation and deployment: Finally, when we are happy with our design, we need to create it and deploy it. Writing documentation and manuals.
What is software life cycle
Requirement Specification: Designer & customer try to capture a description of what the eventual system will be expected to provide.
It involves customer work environment, domain, final product functions.
Architectural Design: How the system provides the services expected from it.
Details Design: Those components that are not already available for immediate integration, the designer must provide a sufficiently detailed description so that they may be implemented in some programming language.
Coding and Unit testing: Coding component can be tested to verify that it performs correctly, according to some test criteria that were determined in earlier activities.
Integration and testing: Once enough components have been implemented and individually tested, they must be integrated as described in the architectural design. Further testing is done to ensure correct behavior and acceptable use of any shared resource.
Maintenance: After product release, all work on the system is considered under the category of maintenance, until such time a new version of product demands a total redesign, or the product is phased out entirely.
What is usability engineering
Usability engineering is a field that is concerned generally with human–computer interaction and specifically with devising human–computer interfaces that have
high usability or user friendliness. It provides structured methods for achieving efficiency and elegance in interface design.
What are different types of prototyping
What are different design rules to support usability
The most abstract design rules are general principles, which can be applied to the design of interactive system in order to promote its usability. The principles are divided into three main categories.
Learnability: Easy to learn to new user
Predictability: support for user to determine the effect of future action based on the past interaction history.
Synthesizability: support for the user to access the effect of past operation.
Familiarity: real world knowledge can be applied for interacting
Generalizability: support for the user to extend knowledge of specific interaction
Consistency: likeness in similar task objective
Flexibility: User and system exchange information
Dialog initiative: allowing the user freedom from artificial constrain on the input dialogue imposed by the system.
Multi-threading: System support user interaction to more than one task at a time
Task migratability: task can be shared between the user or system.
Substitutivity: allowing equal and values of input and output would be arbitrarily substitute for each other.
Customizability: modification of the user interface by the user or system
Robustness: Level of support provided to user
Observability: to evaluate the internal state of the system from previously representation
Recoverability: user to take corrective action once an error has been recognised
Responsiveness: how the user perceive the rate of communication with the system
Task conformance: System services support to all the task the user wishes to perform and understand them
Enlist any 4 Shneiderman’s golden rules (8 golden rules)
Strive for consistency
Enable frequent users to use shortcuts
Offer informative feedback
Design dialogs to yield closure
Offer error prevention and simple error handling
Permit easy reversal of actions
Support internal locus of control
Reduce short term memory load
What are different phases of goal directed design process
What is direct manipulation
Direct manipulation is a style of Human Machine Interaction (HMI) design which features a natural representation of task objects and actions promoting the notion of people performing a task themselves (directly) not through an intermediary like a computer
Direct manipulation (DM) is an interaction style in which users act on displayed objects of interest using physical, incremental, reversible actions whose effects are immediately visible on the screen
It is certainly dependent on the user being in primary control of changes in the interface. Example: Desktop.
What is GUI
What are the characteristics of GUI
Sophisticated visual presentation:
Pick and click interaction
Restricted set of interface options
Visualization
Object orientation
Collection
Constraints
Composites
Container
Use of recognition memory
Concurrent performance of functions
What are principles of user interface design
Visual pleasing
Availability
Clarity
Compatibility
Configurability
Directness
Efficiency
Familiarity
Flexibility
Forgiveness
Predictability
Recovery
Responsiveness
Simplicity
Transparency
Differentiate between GUI and Web user interface
What are different design goals
Reduce visual work
Reduce intellectual work
Reduce memory work
Reduce motor work
Minimize or eliminate any burdens or instructions imposed by technology.
What are different ways to order screen data and contents
What are different ways for information retrieval on web
Reading on web
Initial focus of attention
Page perusal: Focusing on the page’s content, some studies show that the user’s eyes are first drawn to the page’s text, particularly headings, captions, summaries, and notes.
Scanning guidelines:
Organize content in a logical, systematic and obvious way.
Highlight and emphasize important information.
Use clear, well-located headings and subheadings.
Use short phrases and sentences.
Use small readable paragraphs.
Include bulleted and numbered lists.
Array information in tables.
B. Browsing
Facilitate scanning
Provide multiple layers of structure
Make navigation easy.
Freely use links
Respect the user’s desire to leave
Upon returning, help the users reorient themselves
C. Searching
Problems with search facilities:
Not understanding the users
Difficulties in formulating the search
Many users make many mistakes
Overly literal search engines
Page titles with low search engine visibility.
Difficulties in presenting meaningful results
Enlist different components of statistical graphics
X` Axis Title & Details
What are different types of statistical graphics
Curve and line graphs
Surface charts
Scatter plots
Bar graphs
Pie charts
Segmented or stacked bar
Flow chart
What are different components of windows
Frame
Title bar
Title bar icon
Window sizing buttons
What’s this ? Button
Manu bar
Status bar
Scroll bars
Split box
Toolbar
Command area
Size grip
What are different window presentation styles
Tiled Windows
Overlapping Windows
Cascading Windows
What are different types of windows
Primary Windows
Secondary Windows
Modal and Modeless
Cascading and Unfolding
Dialog Boxes
Property Sheets and Property Inspectors
Message Boxes
Palette Windows
Pop-up Windows
What are different window operations
Window organization
Number of windows
Active window
General guidelines
Opening a window
Sizing or resizing windows
Window placement
Window separation
Moving a window
Other operations- Maximizing/ Minimizing/ Shuffling
Closing a window
Enlist different types of messages
System messages
Status messages
Informational messages
Warning messages
Critical messages
Question messages
Instructional messages
Instructional messages: provide instructional information at the depth of details needed by the user.
Locate it at strategic position on the screen.
Follow all relevant writing guidelines for words, sentence and message.
Depth of detail
Location
Visual differentiation
Writing Example: ERROR!
PLEASE HIT YOUR BACK BUTTON AND ENTER A SEARCH
What are different types of icons
Kinds of icons
Resemblance: An image that looks like what it means.
Symbolic: An abstract image representing something
Exemplar: An image illustrating an example or characteristics of something.
Arbitrary: An image completely arbitrary in appearance whose meaning must be learned.
Analogy: An image physically or semantically associated with something