Human Machine Intelligence Viva Questions (HMI Viva) - 2 - Helpwalaa - Free IT Updates & Opportunities

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Human Machine Intelligence Viva Questions (HMI Viva) - 2



Human Machine Intelligence Viva Questions (HMI Viva)

Define HMI

A Human-Machine Interface (HMI) is a user interface or dashboard that connects a person to a machine, system, or device.

What are different components of HMI

Hardware   Software   Operating Environment
 

What is human-centred design
Develops solutions to problems by involving the human perspective in all steps of the problem-solving process.


What are Norman’s Fundamental Principles of interaction

What is affordance in interaction

Affordance is the link between how things look and how they’re used. For example, a coffee mug has high affordance because you instantly know how to hold it just by looking at it.

What are seven stages of action

1. Forming the goal

Execution

2. Forming the intention (plan)

3. Specifying an action (specify)

4. Executing the action (perform)

Evaluation

5. Perceiving the state of the world (perceive)

6. Interpreting the state of the world (reflect)

7. Evaluating the outcome (compare)


What are three level of processing in interaction

  1. Visceral level

  2. Behavioral level

  3. Reflective level

What is interaction?

an action which is influenced by other actions.

What are phases of execution-evaluation cycle

1. Establishing the goal

2. Forming the interaction

3. Specifying the action sequence

4. Executing the action

5. Perceiving the system state

6. Interpreting the system state

7. Evaluating the system state with respect to the goalsand intentions

What is ergonomics

the study of people in their working environment



What are different types of interaction styles

1. Command line interface

2. Menus

3. Natural language

4. Question/Answer and query dialog

5. Form-fills and spreadsheets

6. WIMP

7. Point and click

8. Three-dimensional interface

What are elements of WIMP interface

windows, icons, menus, pointer

What are common mistakes performed by people while designing computer system

1. Developers expect people to think like computers

2. Developers asks user to perform difficult operations (that may not be difficult for developers)

3. The resultant software design will have poor behaviour

4. Users are ignored

What are different types of responses to poor design

Psychological

• Confusion: Framework cannot be understanding or established.

• Annoyance: Inconsistence in design, slow computer reaction times,

difficulties in quickly finding information.

• Frustration: unexpected computer response cannot be undone.

• 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 wouldbe user and computer.

• Modification of the task: task is change to match the capability of system.

• Compensatory activity: Additional action are performed to compensate for

system inadequacies.

• 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

1. Perception: Its 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.

2. Memory: anyone who forgotten important day or birthday.

3. Sensory storage: collecting information from our senses automatically.

4. Visual acuity: the capacity of eye to resolve details is called visual acuity.

5. Foveal and peripheral vision: Foveal is used to focus directly on something, peripheral vision

senses anything in the area surrounding the location we are looking at, but its not clearly

visual.

6. Information processing:

7. Mental model: It is simply an internal representation of a person’s current understanding of

something.

8. Movement control:

9. Learning: allows skills acquired.

10. Skill:

11. Individual differences


What are different human considerations I design

  • Age            Young, middle aged, or elderly.

  • Gender       Male or female.   

  • Handedness         Left, right, or ambidextrous.

  • Disabilities Blind, defective vision, deafness, motor handicap.

What is design

a plan or specification for the construction of an object or system or for the implementation of an activity or process

What are steps to process of design

  1. Requirements- What is wanted: The firs step is establishing what exactly needed. 

  2. 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.

  3. Design: There is a central stage when you move from what you want, to how to do it.

  4. 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.

  5. 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

What is usability engineering

  • The engineering that depends on interpretation against a shared background of meaning, agreed goals and an understanding of how satisfactory completion will be judged

  • a professional discipline that focuses on improving the usability of interactive systems

What are different types of prototyping

Incremental prototyping

Evolutionary prototyping

Rapid (Throwaway) prototyping

xtreme prototyping

What are different design rules to support usability

1.Learnability: Easy to learn to new user

2.Flexibility: User and system exchange information

3.Robustness: Level of support provided to user 

Enlist any 4 Shneiderman’s golden rules

1. Strive for consistency

2. Enable frequent users to use shortcuts

3. Offer informative feedback

4. Design dialogs to yield closure

5. Offer error prevention and simple error handling

6. Permit easy reversal of actions

7. Support internal locus of control

8. Reduce short term memory

What are different phases of goal directed design process

What is direct manipulation

It is certainly dependent on the user being in primary control of changes in the interface. Example Desktop


What is GUI

graphical user interface is a form of user interface that allows users to interact with electronic devices through graphical icons and audio indicator such as primary notation, instead of text-based user interfaces, typed command labels or text navigation.

What are the characteristics of GUI

1. Sophisticated visual presentation:

2. Pick and click interaction

3. Restricted set of interface options

4. Visualization

5. Object orientation

1. Collection

2. Constraints

3. Composites

4. Container

6. Use of recognition memory

7. Concurrent performance of functions


What are principles of user interface design

1. Visual pleasing

2. Availability

3. Clarity

4. Compatibility

5. Configurability

6. Directness

7. Efficiency

8. Familiarity

9. Flexibility

10. Forgiveness

11. Predictability

12. Recovery

13. Responsiveness

14. Simplicity

15. Transparency


Differentiate between GUI and Web user interface

What are different design goals

1. Reduce visual work

2. Reduce intellectual work

3. Reduce memory work

4. Reduce motor work

5. Minimize or eliminate any burdens or instructions imposedby

technology.


What are different ways to order screen data and contents

Divide information into units that are logical, meaningful and sensible.

• Organize by the degree of interrelationship between data or information.

• Providing an ordering of screen units of information and elements that is prioritized

according to the user’s expectations and needs.

• Possible ordering schemes includes

1. Conventional

2. Sequence of use

3. Frequency of use

4. Function or category

5. Importance

6. General to specific


What are different ways for information retrieval on web

  • Reading on web

  • Browsing

  • Searching

Enlist different components of statistical graphics

  • at least two axes

  • two scales

  • an area to present the data

  • a title

  • sometimes a legend or key

What are different types of statistical graphics

  • Curve and line graphs

  • Surface charts

  • Scatter plots

  • Bar graphs

  • Segmented or stacked bar

  • Pie charts

  • Flow chart

What are different components of windows

1. Frame

2. Title bar

3. Title bar icon

4. Window sizing buttons

5. What’s this ? Button

6. Manu bar

7. Status bar

8. Scroll bars

9. Split box

10. Toolbar

11. Command area

12. Size grip

13. Work area


What are different window presentation styles

1. Tiled Windows

2. Overlapping Windows

3. Cascading Windows

What are different types of windows

1. Primary Windows

2. Secondary Windows

a) Modal and Modeless

b) Cascading and Unfolding

3. Dialog Boxes

4. Property Sheets and Property Inspectors

5. Message Boxes

6. Palette Windows

7. Pop-up Windows


What are different window operations

1. Window organization

2. Number of windows

3. Active window

4. General guidelines

5. Opening a window

6. Sizing or resizing windows

7. Window placement

8. Window separation

9. Moving a window

10. Other operations- Maximizing/ Minimizing/ Shuffling

11. Closing a window


Enlist different types of messages

A. System messages

1. Status messages

2. Informational messages

3. Warning messages

4. Critical messages

5. Question messages

B. Instructional messages

What are different types of icons

1. Resemblance: An image that looks like what it means.

2. Symbolic: An abstract image representing something

3. Exemplar: An image illustrating an example or

characteristics of something.

4. Arbitrary: An image completely arbitrary in

appearance whose meaning must be learned.

5. Analogy: An image physically or semantically

associated with something


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