Human Computer Interaction
Human Computer Interaction
Good UID: The Google Maps interface is an example of good UID design. The user interface has a
clean, minimalist design that is easy to navigate. The search bar is prominently displayed at the top
of the page and the map takes up most of the screen. Icons and buttons are clear and easy to
understand, making it easy for users to find the information they need.
Aspect of good design: One aspect that makes the Google Maps interface a good UID design is its
simplicity. The interface is free from clutter and distractions, allowing users to focus on what they
need to find on the map. The search bar is also prominently displayed, making it easy for users to
find a location or business. In addition, clear and understandable icons and buttons allow users to
navigate the interface quickly and easily.
Bad UID: The Windows 8 UI is an example of an incorrect UID layout. The interface is designed for
touchscreens and features a tiled layout with large icons. While the user interface was suitable for
touchscreens, it was confusing and unintuitive for desktop users.
Aspect of bad design: One aspect that makes Windows 8 UI a poor UID design is its lack of
consistency. The user interface was a departure from previous versions of Windows, making it
difficult for users to navigate. The tiled layout also made it difficult to find apps since they were
buried in the tiles. Additionally, the large icons made it difficult to see everything at once, and the
lack of a traditional Start menu made it difficult for users to access common features. All these
factors contributed to a frustrating and confusing user experience.
QUESTION 2
If we were given a task to create a mobile application to support student learning at DUT, some of
the decisions we would have to make are:
Learning objectives: we would have to consider the learning objectives of the course(s) and
program(s) the mobile application is intended to support. The application should be designed to
facilitate achieving the learning objectives by offering features that provide access to course
materials, allow for communication with professors and peers, and offer tools for collaboration and
organization.
Context: I would have to consider the context in which the mobile application will be used. For
example, the application should be designed to be usable in various settings, such as on-campus or
off-campus, and with different levels of connectivity, such as Wi-Fi or cellular data.
b. Hardware:
Device compatibility: we would have to consider the compatibility of the mobile application with
various mobile devices and operating systems. The application should be designed to work
seamlessly on various devices and platforms.
Battery usage: we would have to design the application to use minimal battery power to ensure it
does not drain the battery life of mobile devices too quickly.
Storage and memory: we would have to consider the storage and memory requirements of the
application. The application should be designed to use minimal storage space and memory on
mobile devices.
c. Interface:
User experience: we would have to design the interface to offer a seamless and intuitive user
experience for students. The application would have to be designed with a user-centric approach
and should offer easy navigation to essential features.
Accessibility: we would have to design the interface to be accessible to students with different
abilities. The interface should be designed to support features such as larger font sizes, high contrast
mode, and text-to-speech functionality.
d. User:
User testing and feedback: I would have to conduct user testing and collect feedback from students
to ensure that the application meets their needs and preferences. This feedback should be
incorporated into the design of the application.
Demographics: we would have to consider the demographics of the target audience for the mobile
application, which in this case would be students. The application should be designed to meet the
needs of students, including their learning styles, preferences, and motivations.
Behaviour: we would have to consider the behaviour of students when using mobile applications.
For example, students may prefer to use mobile applications in short bursts throughout the day, so
the application should be designed with that usage pattern in mind.
In making these decisions, we would have to consider the specific needs and preferences of the
target audience, the learning objectives, and the context in which the application will be used.