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University Examination 2022

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22 views12 pages

University Examination 2022

exam

Uploaded by

denis
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNIVERSITY EXAMINATION 2022/2023

EXAMINATION FOR THE DEGREE OF BACHELOR OF SCIENCE IN


COMPUTER SOFTWARE ENGINEERING/SOFTWARE ENGINEERING
SPE 2211: Human Computer Interaction Year II & III Supplementary & Special
Date: Monday, 17th July 2023 Time: 4.00pm – 6.00pm
Instructions
Answer Question ONE (compulsory) and Any Other Two
Question One
a) Briefly explain how the following interfaces work

i. Direct Manipulation Interface [2 marks]

Direct Manipulation Interfaces work by allowing users to interact with


graphical objects on the screen through physical, incremental, and
reversible actions like clicking, dragging, and dropping.

ii. Command Language Interface [2 marks]


Command Line Interface requires users to type appropriate instructions into
the command line.
The computer is commanded to first go to the required file or directory. From
there, a whole host
Of commands become available, from retrieving files to running programs.

iii. Natural Language Interface [2 marks]

Natural language interfaces allow the user to interact using written or


spoken 'human'

Commands instead of computer language. ... For example, Siri, Alexa,


Google Assistant or

Cortana are natural language interfaces that allows you to interact with
your device's

Operating system using your own spoken language


b) What problems do users with cognitive impairments and learning difficulties
face and what could be taken into consideration to ensure that your design
Supports users with those impairments [8 marks]

List of Impairments - Cognitive impairment, includes memory, perception, problem-


solving, conceptualization and attention deficits. This may result from a range of
conditions such as mental retardation, autism, brain injury, Parkinson's disease,
Alzheimer's disease and old age. (3 marks)

Learning difficulties can also affect a variety of memory, perception, problem-


solving and conceptualization skills. Learning difficulties include reading problems
such as dyslexia, computational, reasoning and non-verbal learning disorders. These
are sometimes also associated with Attention Deficit Disorder and Hyperactivity. (3
marks)

Design implications:

1. do not overload users’ memories with complicated procedures for carrying


out tasks
2. Design interfaces that promote recognition rather than recall by using menus,
icons and consistently placed objects.
3. Provide users with a variety of ways of encoding information to help them
remember where they stored them, through the use of color flagging, time
stamping, icons etc.
4. Examine the selected sample of pages with graphical user interface (GUI)
browsers
5. Content: long or short versions of the information.
6. Font size: ability to increase or decrease the size of the text.
7. Readability: change the space between paragraphs and/or provide mouse-
over hover on paragraphs.
8. Color themes: provide a range of options including reversed color and
reduced glare.
9. Line-length: for wide or narrow layout of content.
10. Line-height: provide a range of options for changing the line height of content
text and links.

c) Discuss the usability principles according to Nielsen 2001 [l0Marks]

Visibility of system status Good: for check boxes with more than two options
screen e shows the

Name of the selected item below the setting name. This makes the system status
visible.

Match between system and the real world Good: Screen e uses checkboxes that are
similar to

Buttons. It is easy for a person to realize that clicking here will change the state.
User control and freedom Good: All screens have a back button that allows a user
to go forward

Or back to change settings in whatever order they prefer.

Consistency and standards Issue: Screen f shows three options but they are not
ordered from most

Permissive to least permissive. This is confusing for people who may think that
moving to “from

Anyone” will decrease the number of notifications.

Error prevention Good: The visibility of system state helps prevent errors from
occurring and the

Clear indication of what can be clicked on and what cannot helps here as well.

Recognition rather than recall Good: The system does not force the user to recall
anything, they

Only need to recognize the setting that they need.

Flexibility and efficiency of use Issue: there are no real accelerators for this task. As
people May

Want to turn on or off notifications at set times this is potentially a problem.

Aesthetic and minimalist design Issue: Screens c-e all have a large number of
options. They

Really are not minimalistic and are instead a bit overwhelming for some users.

Help users recognize, diagnose, and recover from errors Issue: If the notification
itself is viewed

As an “error” or at least as an unwanted system state then it is not obvious from


screen a how

To go about changing the notifications. The answer is to click on the user’s icon,
but that is not

Clear.

Help and documentation Issue: Screen f has no clear description of “Tailored for
you” and no

Clear way to find out what that means


d) Explain how the following academic disciplines contribute to HCI

i. Artificial Intelligence [2 marks]


ii. Computer Science [2 marks]
iii. Ergonomics [2 marks]
Question Two
a) You have been asked to help in the development of a new computerized call
center. Customers from a national Bank will ring up if they wish to change the
details of their account. For instance, they might want to open a new account,
close an old account, they might want to change the address of the person who
owns the account and so on. Briefly explain how you might use a number of

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Different requirements elicitation techniques to identify the potential usability


problems that might arise for people working with this new system.
There are many possible answers to this questions. You could propose
questionnaires, interviews, focus groups. You could also use a summative
evaluation technique, walkthroughs and usage diaries to find out the weaknesses
of the existing systems. These are techniques that can be applied simply and
cheaply given the details that are provided in the question. Alternatively, you
could propose the use of a more process-oriented approach such as rapid
prototyping and participatory design. These techniques can build on an initial
requirements elicitation by trying to identify additional problems and
opportunities as the development progresses. In the course we also mentioned
Markey survey techniques, such as photo diaries. I'm not sure how these
techniques might be applied to this question given that the client is already
identified in some detail. However, you could propose more general; studies of
the intended user population. In any event, the ideal solution should pick two
complimentary techniques. For instance, questionnaires can provide a rough and
ready impression of existing usability problems. These might be backed up with
more detailed summative evaluations of the existing system etc.
b) Explain any five ways in which a system designer can minimize the memory load
of the user [5 marks]

c) This can be accomplished by promoting recognition over recall. In general,


people have a much easier time at recognizing something that is shown to them
rather than having to recall the same information from memory without help.
d) Displaying dialogue elements allows users to select items through
recognition. Graphical user interfaces (GUIs) such as menus and icons achieve
this goal, as opposed to command lines. It is also easier for the user to modify
information displayed by the computer than to have to generate all of the desired
results from scratch. For example, when users want to rename a file, the text
field should be prepopulated with the old name allowing users to make
modifications instead of typing a new name.
e) Visibility of the objects of interest to the user also helps to promote
recognition. Unfortunately, displaying too many objects will result in
contradiction with the 'less is more' rule. Therefore, a compromise must be made
to match object visibility as much as possible with the user's needs.
f) Whenever users are asked to provide input, the system should describe the
required format and, if possible, provide an example of legal input, such as
default value. For example, a system asking the user to enter a date should do it
as follows: 'Enter date (DD-Mmm-YY, e.g., 2-Aug-93)'.
g) To minimize the user's memory load, the system should be based on a small
number of rules that apply universally throughout the user interface. The use of
generic commands is one way to let a few rules govern a complex system

h) Discuss any five functions of icons on a user interface [5 marks]

 Visual Metaphor: Icons act as visual metaphors, representing objects,


actions, or ideas in a graphical form that users can quickly recognize
and understand,They help bridge the gap between the physical world
and digital interfaces, making interactions more intuitive
 Communication: Icons are used to communicate information rapidly
and effectively, reducing the need for lengthy text descriptions. They
convey core ideas and intentions of a product or action, aiding in quick
comprehension and navigation within the interface
 Enhanced Usability: Icons improve the usability of interfaces by
simplifying information, making content more approachable, and less
overwhelming. They contribute to easier navigation, brand recognition,
and memory retention, enhancing the overall user experience
 Space Optimization: Icons take up less space on a site compared to text,
making the interface look cleaner and more convenient for users. By
replacing text with icons, designers can save screen real estate and
create a visually appealing layout
 Consistency and Accessibility: Icons contribute to consistency within a
design system or user interface, providing a uniform visual language
that aids in user recognition and understanding. They also enhance
accessibility by providing alternative means of conveying information,
catering to a diverse audience

d) Explain five factors to consider when designing a screen layout for a database
application. [5 marks]
1. User needs and expectations: The design should be tailored to the needs and
expectations of the users, taking into account their level of expertise, their
goals, and their preferences. This can be achieved by conducting user
research, such as interviews, surveys, and usability testing.
2. Screen size and resolution: The design should take into account the screen
size and resolution of the devices that the application will be used on. This
includes designing for different screen sizes, such as smartphones, tablets,
and desktop computers, and ensuring that the layout is optimized for each
screen size.
3. Navigation and interaction: The design should provide clear and intuitive
navigation and interaction, allowing users to easily find and access the
information and features they need. This includes providing clear labels,
using consistent layout and design elements, and providing feedback to users
when they interact with the interface.
4. Data visualization: The design should provide effective data visualization,
allowing users to easily understand and analyze the data presented in the
application. This includes using charts, graphs, and other visualization
techniques to present data in a clear and concise manner.
5. Accessibility: The design should be accessible to all users, including those
with disabilities. This includes providing alternative text for images, using
high contrast colors, and ensuring that the interface is navigable using a
keyboard.

Question 3
a) Five low-fidelity prototyping techniques are:
 Paper Prototyping: Creating hand-drawn sketches of different screens to
represent user interfaces.
 Clickable Wireframes: Using digital wireframes to create a clickable flow for
testing.
 Rapid Prototyping: Quickly building rough prototypes to visualize and solve
core issues early.
 Moodboards: Creating visual collections of design elements to test overall
aesthetics.
 Simple Sketches: Using basic sketches to explore different design ideas and
refine concepts quickly.
b) Five ways a system designer can minimize the memory load of the user:
 Consistent Design: Maintaining consistency in layout, colors, and navigation
to reduce cognitive effort.
 Clear Navigation: Providing intuitive and straightforward navigation paths to
help users locate information easily.
 Chunking Information: Breaking down information into smaller, manageable
chunks to aid memory retention.
 Visual Hierarchy: Using visual cues like size, color, and placement to
prioritize important information.
 Error Prevention: Designing interfaces with clear error messages and intuitive
controls to reduce memory strain caused by mistakes.
c) Five functions of icons on a user interface:
 Visual Representation: Icons visually represent functions or features to aid
recognition.
 Space Optimization: Icons save space by conveying information in a compact
form.
 Enhanced Usability: Icons improve usability by providing quick access to
common functions.
 Brand Identity: Icons can reinforce brand identity and create a cohesive visual
language.
 Aesthetic Appeal: Icons contribute to the overall aesthetics of the interface,
enhancing user experience.
d) Five factors to consider when designing a screen layout for a database application:
 Information Hierarchy: Organizing data based on importance and
relationships to facilitate easy access.
 Consistent Navigation: Maintaining consistent navigation patterns for
seamless user interaction.
 Data Visualization: Using appropriate charts, graphs, or tables to present
complex data in a clear and understandable way.
 User Roles: Designing different layouts based on user roles to display relevant
information.
 Responsive Design: Ensuring the layout adapts to different screen sizes and
resolutions for optimal user experience.

Question Four
a) Explain any five roles of dialogue boxes in interaction design [ 5 marks]

 Prompting user action: Dialogue boxes can be used to prompt users to


take a specific action, such as saving a document or confirming a deletion.
 Providing feedback: Dialogue boxes can be used to provide feedback to
users, such as confirming a successful action or indicating an error.
 Requesting information: Dialogue boxes can be used to request
information from users, such as a username or password.
 Offering choices: Dialogue boxes can be used to offer users a choice of
actions, such as choosing a file to open or a printer to use.
 Providing help and support: Dialogue boxes can be used to provide help
and support to users, such as offering explanations or instructions.

b) Explain any five attributes of usability [5 marks]

 Learnability: The ease with which users can learn to use the system.
 Efficiency: The speed and accuracy with which users can perform tasks
using the system.
 Memorability: The ease with which users can remember how to use the
system after a period of non-use.
 Error prevention and recovery: The ability of the system to prevent errors
from occurring and to help users recover from errors when they do occur.
 Satisfaction: The degree to which users find the system pleasant and
enjoyable to use.

c) Discuss the Norman's 7 stage model of human action [7 marks]

a) Dialogue boxes play various roles in interaction design:

 Information Delivery: They are often used to convey information to users,


such as error messages, notifications, or prompts for input.
 User Input: Dialogue boxes allow users to input data or make selections,
such as choosing options in a settings menu or entering text in a search
box.
 Decision Making: They can prompt users to make decisions, such as
confirming an action or selecting preferences.
 Feedback Mechanism: Dialogue boxes provide feedback to users based on
their actions, such as confirming that a task was completed successfully or
alerting them to errors.
 Task Flow Control: They help control the flow of tasks by presenting
options or requiring input before proceeding, ensuring a structured
interaction process.

b) Usability attributes are crucial for evaluating the effectiveness and


efficiency of a user interface:

 Learnability: How easy it is for users to learn and navigate the interface
initially.
 Efficiency: The speed and accuracy with which users can accomplish tasks
once they are familiar with the interface.
 Memorability: The ease with which users can remember how to use the
interface after a period of not using it.
 Errors: The frequency and severity of errors users make while interacting
with the interface, as well as the ease of recovering from those errors.
 Satisfaction: The overall user satisfaction and comfort level when using the
interface, including aesthetics, ease of use, and perceived value.
Donald Norman's 7 stage model of human action outlines the cognitive
processes involved in performing tasks:

 Forming the Goal: The user establishes an intention or goal they want to
achieve.
 Forming the Intention: The goal is translated into a specific action or plan.
 Specifying the Action: The user selects the action or sequence of actions
required to achieve the intention.
 Executing the Action: The selected action is physically performed.
 Perceiving the State of the World: The user observes the outcome of their
action and assesses whether it matches their goal.
 Interpreting the Perception: The user interprets the feedback received from
the system to determine if the goal was achieved or if adjustments are
needed.
 Evaluating the Outcome: The user evaluates the overall outcome and
decides whether to continue, modify the approach, or start a new cycle.
Affordances offer several benefits in interaction design:

 Intuitiveness: Affordances make it easier for users to understand how to


interact with an interface or object without requiring explicit instructions.
For example, a clickable button affords clicking, indicating it can be
pressed for an action.
 Reduced Cognitive Load: By providing clear cues about functionality,
affordances reduce the cognitive effort needed for users to figure out how
to use a system or interface.
 Consistency: Affordances promote consistency across different parts of a
system or similar objects, enhancing user predictability and familiarity
with the interface.

d) Explain three Benefits of affordances [3 marks]


Question Five
a) A modern hotel has installed a sandwich making robot to supply room service
sandwiches at any hour of the day. The hotel also has an automated delivery
system that will take the completed sandwich to a specified room. You have been
asked to program a software agent interface that guests can phone to order
sandwiches. Write a short scenario describing how a guest would order a
Sandwich using your interface. [4 marks]
Alice gets into her hotel room late and is hungry. She wants to order room services so she
opens up the guest book and sees that she can order one of three sandwiches from the menu at
anytime of night. So she dials the number in the guest book, a recording answers asking her
to type in thenumber of the sandwich she wants. The guest book has a number code next to
each sandwich so Alicetype 23 into the phone key pad to order a ham sandwich. She is then
told to confirm that she wants aham sandwich by pressing 1. She does so and is informed that
her sandwich will arive in 10 minutes.After waiting 10 minutes she gets a knock at her door
and a robotic trolly has her sandwich

b) Provide a hierarchical task description of the sandwich ordering process. Note


particularly where there might be choice points or alternative methods. Also
explain your criteria for the level of decomposition used. [10 marks]
(a) Select a sandwich
i. Find the guest book
ii. Find the section for menu items
iii. Find the section for late-night sandwiches
iv. Read about the sandwiches
v. Select a sandwich

(b) Find the phone number


i. Locate the phone number near the top of the section

(c) Convey sandwich selction to the system


i. Dial the phone number
ii. Listen to the recorded message about sandwich delivery
iii. Be asked to relay the sandwich number
iv. Find the number next to the selected sandwich
v. Type in the number code

(d) Confirm selection


i. The system reads back the sandwich name and asks for confirmation
ii. Confirm by hitting 1
iii. Be told about the wait time

(e) Receive sandwich


i. Wait 10 minutes
ii. Listen for knock on door
iii. Receive sandwich

c) Three aspects of mental models [6 marks]


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