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Hci A2

The document discusses the importance of scenarios in design, which are narratives that help understand user interactions with products. It also outlines the design process, the Golden Rule of Design emphasizing empathy, and Schneiderman’s 8 Golden Rules for interface design. Additionally, it covers activities in the software life cycle, the significance of screen design in HCI, and Nielsen's 10 heuristics for user interface design.

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Khan Mansafa
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0% found this document useful (0 votes)
46 views11 pages

Hci A2

The document discusses the importance of scenarios in design, which are narratives that help understand user interactions with products. It also outlines the design process, the Golden Rule of Design emphasizing empathy, and Schneiderman’s 8 Golden Rules for interface design. Additionally, it covers activities in the software life cycle, the significance of screen design in HCI, and Nielsen's 10 heuristics for user interface design.

Uploaded by

Khan Mansafa
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Q1. what do we understand by scenarios in design?

In design, a scenario is a narrative that describes a hypothetical situation or context in which a user
interacts with a product, system, or service. Scenarios are used to help designers, researchers, and
stakeholders understand the needs, goals, and behaviors of users in a specific context.
Scenarios are stories for design: rich stories of interaction. They are perhaps the simplest design
representation, but one of the most flexible and powerful.
Some scenarios are quite short: the user intends to press the ―save button, but accidentally presses
the ―quit button so loses his work‗. Others are focused more on describing the situation or
context. Scenarios force you to think about the design in detail and notice potential problems before
they happen. What is the system doing now?
This can help to verify that the design would make sense to the user and also that proposed
implementation architectures would work.
Purpose of Scenarios
The primary purpose of scenarios is to:
1. Identify user needs: Scenarios help designers understand the needs, goals, and motivations
of users in a specific context.
2. Define design requirements: Scenarios inform the design process by providing a clear
understanding of what the product, system, or service should do to meet user needs.
3. Guide design decisions: Scenarios serve as a reference point for designers to make
informed decisions about the design of the product, system, or service.
4. Evaluate design concepts: Scenarios can be used to evaluate design concepts and
prototypes to ensure they meet user needs and expectations.

In addition, scenarios can be used to:


1. Communicate with others: other designers, clients or users. It is easy to misunderstand
each other whilst discussing abstract ideas. Concrete examples of use are far easier to share.
2. Validate other models: A detailed scenario can be ‘played’ against various more formal
representations such as task models or dialog and navigation models.
3. Express dynamics: Individual screen shots and pictures give you a sense of what a system
would look like, but not how it behaves.
Q2. what is design and explain golden rule of design.
What is Design?
Design is the intentional creation of a concept, specification, or plan to solve a problem, achieve a
goal, or improve a situation. It involves a systematic and structured approach to identify needs,
define problems, develop solutions, and evaluate outcomes. Design encompasses various
disciplines, including graphic design, product design, user experience (UX) design, and many
others.
The Design Process
The design process typically involves:
 Identifying Goals: Defining what needs to be achieved, and what success looks like.
 Understanding Constraints: Recognizing the limitations and restrictions that impact the
design, such as technical, financial, or resource constraints.
 Making Trade-Offs: Balancing competing goals and constraints to find an optimal
solution.
The designs we produce may be different, but often the raw materials are the same.
This leads us to the golden rule of design:
understand your materials
 understand computers: limitations, capacities, tools, platforms
 understand people: psychological, social aspects, human error.
The Golden Rule of Design:
The Golden Rule of Design is often stated as:
"Do unto others as you would have them do unto you."
In the context of design, this rule translates to:
"Design for others as you would have them design for you."
This rule emphasizes the importance of empathy and understanding in design. It encourages
designers to put themselves in the users' shoes and design interfaces that are intuitive, user-friendly,
and respectful of users' time and attention.
In practical terms, the Golden Rule of Design means:
 Design for simplicity and clarity: Make it easy for users to find what they need and
accomplish their goals.
 Be consistent and predictable: Use consistent design patterns and behaviors to reduce
cognitive load and make the interface more intuitive.
 Provide feedback and guidance: Give users feedback on their actions and guide them
through the interaction process.
 Respect user autonomy: Allow users to make choices and take control of their interaction
with the system.
 Be forgiving and tolerant: Design interfaces that are tolerant of user errors and provide
recovery options when mistakes occur.
By following the Golden Rule of Design, designers can create interfaces that are more usable,
accessible, and enjoyable for users, ultimately leading to a better user experience.
Q3. State Schneiderman’s 8 golden rules of interface design?
Schneiderman’s 8 Golden Rules of Design:
Ben Schneiderman, a renowned human-computer interaction expert, has formulated eight golden
rules of design that provide a comprehensive framework for designing interactive systems. These
rules are widely accepted and applied in the field of human-computer interaction and user
experience design.
They are intended to be used during design but can also be applied, like Nielsen’s heuristics, to the
evaluation of systems. Strive for consistency in action sequences, layout, terminology, command
use and so on.
Here are Schneiderman’s 8 Golden Rules of Design:
1. Strive for Consistency: Consistency in design elements, such as layout, color, and
typography, helps users understand the system and reduces cognitive load.
2. Enable Frequent Users to Use Shortcuts: Provide shortcuts and accelerators for frequent
users to improve their productivity and efficiency.
3. Offer Informative Feedback: Provide clear, concise, and timely feedback to users about
their actions and the system's response.
4. Design for Error Prevention and Recovery: Anticipate and prevent errors from
occurring, and provide recovery options when errors do occur.
5. Permit Easy Reversal of Actions: Allow users to easily undo and redo their actions,
reducing anxiety and frustration.
6. Support Internal Locus of Control: Give users a sense of control over the system by
providing options, flexibility, and customization.
7. Reduce Short-Term Memory Load: Minimize the amount of information users need to
remember by providing visual cues, menus, and other memory aids.
8. Offer Help and Documentation: Provide easy access to help and documentation,
including tutorials, guides, and online resources.
By following these eight golden rules, designers can create interactive systems that are more
usable, accessible, and enjoyable for users.
Q4. Explain Activities in Software Life Cycle.
Activities in Software Life Cycle:
The software life cycle, also known as the software development life cycle (SDLC), is a framework
that outlines the stages involved in planning, creating, testing, and maintaining software. The
following are the typical activities involved in the software life cycle:
1. Requirements Specification
 Define and document the functional and non-functional requirements of the software
 Identify the needs and expectations of the stakeholders and users
 Create a Software Requirements Specification (SRS) document
2. Architectural Design
 Create a high-level design of the software architecture
 Define the overall system structure and components
 Identify the relationships between components and the interfaces between them
 Create a high-level design document
3. Detailed Design
 Create a detailed design of the software
 Define the user interface, algorithms, and data structures
 Identify the specific components and modules of the software
 Create a detailed design document
4. Coding and Unit Testing
 Write the code for the software
 Perform unit testing to ensure that each component works correctly
 Identify and fix defects in the code
 Create test cases and test scripts
5. Integration and Testing
 Integrate the components and modules of the software
 Perform integration testing to ensure that the software works as a whole
 Identify and fix defects in the integration
 Create test cases and test scripts
6. Maintenance
 Monitor and fix defects in the software
 Implement changes and updates to the software
 Provide ongoing support and maintenance to the users
 Identify and fix defects in the software
These activities are not necessarily linear, and some may overlap or occur concurrently. The
software life cycle provides a structured approach to software development, ensuring that software
is developed on time, within budget, and meets user requirements.
Q5. Where we use screen design and layout in HCI?
Screen Design and Layout in HCI:
Screen design and layout refer to the process of creating the visual arrangement of elements on a
digital screen. In HCI, screen design and layout play a crucial role in creating an intuitive and user-
friendly interface.
Importance of Screen Design and Layout in HCI
Effective screen design and layout are essential in HCI because they guide the user's attention,
improve usability, and enhance user experience.
Principles of Screen Design and Layout
To create effective screen designs and layouts, designers should follow these principles:
1. Balance: Balance visual elements to create a sense of harmony and stability.
2. Alignment: Align elements to create a sense of order and structure.
3. Proximity: Group related elements together to reduce cognitive load.
4. Contrast: Use contrast to create visual hierarchy and draw attention to important elements.
5. Consistency: Use consistent design elements and layout patterns throughout the interface.
Where We Use Screen Design and Layout in HCI
Screen design and layout are used in various aspects of HCI, including:
1. User Interface (UI) Design
 Creating intuitive and user-friendly interfaces for software applications, websites,
and mobile apps.
 Designing visual elements such as buttons, icons, and typography to facilitate user
interaction.
 Organizing content and features to reduce cognitive load and improve usability.
2. Web Design
 Designing visually appealing and user-friendly websites that engage users and
facilitate navigation.
 Creating responsive designs that adapt to different screen sizes and devices.
 Organizing content and features to improve search engine optimization (SEO) and
user experience.
3. Mobile App Design
 Creating intuitive and user-friendly interfaces for mobile apps that cater to small
screen sizes and touch-based interactions.
 Designing visual elements such as buttons, icons, and typography to facilitate user
interaction on mobile devices.
 Organizing content and features to reduce cognitive load and improve usability on
mobile devices.
4. Desktop Application Design
 Creating intuitive and user-friendly interfaces for desktop applications that cater to
larger screen sizes and mouse-based interactions.
 Designing visual elements such as buttons, icons, and typography to facilitate user
interaction on desktop devices.
 Organizing content and features to reduce cognitive load and improve usability on
desktop devices.
5. Virtual Reality (VR) and Augmented Reality (AR) Design
 Creating immersive and interactive experiences that simulate real-world
environments or enhance real-world experiences.
 Designing visual elements such as 3D models, textures, and lighting to create
realistic and engaging environments.
 Organizing content and features to reduce cognitive load and improve usability in
VR and AR environments.
Q6. Justify nelson’s ten heuristics in details.
Nielsen's 10 Heuristics for User Interface Design
Jakob Nielsen's 10 heuristics for user interface design are a set of guidelines for designing intuitive
and user-friendly interfaces. These heuristics are based on years of research and testing, and are
widely accepted as best practices in the field of human-computer interaction.
1. Visibility of System Status
The system should always keep users informed about what is going on, through clear and concise
feedback.
 Justification: Users need to know what the system is doing and what is happening as a
result of their actions. This helps to reduce uncertainty and anxiety, and allows users to feel
more in control.
 Example: A progress bar that shows the progress of a download or upload, or a notification
that indicates when a task is complete.
2. Match Between System and the Real World
The system should speak the users' language, using concepts and terminology that are familiar to
them.
 Justification: Users should not have to learn a new language or set of concepts to use the
system. By using familiar language and concepts, the system becomes more intuitive and
easier to use.
 Example: Using everyday language and avoiding technical jargon in error messages or
instructions.
3. User Control and Freedom
Users should be able to easily undo and redo actions, and have control over their interactions with
the system.
 Justification: Users make mistakes, and being able to easily undo and redo actions reduces
frustration and anxiety. This also gives users a sense of control and agency over their
interactions with the system.
 Example: Providing an "undo" and "redo" button, or allowing users to cancel an action
before it is completed.
4. Consistency and Standards
The system should use consistent and standard design elements throughout, to reduce user
confusion and cognitive load.
 Justification: Consistency in design elements such as layout, typography, and color scheme
help users to quickly understand the system and reduce cognitive load. This also makes it
easier for users to learn and remember how to use the system.
 Example: Using a consistent layout and design elements throughout a website or
application.
5. Error Prevention
The system should be designed to prevent errors from occurring in the first place, rather than just
providing error messages.
 Justification: Errors can be frustrating and time-consuming to recover from. By designing
the system to prevent errors, users can avoid these negative experiences and have a more
positive interaction with the system.
 Example: Providing input validation to prevent users from entering invalid data, or using
auto-complete to reduce the likelihood of typos.
6. Recognition Rather Than Recall
The system should minimize the need for users to remember information, and instead provide clear
and visible options.
 Justification: Users have limited working memory, and asking them to remember
information can be cognitively demanding. By providing clear and visible options, users
can focus on the task at hand rather than trying to remember information.
 Example: Providing a list of options rather than asking users to remember a specific
command or syntax.
7. Flexibility and Efficiency of Use
The system should accommodate both novice and experienced users, and provide shortcuts and
accelerators for frequent users.
 Justification: Users have different levels of experience and expertise, and the system should
be designed to accommodate these differences. Providing shortcuts and accelerators for
frequent users can improve their efficiency and productivity.
 Example: Providing a "quick start" guide for novice users, and shortcuts and accelerators
for frequent users.
8. Aesthetic and Minimalist Design
The system should have a clean and simple design, with minimal clutter and distractions.
 Justification: A cluttered and complex design can be overwhelming and distracting, making
it harder for users to focus on the task at hand. A clean and simple design reduces cognitive
load and improves user experience.
 Example: Using a simple and consistent layout, and avoiding unnecessary graphics and
animations.
9. Help Users Recognize, Diagnose, and Recover from Errors
The system should provide clear and concise error messages, and help users to diagnose and
recover from errors.
 Justification: Errors are inevitable, and the system should be designed to help users recover
from them quickly and easily. Clear and concise error messages reduce user frustration and
anxiety, and help users to diagnose and recover from errors.
 Example: Providing clear and concise error messages, and offering suggestions for how to
recover from errors.
10. Help and Documentation
The system should provide easy access to help and documentation, and make it easy for users to
find what they need.
 Justification: Users may need help and documentation to use the system effectively, and
the system should make it easy for them to find what they need. This reduces user
frustration and anxiety, and improves user experience.
 Example: Providing a clear and concise help menu, and making it easy for users to search
for specific topics or keywords.
By following these 10 heuristics, designers can create interfaces that are intuitive, user-friendly,
and efficient, and that reduce user

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