Hci Pyq
Hci Pyq
What are mental models and why are they important in interface
design?
Mental models are the internal representations people form about how a system works based on
their prior experiences, knowledge, and expectations. These models help users predict the outcomes
of their actions when interacting with an interface.
1. Enhance Usability – When an interface aligns with users' existing mental models, they can
navigate and use it more intuitively, reducing confusion.
2. Reduce Cognitive Load – A well-designed interface minimizes the effort required to
understand and use it, leading to a smoother user experience.
3. Improve Learnability – Interfaces that match users' mental models require less training and
make it easier for new users to get started.
4. Boost Ef ciency – Users complete tasks faster when the system behaves as they expect.
5. Lower Error Rates – Misaligned mental models lead to mistakes, frustration, and
abandonment of the interface.
6. Enhance Satisfaction – When users feel in control and can predict how the system will
respond, their overall experience is more positive.
Example of Mental Models in Interface Design
• Folders & Files: Digital storage systems use folder structures because they mimic physical
ling cabinets, making them easy to understand.
• Shopping Carts: E-commerce sites use a cart system because users are familiar with the
concept from physical shopping.
• Swipe Gestures: On mobile devices, swiping left or right is commonly associated with
navigation, as it mirrors ipping through physical pages.
By designing interfaces that align with users' mental models, designers create intuitive, effective,
and user-friendly experiences.
The Interaction Framework, introduced by Abowd and Beale (1991), is a model that explains
how users interact with a system through different stages. It helps in identifying and solving
interaction problems between humans and computers.
The framework consists of four key components, each representing a different part of the
interaction process:
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1. User – The person interacting with the system.
2. Input – The way the user provides commands to the system (e.g., keyboard, mouse,
touchscreen).
3. System – The software/hardware that processes the input and produces an output.
4. Output – The feedback given by the system to the user (e.g., visual display, sound,
vibration).
These components are linked by two major translations:
• Execution: The user forms an intention and executes an action through input.
• Evaluation: The system processes the input, produces an output, and the user interprets it.
Explaining Problems in User-Computer Dialog
The interaction framework can highlight issues in communication between users and systems.
Common problems include:
1. Gulf of Execution
• Occurs when users struggle to determine how to accomplish their goals using the system.
• Example: A user wants to save a document but cannot nd the “Save” button or shortcut.
Solution: Provide clear and familiar controls, tooltips, and guidance.
2. Gulf of Evaluation
• Occurs when users receive feedback from the system but struggle to interpret what it means.
• Example: An error message says “Code 404”, but the user doesn’t understand that it means
a missing webpage.
Solution: Provide meaningful feedback in plain language (e.g., “Page Not Found” instead of
“Error 404”).
• The system does not behave as the user expects, leading to confusion.
• Example: A user expects clicking an image to zoom in, but instead, it opens a new webpage.
Solution: Design interfaces that match users' mental models and expectations.
4. Inadequate Feedback
• Users perform an action but don’t receive clear feedback, leading to uncertainty.
• Example: Clicking a button but not seeing any immediate response, making users wonder if
the action was registered.
Solution: Provide immediate visual, auditory, or haptic feedback (e.g., button highlights, loading
indicators).
Ans:-To improve an interface and prevent interaction problems from recurring, designers can apply
the following best practices based on the Interaction Framework:
• Buttons should look clickable (e.g., raised appearance, color changes on hover).
• Links should be underlined or visually distinct.
✅ Offer Guidance and Tutorials
• Show visual con rmations for actions (e.g., button clicks, progress indicators).
• Use animations to indicate transitions between states.
✅ Use Clear and Descriptive Messages
• Replace vague system messages ("Error 404") with user-friendly explanations ("Page Not
Found. Try checking the URL or searching for it.").
• Use color coding (e.g., red for errors, green for success).
✅ Ensure Visibility of System Status
3. Bridging the Gap Between User Mental Models and System Design
• Use common UI patterns that match user expectations (e.g., shopping carts in e-commerce,
search bars in navigation).
• Avoid unexpected behaviors (e.g., don’t make the "Back" button log users out).
✅ Conduct User Testing and Research
• Provide voice commands, gestures, and alternative input methods for different users.
Q.4What is the distinction between a process oriented and structure oriented design
rationale technique?Would you classify psychological design rationale as process or
structure oriented ?why?
Design rationale (DR) techniques help document the reasoning behind design decisions. These
techniques can be classi ed into two main categories:
• Focus: Captures the nal design structure and its justi cation.
• Approach: Organizes design knowledge into a structured form, such as hierarchies, models,
or constraints.
• Example:
◦ QOC (Questions, Options, Criteria): A structured method that evaluates multiple
design alternatives against criteria.
◦ MOR (Method for Organizing Rationale): Documents design decisions based on
dependencies and constraints.
• Advantage: Easier to reference for future projects and supports reuse of design knowledge.
• Disadvantage: Does not capture the dynamic decision-making process.
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Is Psychological Design Rationale Process-Oriented or Structure-Oriented?
✅ Reasoning:
• PDR focuses on how human cognitive and perceptual factors in uence design decisions.
• It considers the psychological effects of interfaces on users, such as attention, memory load,
and learning curves.
• The rationale evolves based on user research, usability testing, and iterative re nement.
• Since it tracks user-centered design reasoning over time, it aligns with process-oriented
approaches rather than static, structured documentation.
Q.5.”Do not use colour without some other redundant cue ".Give the reasons
which empirically support this guideline for the use of colour .Discuss interface
design principles in support of these guidelines.
Ans:-Why "Do Not Use Color Without Some Other Redundant Cue"?
This guideline is essential in interface design to ensure accessibility, usability, and clarity.
Empirical research supports this recommendation based on human perception, cognitive
processing, and inclusivity considerations.
• Around 8% of men and 0.5% of women have some form of color blindness (e.g., red-
green or blue-yellow de ciency).
• Users with low vision or monochrome displays may not perceive color-based distinctions.
• Example: If errors are shown only in red text, some users may not recognize them.
✅ Solution: Use additional cues like icons (⚠ ), bold text, or underlining.
• Providing multiple cues (color + text + shape) improves recognition and usability.
• Example: Traf c lights use both color and position (red = top, green = bottom).
2. Contrast and Legibility (Visual Design Principle)
Conclusion
1. Hypothesis
• Null Hypothesis (H₀): Adding color coding to an interface does not improve accuracy.
• Alternative Hypothesis (H₁): Adding color coding to an interface improves accuracy.
2. Variables
• Independent Variable (IV): Presence of color coding (two levels: with color coding vs.
without color coding).
• Dependent Variable (DV): User accuracy (measured as the percentage of correctly
completed tasks).
3. Experimental Design
If color coding improves accuracy, the experimental group should have a signi cantly higher
accuracy rate than the control group.
Q.9.What are the factors governing the choice of an appropriate evaluation method for
different interactive system ?Give brief detail.
Selecting the right evaluation method depends on several factors, including the system type,
development stage, user characteristics, and evaluation goals. Key factors include:
1. Purpose of Evaluation
Q.10.What are (1)auditory icons and (2) earcons ?how can they be used to
bene t both visually impaired and sighted users?
• De nition: Auditory icons are natural, real-world sounds used to represent actions or
objects in an interface.
• Example: A crumpling paper sound when deleting a le, or a door creaking when opening
an application.
• How They Help:
◦ Intuitive for users as they mimic real-world experiences.
◦ Enhance accessibility by providing sound-based feedback for actions.
2. Earcons
• De nition: Earcons are abstract, musical tones (often structured in sequences) used to
convey information.
• Example: Different beep sequences for noti cations, error alerts, or system warnings.
• How They Help:
◦ Can be used to represent hierarchical information (e.g., increasing pitch for higher
priority alerts).
◦ More exible and customizable than auditory icons.
• Reinforces visual cues with audio con rmation (e.g., camera shutter sound when taking a
picture).
• Improves ef ciency by reducing cognitive load (e.g., hearing a noti cation instead of
checking visually).
• Useful in multitasking environments where users are not always looking at the screen.
Q11.Is multi-modality always a good thing ?justify your answer.
• Helps users with disabilities (e.g., screen readers for visually impaired users, haptic
feedback for deaf users).
• Example: Voice commands in smart assistants help users with motor impairments.
2. Reduces Cognitive Load
• Useful in noisy environments (e.g., haptic feedback for silent alerts) or when visual
attention is occupied.
• Example: Vibration alerts for incoming calls in meetings.
• Too many modalities increase mental effort rather than reducing it.
• Example: A car dashboard with audio alerts, ashing lights, and haptic vibrations may
overwhelm drivers.
2. Increased Complexity
• Multi-modal systems require more design effort, testing, and resources to ensure seamless
integration.
• Example: A poorly designed voice interface may misunderstand commands, frustrating
users instead of helping them.
3. Unnecessary Redundancy
• Some tasks are best suited for one primary mode (e.g., reading text silently instead of
having it read aloud).
• Example: If a system reads text aloud and displays it simultaneously, it may slow down
experienced users.
1. Brainstorming with the project team to list potential users and decision-makers.
2. Analyzing who interacts with the system (directly or indirectly).
3. Reviewing organizational structures to identify decision-makers and regulatory bodies.
👉 Individuals who do not directly use the system but rely on its outputs.
👉 People who in uence, regulate, or bene t from the system but don’t use it directly.
As applications become more digital, online documentation has largely replaced traditional paper
manuals. While this shift offers several bene ts, it also presents some challenges.
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✅ Advantages of Online Documentation
• Developers can instantly update documentation with xes, new features, or clari cations.
• Example: Software release notes and FAQs can be updated without reprinting.
2. Searchability & Quick Access
• Users can access help from any device (PC, tablet, mobile).
• Example: Online help pages in web apps allow real-time assistance.
Disadvantage Solution
Requires Internet Access 📶 Provide of ine documentation or a downloadable PDF/manual.
Harder for Some Users to Offer a clear, structured layout with search functionality and
Navigate 🧑🦳 table of contents.
Risk of Information Use concise language, collapsible sections, and FAQs to
Overload 📜 on Platform improve readability.
Dependence Ensure server reliability and provide redundant access methods
Stability 💻 (e.g., local help les).
Not Ideal for Certain In critical settings (e.g., aircraft manuals), paper backups should
Environments 🌍 be available.
Q.14.What are two main architectures used for groupware systems ?identify the
strength and limitations of each and suggest how they can be resolved .
Groupware systems enable collaboration among multiple users. The two main architectures used
are:
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1. Client-Server Architecture
👉 How It Works:
Limitation Solution
Single Point of Failure (server crash disrupts Implement server redundancy and cloud
access) failover systems.
High Server Load (scalability issues with many Use load balancing and distributed servers.
users)
Latency in Large Networks (slower response in Deploy regional servers/CDNs for faster
global use) access.
Limitation Solution
Data Consistency Issues (synchronization Implement consensus protocols (e.g., blockchain-
can be inconsistent) like veri cation).
Security Risks (vulnerable to unauthorized Use encryption and peer authentication to secure
access) communication.
Network Dependency (peers must be online Use hybrid models with temporary caching or
for data access) occasional server backup.
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Q.15.What is meant by the term control and feedback and feedthrough in the
classi cation by function framework ?
1. Control 🕹
• De nition: The user's input actions that direct the system to perform a task.
• Example: Clicking a button, dragging a le, pressing a key.
• Role: Enables users to in uence system behavior through direct commands.
✅ Example in an Airline Booking System:
• A user enters ight details (origin, destination, date) and clicks "Search."
2. Feedback 🔄
• De nition: The system's response to the user's action, informing them of the outcome.
• Example: A loading spinner, con rmation message, or an error alert.
• Role: Helps users understand if the system registered their input correctly.
✅ Example in an Airline Booking System:
• After clicking “Search,” the system displays a loading indicator and then shows available
ights.
3. Feedthrough 👀
• De nition: Feedback visible to other users, helping them understand what’s happening in a
shared environment.
• Example: In collaborative systems, if User A edits a document, User B sees the update.
• Role: Ensures awareness and coordination in multi-user environments.
✅ Example in an Airline Booking System:
• When an airline agent modi es a reservation, passengers see the updated ight details in
their account.
Conclusion
De nition
• VR creates a fully immersive digital environment, isolating users from the real world.
• Users interact with the virtual space through head-mounted displays (HMDs), motion
controllers, and sensors.
Characteristics
✅ Immersive Experience – Users feel as if they are inside a completely different world.
✅ Requires Special Hardware – VR headsets (e.g., Meta Quest, HTC Vive, PlayStation VR).
✅ Fully Digital Environment – No real-world elements are visible.
Applications
De nition
• AR overlays digital elements onto the real world, enhancing real-world interactions rather
than replacing them.
• Uses devices like smartphones, AR glasses, and tablets.
Characteristics
✅ Blends Virtual & Real Elements – Digital objects appear in the user’s real-world environment.
✅ Doesn’t Require Full Isolation – Users remain aware of their surroundings.
✅ Accessible via Common Devices – Works on smartphones (e.g., Google ARCore, Apple
ARKit).
Applications
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• Mobile Apps: Pokémon GO, Snapchat lters, Google Lens.
• Retail & Shopping: Virtual try-ons (e.g., IKEA Place for furniture).
• Navigation & Assistance: Google Maps AR for walking directions.
Limitations
❌ Limited Field of View – AR visuals may not fully integrate with real-world perspectives.
❌ Reliant on Device Cameras – Quality depends on smartphone capabilities.
❌ Privacy Concerns – AR apps may collect location and visual data.
Comparison: VR vs. AR
Conclusion
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2.Notes on Active and Dynamic Web Content
De nition:
• Active web content refers to interactive elements on a webpage that engage users by
responding to their actions.
• Often powered by client-side scripts (e.g., JavaScript, AJAX) or embedded media (e.g.,
Flash, Java applets).
Characteristics:
Examples:
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• Dropdown menus & sliders (e.g., interactive navigation bars).
• Form validation (e.g., real-time input checks).
• Live chat widgets (e.g., customer support bots).
Limitations:
❌ Heavy active content (e.g., Flash) slows down pages and affects SEO.
❌ Security risks (e.g., JavaScript vulnerabilities, cross-site scripting).
De nition:
• Dynamic web content refers to web pages that change based on user input, database
queries, or other real-time data.
• Typically generated by server-side processing (e.g., PHP, Python, Node.js, ASP.NET).
Characteristics:
Examples:
1. Learnability 📖
De nition: How easy it is for new users to understand and use the system.
✅ Best Practices:
2. Ef ciency ⚡
✅ Best Practices:
3. Memorability 🧠
De nition: How easy it is for returning users to remember how to use the system after a break.
✅ Best Practices:
• Use con rmation dialogs for irreversible actions (e.g., “Are you sure you want to delete?”).
• Provide clear error messages with solutions.
• Allow undo/redo functionality.
🛠 Example: Google Docs auto-saves work and has an undo option to recover mistakes.
✅ Best Practices:
✅ Best Practices:
✅ Best Practices:
De nition:
• Ensure the same actions produce the same results across the interface.
• Maintain consistent terminology, colors, fonts, layouts, and behaviors.
✅ Best Practices:
• Microsoft Of ce apps have consistent toolbar layouts and icons across Word, Excel, and
PowerPoint.
De nition:
De nition:
De nition:
De nition:
• Prevent errors where possible and help users recover quickly when they occur.
✅ Best Practices:
• Provide clear, actionable error messages (not cryptic codes like "Error 404").
• Allow users to undo actions.
• Offer auto-save and recovery options.
🛠 Example:
• Gmail warns “Are you sure you want to send without an attachment?” if "attachment" is
mentioned in an email.
De nition:
De nition:
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• Users should feel in control of the system, not the other way around.
✅ Best Practices:
• Spotify lets users control playback, create playlists, and customize the interface.
De nition:
• When lling out an online form, the browser suggests previously entered addresses.
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