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Hci Pyq

The document discusses the importance of mental models in interface design, emphasizing how they enhance usability, reduce cognitive load, and improve learnability. It introduces the Interaction Framework in Human-Computer Interaction, detailing its components and how it can identify communication problems between users and systems. Additionally, it outlines best practices for interface design, distinguishes between design rationale techniques, and highlights the significance of using color with redundant cues for accessibility.
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0% found this document useful (0 votes)
17 views22 pages

Hci Pyq

The document discusses the importance of mental models in interface design, emphasizing how they enhance usability, reduce cognitive load, and improve learnability. It introduces the Interaction Framework in Human-Computer Interaction, detailing its components and how it can identify communication problems between users and systems. Additionally, it outlines best practices for interface design, distinguishes between design rationale techniques, and highlights the significance of using color with redundant cues for accessibility.
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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Q.1.

What are mental models and why are they important in interface
design?

Ans:-What Are Mental Models?

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.

Why Are Mental Models Important in Interface Design?

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.

Q.2.Describe the interaction framework introduced in human computer


interaction .Show how it can be used to explain problems in the dialog between a
user and the computer .

Ans:-The Interaction Framework in Human-Computer Interaction (HCI)

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.

Four Components of the Interaction Framework

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”).

3. Mismatch Between Mental Models

• 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).

Q.3.Suggest potential ways of improving the interface to avoid a similar problem


recurring .

Ans:-To improve an interface and prevent interaction problems from recurring, designers can apply
the following best practices based on the Interaction Framework:

1. Reducing the Gulf of Execution (Making Actions Easier to Perform)


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✅ Provide Clear and Consistent Navigation

• Use familiar UI elements (e.g., menus, buttons, icons).


• Keep navigation consistent across screens.
✅ Use Affordances and Signi ers

• Buttons should look clickable (e.g., raised appearance, color changes on hover).
• Links should be underlined or visually distinct.
✅ Offer Guidance and Tutorials

• Provide tooltips, onboarding walkthroughs, and contextual hints.


• Use progressive disclosure (show advanced features only when needed).
✅ Enable Undo and Redo

• Allow users to reverse actions easily, reducing fear of making mistakes.

2. Reducing the Gulf of Evaluation (Making Feedback More Understandable)

✅ Provide Immediate and Meaningful Feedback

• 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

• Display loading indicators, progress bars, and con rmation messages.


• Show real-time updates (e.g., "Saving..." → "Saved").

3. Bridging the Gap Between User Mental Models and System Design

✅ Follow Established Design Conventions

• 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

• Perform usability testing to identify mismatches in mental models.


• Gather feedback through surveys, A/B testing, and heatmaps.
✅ Personalization and Adaptability

• Allow users to customize settings (e.g., light/dark mode, shortcuts).


• Provide adaptive UIs based on user behavior.
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4. Improving Accessibility and Inclusivity

✅ Ensure Keyboard and Screen Reader Support

• Make all interactive elements accessible via keyboard.


• Use ARIA labels for screen readers.
✅ Optimize for Different Devices

• Use responsive design for mobile and desktop compatibility.


• Avoid small touch targets and ensure readability.
✅ Consider Multimodal Interaction

• 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?

Ans:-Distinction Between Process-Oriented and Structure-Oriented Design


Rationale Techniques

Design rationale (DR) techniques help document the reasoning behind design decisions. These
techniques can be classi ed into two main categories:

1. Process-Oriented Design Rationale

• Focus: Captures the design process as it unfolds.


• Approach: Emphasizes the reasoning, alternatives considered, and trade-offs made during
the design.
• Example:
◦ Issue-Based Information System (IBIS): Documents the issues, arguments, and
resolutions in a structured way.
◦ DRL (Design Rationale Language): Tracks the sequence of decisions over time.
• Advantage: Helps designers understand the evolution of decisions and learn from past
processes.
• Disadvantage: Can be complex and time-consuming to maintain.
2. Structure-Oriented Design Rationale

• 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?

Psychological Design Rationale (PDR) is process-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.

Empirical Reasons Supporting This Guideline

1. Color Blindness and Visual Impairments

• 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.

2. Variability in Display and Lighting Conditions

• Different screens (monitors, projectors, mobile devices) render colors differently.


• Bright sunlight or poor lighting can reduce color visibility.
• Example: A light gray button might be invisible in strong sunlight.
✅ Solution: Use contrast, patterns, or shape differences instead of relying solely on color.

3. Cognitive Load and Information Processing

• Users process information faster when multiple cues reinforce meaning.


• If color is the only differentiator, users must remember its meaning, increasing cognitive
load.
• Example: A dashboard using only colored indicators may confuse new users.
✅ Solution: Combine color with labels, icons, or text descriptions.
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Interface Design Principles Supporting This Guideline

1. Redundancy Principle (Multimodal Feedback)

• 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)

• Suf cient contrast between text and background enhances readability.


• Example: Instead of just red, error messages should be red + bold + an alert icon.
3. Affordance & Perceived Signi ers (Gestalt Principles)

• UI elements should clearly communicate their function beyond color.


• Example: Links should be underlined in addition to being blue.
4. Universal Design & Accessibility (WCAG Guidelines)

• Web Content Accessibility Guidelines (WCAG) require designs to be perceivable by all


users.
• Example: Websites must pass color contrast ratio checks (4.5:1 for normal text, 3:1 for
large text).

Q.6.Distinguish between principles ,guidelines and standards ,using examples of


each to illustrate .

Ans:-Distinction Between Principles, Guidelines, and Standards

Conc De nition Characteristics Example


ept - Universal and
broad. Example: Consistency Principle –
Fundamental, high-level
Princi - Not prescriptive "Interfaces should be consistent in layout,
design concepts that guide
ples but provide a terminology, and behavior across
decision-making.
philosophical different screens."
foundation for
design.
- More detailed than
Speci c recommendations
principles but still Example: Do not use color as the only
Guide based on principles that
exible. visual cue for errors. (Supports the
lines help designers implement
- Provide "how-to" principle of accessibility.)
good practices.
suggestions.
- Can
Rigidvary
andbased on
Of cial, formalized rules enforceable. Example: WCAG 2.1 Contrast Ratio
Stand that must be followed, - Ensure Standard – "Text must have a contrast
ards often created by governing compliance, ratio of at least 4.5:1 against its
bodies. interoperability, background for readability."
and accessibility.
- Used in regulated
Illustrative Example: Button Design

• Principle: Affordance – Buttons should clearly indicate they are clickable.


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• Guideline: "Buttons should have a visible border, shadow, or hover effect to indicate
interactivity."
• Standard: "Buttons must have a minimum tappable size of 44x44 pixels (Apple) or 48x48
dp (Google Material Design)."

Conclusion

• Principles provide broad design philosophy.


• Guidelines offer exible best practices.
• Standards enforce mandatory rules.
A well-designed system follows principles, applies guidelines, and adheres to standards for
usability and accessibility. 🚀

Q.7.Design an experiment to test whether adding colour coding to an interface will


improve accuracy .identify your hypothesis ,dependent and independent
variables ,experimental design ,task and analysis approach .

Ans:-Experiment: Testing the Effect of Color Coding on Accuracy in an


Interface

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

• Between-Subjects Design: Participants are randomly assigned to one of two groups:


◦ Control Group: Uses an interface without color coding.
◦ Experimental Group: Uses an interface with color coding.
• Counterbalancing: If using a within-subjects design (same participants use both versions),
randomize the order to prevent learning effects.
4. Task

• Participants perform a data categorization task:


◦ They view a list of medical test results, nancial transactions, or le statuses.
◦ They must classify them into prede ned categories (e.g., normal vs. critical results,
valid vs. fraudulent transactions).
◦ The experimental group sees color-coded categories (e.g., red = critical, green =
normal), while the control group sees only text-based labels.
5. Analysis Approach
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• Data Collection: Measure the accuracy rate (% of correctly classi ed items) for each
participant.
• Statistical Analysis:
◦ Use an independent t-test (if between-subjects) or paired t-test (if within-subjects)
to compare accuracy between groups.
◦ Calculate effect size to determine the magnitude of the difference.
• Qualitative Feedback: Collect user feedback on perceived ease of use and cognitive
effort through a post-task questionnaire.
6. Expected Outcome

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.

Ans:-Factors Governing the Choice of an Appropriate Evaluation Method for


Interactive Systems

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

• Formative Evaluation (During Development) → Focus on usability issues & iterative


design.
◦ Example: Heuristic Evaluation, Cognitive Walkthrough
• Summative Evaluation (Final Testing) → Measure effectiveness, ef ciency, and
satisfaction.
◦ Example: User Testing, Surveys, Benchmarking
2. Stage in Development Lifecycle

• Early-stage Prototypes → Expert Reviews, Cognitive Walkthroughs to identify usability


problems before coding.
• Mid-stage Usability Testing → Think-Aloud Protocol, A/B Testing for user feedback.
• Final Product Evaluation → Field Studies, Analytics, Eye-Tracking to measure real-
world performance.
3. Type of Interactive System

• Web/Mobile Apps: A/B testing, usability testing, heatmaps.


• Safety-Critical Systems (e.g., aviation, healthcare): Formal methods, usability stress
testing.
• AI-Based Systems: Explainability testing, trust evaluation.
4. User Characteristics

• Target Audience (Experts vs. Novices):


◦ Experts → Performance-based testing (e.g., completion time).
◦ Novices → Learnability testing, error rate analysis.
• Accessibility Needs: Eye-tracking, screen reader compatibility testing.
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5. Available Resources (Time, Budget, and Expertise)

• Limited Budget? → Use Heuristic Evaluation (cheaper than user testing).


• Time Constraints? → Use Surveys & Analytics instead of long-term eld studies.
6. Context of Use

• Lab-based Testing: Controlled conditions, in-depth analysis.


• Field Studies: Real-world interaction, high ecological validity.

Q.10.What are (1)auditory icons and (2) earcons ?how can they be used to
bene t both visually impaired and sighted users?

ANS:-1. Auditory Icons

• 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.

Bene ts for Visually Impaired & Sighted Users

✅ For Visually Impaired Users:

• Provides non-visual feedback for navigation, alerts, and interactions.


• Helps users detect system states (e.g., "error" sound when input is invalid).
• Enables hands-free interactions with devices.
✅ For Sighted Users:

• 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.

Ans:-Is Multi-Modality Always a Good Thing?


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Multi-modality—the use of multiple sensory channels (e.g., visual, auditory, tactile) for
interaction—can enhance usability, but it is not always bene cial. Whether it improves or hinders
user experience depends on context, user needs, and cognitive load.

✅ When Multi-Modality is Bene cial

1. Accessibility & Inclusivity

• 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

• Reinforcing information through different channels can improve comprehension.


• Example: Navigation systems use maps (visual) + voice directions (audio) to reduce
reliance on one sense.
3. Supports Different Contexts

• 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.

❌ When Multi-Modality Can Be a Problem

1. Cognitive Overload & Distraction

• 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.

Q.12.How to identify the stakeholders while designing a new system ?Discuss


different categories of stakeholders support your categorizaton with an example
of airline booking system

Ans:-How to Identify Stakeholders in System Design?


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Stakeholders are individuals or groups who in uence or are affected by the system. Identifying
them involves:

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.

Categories of Stakeholders (With Airline Booking System Example)

1. Primary Stakeholders (Direct Users)

👉 Users who directly interact with the system to perform tasks.

✅ Example in an Airline Booking System:

• Passengers (use the website/app to book ights).


• Airline Customer Service Agents (manage bookings, handle complaints).
• Check-in Staff (verify tickets at the airport).

2. Secondary Stakeholders (Indirect Users)

👉 Individuals who do not directly use the system but rely on its outputs.

✅ Example in an Airline Booking System:

• Pilots & Cabin Crew (rely on passenger and ight data).


• Travel Agents (use the system to book ights for customers).
• Airport Security & Immigration (verify e-tickets and boarding passes).

3. Tertiary Stakeholders (Regulatory & External Entities)

👉 People who in uence, regulate, or bene t from the system but don’t use it directly.

✅ Example in an Airline Booking System:

• Government & Aviation Authorities (FAA, IATA, TSA—ensure compliance).


• Airline Management & Executives (monitor booking trends, revenue).
• Third-Party Developers & Payment Processors (integrate with the booking system).

Q13.Applications are often supported by an online version of the paper


documentation ,in some cases there is no paper documentation at all .What are
the advantages of online documentation ?What are the disadvantages, and how
can be they overcome?

Ans:-Advantages and Disadvantages of Online Documentation

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

1. Easily Updatable & Maintainable

• 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 search keywords instead of ipping through pages.


• Example: A search bar in online help guides allows users to nd answers instantly.
3. Interactive & Multimedia Support

• Supports videos, GIFs, hyperlinks, and tutorials, making explanations clearer.


• Example: Step-by-step guides with screenshots or animations enhance learning.
4. Space & Cost Savings

• No need for physical printing, shipping, or storage.


• Example: Cloud-hosted user manuals reduce environmental waste.
5. Accessible Anywhere

• Users can access help from any device (PC, tablet, mobile).
• Example: Online help pages in web apps allow real-time assistance.

❌ Disadvantages & Solutions

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 .

Ans:-Two Main Architectures for Groupware Systems

Groupware systems enable collaboration among multiple users. The two main architectures used
are:
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1. Client-Server Architecture
👉 How It Works:

• A central server manages all communication and data storage.


• Clients (users) connect to the server to send and receive updates.
• Example: Google Docs, Microsoft Teams (centralized document and message handling).
✅ Strengths:

• Centralized Control: Easier to manage data, security, and backups.


• Consistent Data: Ensures real-time updates and synchronization across all users.
• Security: Controlled access and authentication at the server level.
❌ Limitations & Solutions:

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.

2. Peer-to-Peer (P2P) Architecture


👉 How It Works:

• Users (peers) connect directly to each other without a central server.


• Data is shared dynamically among peers.
• Example: BitTorrent, Skype (older versions), Blockchain-based collaboration tools.
✅ Strengths:

• No Central Server Needed: Reduces reliance on a single failure point.


• Better Scalability: Performance improves as more peers join.
• Lower Costs: No need for expensive central server infrastructure.
❌ Limitations & Solutions:

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 ?

Ans:-Control, Feedback, and Feedthrough in the Classi cation by Function


Framework

In Human-Computer Interaction (HCI), the Classi cation by Function Framework categorizes


user interactions based on how input and output are handled. Three key concepts are:

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

• Control = What the user does.


• Feedback = What the system tells the user.
• Feedthrough = What the system shows to other users.
All three work together to create a smooth, interactive experience in digital systems! 🚀
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Notes on 1. virtual and augmented reality

Ans:-Notes on Virtual and Augmented Reality

1. Virtual Reality (VR)

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

• Gaming & Entertainment: VR gaming (e.g., Beat Saber, Half-Life: Alyx).


• Training & Simulation: Flight simulators, medical surgery training.
• Virtual Tourism & Education: 3D museum tours, immersive learning.
Limitations

❌ Motion Sickness – Some users feel dizzy or nauseous.


❌ Expensive Hardware – High-end VR headsets can be costly.
❌ Requires Space – VR setups need a safe area to prevent collisions.

2. Augmented Reality (AR)

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

Feature Virtual Reality (VR) Augmented Reality (AR)


Environment Fully virtual Real world with digital overlays
Device
VR headset & controllers Smartphone, AR glasses
Requirement
Enhances real-world
User Experience Immersive, interactive
interactions
Meta Quest, PlayStation
Examples Pokémon GO, Google Lens
VR

Conclusion

• VR is best for full immersion, while AR enhances real-world experiences.


• Both technologies have applications in gaming, education, healthcare, and business.
• Future trends include Mixed Reality (MR) and Extended Reality (XR), combining aspects
of both AR & VR for more advanced interactions. 🚀

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2.Notes on Active and Dynamic Web Content

1. Active 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:

✅ Runs in the browser (client-side).


✅ Responds to user interactions (clicks, mouse movements, input elds).
✅ Can work without reloading the page (using JavaScript, AJAX).

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).

2. Dynamic Web Content

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:

✅ Content updates in real-time based on user data, database interactions, or APIs.


✅ Uses server-side scripting (e.g., PHP, Python, Ruby, ASP.NET).
✅ Often combined with active content for interactive experiences.

Examples:

• Social Media Feeds (Facebook, Twitter – personalized content).


• E-commerce Sites (Amazon – product recommendations, live pricing).
• News Websites (Real-time updates, personalized suggestions).
Limitations:

❌ Higher server load due to real-time processing.


❌ More complex to develop compared to static pages.

Comparison: Active vs. Dynamic Web Content

Feature Active Content Dynamic Content


Executio Runs on client-side Runs on server-side
n
Interacti Immediate response (e.g., animations, Content changes based on database
vity form validation) updates
Example JavaScript-powered dropdowns, sliders User dashboards, live feeds, e-commerce
sDepende Requires server-side languages (PHP,
Works with HTML, CSS, JavaScript
ncy Node.js, Python)
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3.Notes on Principles to Support Usability
Usability refers to how easy, ef cient, and satisfying it is for users to interact with a system. Well-
designed interfaces follow key usability principles to improve the user experience (UX).

1. Learnability 📖

De nition: How easy it is for new users to understand and use the system.

✅ Best Practices:

• Use familiar design patterns (e.g., common icons, navigation).


• Provide clear instructions and feedback.
• Implement progressive disclosure (showing complexity gradually).
🛠 Example: A new user can quickly learn how to use Google Search without needing a manual.

2. Ef ciency ⚡

De nition: How quickly experienced users can complete tasks.

✅ Best Practices:

• Minimize the number of clicks and steps to complete tasks.


• Use keyboard shortcuts for power users.
• Provide auto-complete and smart suggestions.
🛠 Example: Gmail suggests email recipients and auto-completes sentences while composing a
message.

3. Memorability 🧠

De nition: How easy it is for returning users to remember how to use the system after a break.

✅ Best Practices:

• Use consistent layouts and terminology.


• Avoid unnecessary complexity in work ows.
• Provide visual cues (icons, tooltips, breadcrumbs).
🛠 Example: Microsoft Word uses the same menu structure across updates, making it easy for
returning users.

4. Error Prevention & Recovery ❌ ➡✅

De nition: Reducing user mistakes and helping them recover easily.


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✅ 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.

5. Feedback & Visibility 🔄

De nition: Keeping users informed about system status.

✅ Best Practices:

• Show loading indicators or progress bars.


• Provide instant feedback for user actions (e.g., button highlights when clicked).
• Use noti cations and alerts to con rm actions.
🛠 Example: A loading spinner appears when submitting a form, preventing users from clicking
multiple times.

6. Flexibility & Customization 🔧

De nition: Allowing users to customize the interface based on their needs.

✅ Best Practices:

• Offer dark mode, font size adjustments.


• Enable custom keyboard shortcuts.
• Provide multiple interaction methods (touch, voice, keyboard).
🛠 Example: YouTube allows users to adjust playback speed, subtitles, and themes.

7. Consistency & Standards 🎯

De nition: Following industry norms and design conventions to improve usability.

✅ Best Practices:

• Use standard UI components (buttons, icons, navigation menus).


• Maintain consistent fonts, colors, and layout.
• Follow platform-speci c design guidelines (Material Design, Apple’s Human Interface
Guidelines).
🛠 Example: The hamburger menu icon (☰) is universally recognized for navigation.
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4.Notes on Shneiderman’s Golden Rules of Interface Design
Ben Shneiderman, a pioneer in Human-Computer Interaction (HCI), proposed eight "Golden
Rules" for designing user-friendly interfaces. These rules provide guidelines for usability,
ef ciency, and user satisfaction in interface design.

1. Strive for Consistency 🎯

De nition:

• Ensure the same actions produce the same results across the interface.
• Maintain consistent terminology, colors, fonts, layouts, and behaviors.
✅ Best Practices:

• Use standard UI components (e.g., common icons, buttons).


• Keep menu locations and interactions predictable.
🛠 Example:

• Microsoft Of ce apps have consistent toolbar layouts and icons across Word, Excel, and
PowerPoint.

2. Enable Frequent Users to Use Shortcuts ⌨ ⚡

De nition:

• Provide accelerators (shortcuts, hotkeys, gestures) for experienced users.


• Helps improve task ef ciency and productivity.
✅ Best Practices:

• Offer keyboard shortcuts (Ctrl + C for copy).


• Enable command-line access for power users.
🛠 Example:

• Adobe Photoshop provides customizable keyboard shortcuts to speed up work ow.

3. Offer Informative Feedback 🔄

De nition:

• The system should provide clear feedback for user actions.


• Feedback should be immediate and relevant.
✅ Best Practices:

• Use loading indicators or progress bars.


• Provide con rmation messages after actions.
• Display error messages with solutions.
🛠 Example:
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• After submitting a form, users receive a “Success! Your data has been saved.” message.

4. Design Dialogs to Yield Closure ✅

De nition:

• Ensure each interaction has a clear beginning, middle, and end.


• Users should know when a task is complete.
✅ Best Practices:

• Show completion messages (e.g., “Your order has been placed.”).


• Use visual cues (e.g., checkmarks, animations).
🛠 Example:

• Online banking apps display "Transaction Completed" after a successful transfer.

5. Offer Simple Error Handling ❌ ➡✅

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.

6. Permit Easy Reversal of Actions 🔄

De nition:

• Users should be able to undo and redo actions easily.


• Reduces fear of making mistakes.
✅ Best Practices:

• Provide “Undo” and “Redo” buttons.


• Allow multiple levels of undo (e.g., Google Docs' version history).
🛠 Example:

• The Recycle Bin in Windows allows users to restore deleted les.

7. Support Internal Locus of Control 🕹

De nition:
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• Users should feel in control of the system, not the other way around.
✅ Best Practices:

• Avoid unexpected behaviors (e.g., automatic pop-ups without permission).


• Provide clear navigation and customization options.
🛠 Example:

• Spotify lets users control playback, create playlists, and customize the interface.

8. Reduce Short-Term Memory Load 🧠

De nition:

• Interfaces should minimize the need for users to remember information.


• Cognitive load should be reduced by presenting essential info at the right time.
✅ Best Practices:

• Use menus instead of requiring users to memorize commands.


• Display tooltips and auto-suggestions.
🛠 Example:

• When lling out an online form, the browser suggests previously entered addresses.
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