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HCI

The document provides a series of questions and answers related to human-computer interaction, design principles, and usability evaluation. It covers topics such as the preference for mice over joysticks, the significance of Miller's Law, the importance of context in design, and various design methodologies like sketches, wireframes, and prototypes. Additionally, it discusses usability evaluation methods, Fitts' Law, and principles of effective interface design, emphasizing the need for user feedback and the consideration of human memory limitations.

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0% found this document useful (0 votes)
21 views5 pages

HCI

The document provides a series of questions and answers related to human-computer interaction, design principles, and usability evaluation. It covers topics such as the preference for mice over joysticks, the significance of Miller's Law, the importance of context in design, and various design methodologies like sketches, wireframes, and prototypes. Additionally, it discusses usability evaluation methods, Fitts' Law, and principles of effective interface design, emphasizing the need for user feedback and the consideration of human memory limitations.

Uploaded by

syedburhan128981
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Q-1: Please provide BRIEF answers to the following questions:

i) Describe two situations in which a mouse might be preferred over a joystick.


ii) What is the significance of 7 (+ or – 2) for human-computer interaction?
iii) What is the importance of “context” in identifying needs and establishing requirements?
Answers:

i) Mouse vs. Joystick


A mouse is preferred:
For precise cursor movements, such as graphic design or document editing.
In desktop environments where the user interacts with GUIs, as it provides more precision and flexibility than a
joystick.

ii) 7 (+ or – 2) Significance
This refers to the "Miller's Law," suggesting that humans can retain 5 to 9 items in their short-term memory. For HCI,
it implies designing interfaces with minimal options or chunks of information to prevent cognitive overload.

iii) Importance of Context in Identifying Needs


Context ensures that user requirements reflect real-world usage scenarios. For example, the requirements for a
navigation app may vary depending on whether the user is driving or walking, emphasizing different aspects like
speed vs. battery life.

Q-2: What is the different between Prototypes, Wireframes, and Sketch? Explain with the help of scenario, that at
which stage of designing an app, these procedures are needed?
Answers:

Sketch: Quick, hand-drawn outlines showing basic structure and ideas.


Stage: Initial brainstorming or ideation.
Scenario: Planning basic navigation for a shopping app.

Wireframe: A more detailed, digital representation of app layouts, focusing on structure without colors or graphics.
Stage: Layout and feature placement.
Scenario: Placing buttons and forms for a login page.

Prototype: An interactive or partially interactive model showing functionality.


Stage: Usability testing or concept validation.
Scenario: Testing user workflows for product checkout.

Q-3: Briefly explain why a designer’s model of a system will be different from the end-users.
Answer:

Designers view systems from a technical perspective, focusing on features, performance, and possibilities. End-users,
however, view systems based on usability, practicality, and ease of achieving their goals. This difference occurs due
to diverse expertise and priorities; hence, user testing bridges the gap.
Q-4: Below are the ten Nielsen heuristic, Apply these heuristic on Amazon app (images below). And suggest your
own design to overcome the issues which you list.
o Visibility of system status
o Match between system and the real world
o User control and freedom
o Consistency and standards
o Error prevention
o Recognition rather than recall
o Flexibility and efficiency of use
o Aesthetic and minimalist design
o Help users recognize, diagnose, and recover from errors
o Help and documentation

Answers:

 Visibility of System Status: Loading indicators work well, but sometimes cart updates lack feedback.
Design Fix: Add clear messages like “Item added to cart.”
 Match between System and the Real World: Icons may be ambiguous (e.g., the menu button).
Design Fix: Replace with labels like “Menu.”
 User Control and Freedom: It's hard to undo actions like order placement.
Design Fix: Add a cancel option during checkout.
 Consistency and Standards: Different layouts for mobile vs. web.
Design Fix: Maintain consistent navigation and features across platforms.
 Error Prevention: Mistyping during login lacks clear suggestions.
Design Fix: Auto-suggest correct email formats.
 Recognition Rather than Recall: Users must remember previously viewed products.
Design Fix: Show recently viewed items on the home page.
 Flexibility and Efficiency of Use: Custom shortcuts for frequent users are absent.
Design Fix: Provide shortcuts for frequent categories or purchases.
 Aesthetic and Minimalist Design: Some screens feel cluttered with promotions.
Design Fix: Use collapsible banners or tabs.
 Help Users Recognize, Diagnose, and Recover from Errors: Error messages lack clarity (e.g., “Something
went wrong”).
Design Fix: Use descriptive messages like “Payment failed due to insufficient funds.”
 Help and Documentation: The help section is hidden in the menu.
Design Fix: Place a visible help icon on key screens.

Q-5: What is keystroke level modeling? When and how would you use keystroke level modeling in the user
interface design process? Provide an example illustrating the use of keystroke level modeling.
Answer:
Definition: Keystroke Level Modeling (KLM) is a predictive model used to estimate the time taken by an expert user
to complete a task without errors. It breaks down tasks into low-level actions like keystrokes, mouse clicks, and
system response time.
Usage: KLM is used during the design process to evaluate interface efficiency and identify areas where interaction
can be optimized.
Example: To evaluate a form submission process:
Task: Fill in a form and submit.
Actions: Keystrokes for typing: 30 keystrokes (~6 seconds).
Tab key for moving between fields: 5 tabs (~1 second).
Mouse click to submit: 1 click (~0.2 seconds).
System response: 2 seconds.
Total time: ~9.2 seconds.
By analyzing the total time, designers can optimize actions, e.g., auto-filling fields to save time.
Q-6: Consider the following statement: In order to improve an interface design, it is necessary to consult with the
primary users of the system. Is this statement true or false? Explain your answer.

Answer: True.
Consulting primary users is essential because they directly interact with the system. Their feedback ensures the
design meets real-world needs, is intuitive, and aligns with their workflows.
Example: For a library catalog system, consulting librarians ensures the design supports efficient book searches and
inventory updates.

Q-7: In the context of user interface design, what is meant by the learnability of a software system? What is
meant by the effectiveness of a software system?

Answer:
Learnability: Refers to how quickly and easily a new user can learn to use a system.
Effectiveness: Refers to how well the system supports users in achieving their goals accurately and efficiently.
Example:
1) A learnable system has clear labels and tutorials.
2) An effective system minimizes steps to complete tasks.

Q-8: Human memory places important limitations on how users interact with computers. Errors and mistakes are
often attributed to human memory.
a- Briefly outline the main components of human memory as described by information processing models.
b- In this context of human memory limitations and human computer interaction, describe what is meant by
“CHUNKING”.
Answer:

a) Components of Human Memory:


Sensory Memory: Stores sensory input briefly.
Short-Term Memory (STM): Limited capacity (7 ± 2 items) for temporary storage.
Long-Term Memory (LTM): Stores information for extended periods.
b) Chunking:
Grouping information into manageable chunks to reduce memory load.
Example: Formatting phone numbers as "123-456-7890" is easier to remember than "1234567890."

Q-9: Sketch an interface design for an alarm clock. You must be able to set the current time, set the alarm time,
turn the alarm on or off, and snooze (temporarily turn an active alarm oto rest a few more minutes). [There are
NO other functions or features.]
In point form, explain the four most important or interesting features of your design. For each feature, list a
design principle (or user need), then explain how the feature implements the principle
Answer:

Sketch Features:
Time Display: Large digital numbers for readability.
Principle: Visibility.
Implementation: Clear and prominent display for easy recognition.
Alarm On/Off Button: Dedicated toggle switch.
Principle: User control.
Implementation: Simple interaction for turning the alarm on or off.
Snooze Button: Easily accessible and distinct.
Principle: Feedback.
Implementation: A tactile response confirms snooze activation.
Set Time Dial: Rotational input for intuitive setting.
Principle: Consistency.
Implementation: Familiar design from analog clocks.
Q-10: Figure Q-3 shows a kids phone manufactured by Firefly Company in 2005. The phone shall be used by
children to help them communicate with their parents when out of home.
Given Information: • As buttons are pressed, a special sound is played. • The phone receives only calls from
known numbers. • The phone can dial some preprogrammed numbers from the address book. • The phone
vibrates and is making a sound when someone is calling. Also it says so on the screen.
a. Which age group do you think this phone targets?
b. How do you think it is used? Do you think it is easy for children to use?
c. What design, interaction, cognition principles (out of Visibility, Feedback, Recognition, Recall, Retain ability,
Metaphor, Consistency, Constraints, etc.) did its designers take into account when designing it? Explain your
choices.
d. Do you have any suggestions to improve the usability as well as the functionality of this phone?

Answer:

a) Age Group: 5–10 years.


b) Usage: Easy communication with parents via pre-programmed numbers. Yes, it is easy for children due to its
simple interface and sound feedback.
c) Design Principles:
Visibility: Large buttons and clear display.
Feedback: Sounds for button presses.
Constraints: Limited calling options prevent misuse.
d) Improvements:
Add emergency button for quick calls to 911.
Include a location tracking feature.

Q-11: As a GUI Design expert you have been asked to design the user interface for a new mobile app which
monitors and records in real time exercise activities such as walking, running and cycling.
In this context: Explain usability evaluation. Also discuss briefly at least two usability evaluation methods that you
would prefer to use in this case.
Define perceived ease of use and perceived usefulness in terms of interface design. Explain both with the help of
this case.
How much important fits law will be in case of designing this interface for Elderly people?
Compare the interfaces below. Which one do you think is better? Why?

Answer:

a) Usability Evaluation: Evaluates how well users interact with a system to meet their goals.
Methods: User Testing: Observing users in real scenarios.
Heuristic Evaluation: Experts check design against usability principles.

b) Perceived Ease of Use and Usefulness:


Ease of Use: The interface should be intuitive, e.g., large buttons for starting/stopping tracking.
Usefulness: Real-time tracking and progress metrics encourage consistent use.

c) Fitts' Law for Elderly Users: Fitts' Law emphasizes larger, easily clickable targets to minimize effort, crucial for
elderly users with limited dexterity.

d) Interface Comparison: Fig Q7.1 is better as it has a cleaner layout, larger buttons, and is less cluttered.
Q-12: Giving examples, explain:
Double Duty
Bimodal Perception
Space Perception

Answer:

a) Double Duty: An element serves two purposes.


Example: A button acts as both a play/pause toggle.

b) Bimodal Perception: Combining two senses for interaction.


Example: Vibrations and sound for notifications.

c) Space Perception: Understanding spatial layouts.


Example: Using consistent spacing in menu items for clarity.

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