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Seham Ali 2021

CHAPTER-1:
REVIEW QUESTIONS:
Short Questions:
1. What is Human-computer Interaction?
is a discipline concerned with the study, design, construction and implementation
of human centric interactive computer systems.

2. List down the three usability goals.


1- Effectiveness.
2- Efficiency.
3- Satisfaction
3. Write a note on life critical systems with examples.
controlling the air traffic.
• nuclear reactors.
• power utilities.
Q4: What are Social Media Applications? Give examples.
The application that allows people to interact between each other, such as:

• Facebook.
• Twitter.
• WhatsApp
5. Write short notes on Collaborative Applications.
it’s applications that allows one or more people to work with each
other at the same time.
Examples:
Google Hangout.
Skype.
Slack.
Yammer.
6. Describe shortly about Socio technical systems.
is the interaction between society's complex infrastructures
and human behavior.
Examples:
• Health support.
• Identity verification.
• Disaster response
7. List any six human cognitive processes.
1- Short term and working memory.
2- Long term and sematic memory.
3- Problem solving and reasoning.
4- Decision making risk assessments.
5- Language Communication and comprehensive.
6- Learning and Skill Development.
7- Search imagery and sensory memory.
8. What are the three goals of HCI?
Clear goals are useful not only for interface development
but also for educational and professional enterprises. Three
broad goals seem attainable:
(1) influencing academic and industrial researchers;
(2) providing tools, techniques, and knowledge for
commercial designers; and
(3) raising the computer consciousness of the general public

Long Answer Questions:


9. What are usability goals? State the measures of usability
goals.
1.Time to learn. How long does it take for typical members
of the user community to learn how to use the actions
relevant to a set of tasks?
2. Speed of performance. How long does it take to carry out
the benchmark tasks?
3. Rate of errors by users. How many and what kinds of
errors do people make in carrying out the benchmark
tasks? Although time to make and correct errors might be
incorporated into the speed of performance, error handling
is such a critical component of interface usage that it
deserves extensive study.
4. Retention over time. How well do users maintain their
knowledge after an hour, a day, or a week? Retention may
be linked closely to time to learn, and frequency of use plays
an important role.
5. Subjective satisfaction. How much did users like using
various aspects of the interface? The answer can be
ascertained by interviews or by written surveys that include
satisfaction scales and space for free-form comments.
10. Describe the Jung’s classifications of personality types.
1- Introvert VS Extrovert:
• introvert rely on inner ideas.
• Extrovert focus on external simulation.
2- Sensing VS Intuition:
o Sensing Types Depends on routines.
o Intuition Types Depends on Solving Problems.
3- Preceptive VS Judging:
o Preceptive: Learn About new situations, but makes
terrible decisions.
o Judging: Make carful plan and seek to follow the plan.
4- Feeling VS Thinking:
o Feeling: are aware of other people’s feelings and seek to
please everyone.
o Thinking: are unemotional and tend to treat people
impersonally and put things in logical order.
Q11: List Down The user-interface design considerations for
internationalization?
• Characters, numerals, special characters and diacritical’s.
• Left-to-right VS Right-to-Left VS Vertical input and
Reading.
• Date and Time Formats. • Numerical And Currency
Format. • Weights and Measures.
• Telephone Numbers And Addresses.
• Names And Titles.
• Social Security, national identification and passport
numbers.
• Capitalization and punctuation.
• Sorting sequences.
• Icons, buttons, and colors.
• Pluralization, grammar, and spelling.
• Etiquette, polices, tone, formality and metaphors.

CHAPTER-2:
Short Questions:
1. What are guidelines?
A guidelines document helps by developing a shared
language and then promoting consistency among
multiple designers in terminology usage appearance
and action sequences.
2. Mention the five high level goals for organizing
data display?
1- Consistency of data display.
2- Efficient information assimilation by the user.
3- Minimal memory load on the user.
4- Compatibility of data with data entry.
5- Flexibility for user control of data display
3. List few design guidelines for getting user’s
attention.
Intensity. Use two levels only, with limited use of
high intensity to draw attention.
• Marking. Underline the item, enclose it in a box,
point to it with an arrow, or use an indicator such as
an asterisk, bullet, dash, plus sign, or X.
• Size. Use up to four sizes, with larger sizes
attracting more attention.
• Choice of fonts. Use up to three fonts.
• Inverse video. Use inverse coloring.
• Blinking. Use blinking displays (2-4 Hz) or blinking
color changes with great care and in limited areas.
• Color. Use up to four standard colors, with
additional colors reserved for occasional use.
• Audio. Use soft tones for regular positive feedback
and harsh sounds for rare emergency conditions.

4. Define principles. State the two fundamental principles of


interaction design.
Principles tend to be more fundamental widely applicable
and enduring.
1- Determining user level skill.
2- Identifying the tasks.
5. List the five types of interaction styles.
Direct Manipulation: When a clever designer can create a
visual representation of the world of action, the users' tasks
can be greatly simplified because direct manipulation of
familiar objects is possible. Examples of such systems
include the desktop metaphor, drawing tools, air-traffic
control systems, and games. By pointing at visual
representations of objects and actions, users can carry out
tasks rapidly and can observe the results immediately (for
example, dragging and dropping an icon into a trash can).
Menu Selection: In menu-selection systems, users read a list
of items, select the one most appropriate to their task, and
observe the effect.
Form fill-in: When data entry is required, menu selection
alone usually becomes cumbersome, and form fill-in is
appropriate.
Command Language: For frequent users, command
languages provide a strong feeling of being in control.
Natural language: The hope that computers will respond
properly to arbitrary natural-language sentences or phrases
engages many researchers and system developers, in spite of
limited success thus far.
6. What are theories?
Well substantiated explanation of some aspect of
phenomenon is called theory.
7. Briefly describe explanatory theories.
Explanatory; describing sequences of events.
Q8: what is consistency? Give examples.
An important goal for designers is a consistent user
interface. The argument for consistency is that if
terminology for objects and actions is orderly and
describable by a few rules, users will be able to learn and
retain them easily.

Long Answer Questions:


9. Describe the guidelines for navigating the interfaces.
Standardize task sequences.
Use unique and descriptive headings.
Use radio buttons for mutually exclusive choices.
Develop pages that will print properly.
Use thumbnail images to preview larger images.
10. Write a brief description of accessibility guidelines.
- Text alternatives: provide text alternative fir any non-text
content.
- Time-based media: provide alternatives for time-based
media.
- Distinguishable: make it easier for users to see, hear
content.
- Predictable: make web pages appear and operate in
predictable ways.
11. Explain the three types of users based on their skill
levels.
Novice or first-time users. True novice users—for example,
grandparents sending their first e-mail to a grandchild—are
assumed to know little of the task or interface concepts.
Knowledgeable intermittent users. Many people are
knowledgeable but intermittent users of a variety of systems
(for example, corporate managers using word processors to
create templates for travel reimbursements).
Expert frequent users. Expert "power" users are
thoroughly familiar with the task and interface concepts
and seek to get their work done quickly.
12. Describe the eight golden rules of interface design.
Strive for consistency. Consistent sequences of actions
should be required in similar situations; identical
terminology should be used in prompts, menus, and help
screens; and consistent color, layout, capitalization, fonts,
and so on should be employed throughout.
Cater to universal usability. Recognize the needs of diverse
users and design for plasticity, facilitating transformation of
content.
Offer informative feedback. For every user action, there
should be system feedback.
Design dialogs to yield closure. Sequences of actions should
be organized into groups with a beginning, middle, and end.
Prevent errors. As much as possible, design the system such
that users cannot make serious errors; for example, gray
out menu items that are not appropriate and do not allow
alphabetic characters in numeric entry fields.
Permit easy reversal of actions. As much as possible, actions
should be reversible.
Support internal locus of control. Experienced users
strongly desire the sense that they are in charge of the
interface and that the interface responds to their actions.
Reduce short-term memory load. Humans' limited capacity
for information processing in shortterm memory requires
that designers avoid interfaces in which users must
remember information from one screen and then use that
information on another screen.
13. What are theories ? Explain Consistency theory.
Theories are: Well substantiated explanations of some
phenomenon.
Consistency is the terminology for object and actions is
ordered and describable by few rules.
Consistent Inconsistent A Inconsistent B

delete/insert table delete/insert table delete/insert table


delete/insert remove/add remove/insert
column column column
delete/insert row destroy/create delete/insert row
delete/insert row erase/draw delete/insert
border border border

14. Describe the four levels of interface design models.


The conceptual level is the user's "mental model" of the
interactive system. Two mental models for image creation
are paint programs that manipulate pixels and drawing
programs that operate on objects.
The semantic level describes the meanings conveyed by the
user's input and by the computer's output display.
The syntactic level defines how the user actions that convey
semantics are assembled into complete sentences that
instruct the computer to perform certain tasks.
The lexical level deals with device dependencies and with the
precise mechanisms by which users specify the syntax (for
example, a function key or a mouse double-click within 200
milliseconds).
CHAPTER-3:
Short Questions:
1. What are direct manipulation interfaces ? Give
example.
direct manipulation interfaces, are visibility of the
objects and actions of interest; rapid, reversible,
incremental actions; and replacement of typed
commands by a pointing action on the object of
interest.
Office Automation
 Spatial Data Management System
 Video Games
 Computer Aided Design
2. Write short notes on spatial data management.
In geographic applications, it seems natural to give a
spatial representation in the form of a map that
provides a familiar model of reality.
3. Write short notes on Google MapsTM & Google
EarthTM
GoogleMaps™ and the more powerful Google
Earth™ combines geographic information from
aerial photographs, satellite imagery, and other
sources to create a database of graphical
information that can easily be viewed and displayed.
4. Write any six video game interfaces.
1- Halo
2- Titan Fall.
3- Pong
4- Pacman.
5- Final Fantasy
6- Missile Command.
5. Write short notes on educational games.
Many educational games uses direct manipulation
effects. For example elementary – or hight students
can learn about urban planning by using SimCity.
6. Describe shortly about CAD systems.
systems for automobiles, electronic circuitry,
aircraft, or mechanical engineering use principles of
direct manipulation
7. Write the three principles of direct manipulation.
Continuous representations of the objects and
actions of interest with meaningful visual
metaphors.
2. Physical actions or presses of labeled buttons,
instead of complex syntax.
3. Rapid, incremental, reversible actions whose
effects on the objects of interestare visible
immediately.
8. What are the major areas where 3D
representations are helpful?
1- Education.
2- entertainment.
3- Advertisement.
9. What is teleoperation ? Give any two examples.
Teleoperation has two parents: direct manipulation
in personal computers and process control, where
human operators control physical processes in
complex environments.
Typical tasks are operating power
chemical plants, controlling manufacturing, surgery,
flying airplanes,
steering vehicles.
10. Write short notes on telemedicine.
telemedicine or medical care delivered over
communication links. This allows physicians to
examine patients remotely and surgeons to carry out
operations across continents.
11. What is virtual colonoscopy?
Allows patients to undergo a CT scan as opposed to
a more invasive procedure the physician can then
interactively navigate through a 3D model
12. What is robotic surgery?
Is an alternative to conventional surgery that
enables a smaller incision and more accurate and
precise surgical movements.
13. List the three complicating factors of remote
environments.
Time delays. The network hardware and software
cause delays in sending user actions and receiving
feedback
Incomplete feedback. Devices originally designed for
direct control may not have adequate sensors or
status indicators.
Unanticipated interferences. Since the devices
operated are remote, unanticipated interferences are
more likely to occur than in desktop direct-
manipulation environments.
Long Answer Questions:
14. Write any five features of effective 3D interfaces.
Use occlusion, shadows, perspective, and other 3D
techniques carefully.
 Minimize the number of navigation steps required
for users to accomplish their tasks.
 Keep text readable (better rendering, good
contrast with background, and no more than 30-
degrec tilt).
• Avoid unnecessary visual clutter, distraction,
contrast shifts, and reflections.
 Simplify user movement (keep movements planar,
avoid surprises like going through walls).
 Prevent errors (that is, create surgical tools that
cut only where needed and chemistry kits that
produce only realistic molecules and safe
compounds).
 Simplify object movement (facilitate docking,
follow predictable paths, limit rotation).
• Organize groups of items in aligned structures to
allow rapid visual search.
 Enable users to construct visual groups to support
spatial recall (placing items in corners or tinted
areas).
15. Write any five guidelines for inclusion of
enhanced 3D features.
Enhanced interfaces maybe better than 3D reality,
enhanced interfaces might enable superhuman
capabilities, such as faster than light teleportation,
flying through objects, multiple simultaneous of
objects and X-Ray vision.
16. Explain CAD and CAM systems with examples.
Computer -aided design (CAD) : systems for
automobile, electronic circuits, aircraft mechanical
engineering use principles of direct manipulation,
such as Autodesk.
Computer -aided manufacturing (CAM) and process
control. Provides the manager of an oil refinery,
paper mill, or power utility plant with colored
schematic view of the plant, such as Honeywell
Experion process knowledge system
17. What is teleoperation ? Explain how
teleoperation is used in military operations.
is a direct manipulation in personal computer and
process control human operators control physical
processes in complex environment.
Military applications for unmanned aircraft gained
visibility during the recent war, it’s used for
missions and harsh environments.
Q18: Describe the complicating factors of remote
environment.
Time Delay: the hardware and software causes delay
in sending user actions and receiving feedback
Incomplete feedback: devices originally designed for
direct control may not have adequate sensors or
status indictors.
Unanticipated interfaces: since the devices operated
are remote, unanticipated interfaces are more likely
to occur than in desktop direct-manipulation
environments.
19. List the benefits and concerns of direct
manipulation.
Benefits over commands:
• Control/display compatibility
• Less syntax reduces error rates
• Errors are more preventable
• Faster learning and higher retention
• Encourages exploration
Drawbacks:
• Increased system resources, possibly
• Some actions may be cumbersome
• Macro techniques are often weak
• History and other tracing may be difficult
• Visually impaired users may have more difficulty
CHAPTER-4:
Short Questions:
1. What is Virtual Reality?
is a high end user computer interface that involves
real time simulation and interaction through
multiple sensory channels.
2. List the four key elements of VR.
1. Virtual World
2. Immersion
3. Sensory feedback
4. Interactivity
3. List the different types of Virtual reality systems.
 Immersive VR (Artificial Reality)
 Telepresence
 Augmented reality
 Desktop reality
4. Write short notes on CAVETM
The CAVE™, a room with several walls of high
resolution rear projected displays with three
dimensional audio, can offer satisfying experiences
for several people at a time.
5. What is telepresence ?
is a computer generated environment consisting of
interactive simulations and computer graphics in
which a human experiences presence in a remote
location.
6. What is augmented reality? Give example.
An important variant, called augmented reality,
enables users to see the real world with an overlay of
additional information; for example, while users are
looking at the walls of a building, their
semitransparent eyeglasses may show the location of
electrical wires and studwork.
7. Write about desktop virtual reality.
Desktop or fish tank virtual environments (both
references are to standard "looking-at" displays) are
becoming more common, because they avoid the
physically distressing symptoms and require only
standard equipment.
8. What is DataGlove ?
The DataGlove™ is an innovative invention that
continues to be refined, with improvements being
made to its comfort, accuracy, and sampling rate.
9. Write short notes on Head-mounted displays.
The head-mounted displays block other images, so
the effect is more dramatic, and head motion
produces new images, so the users can get the
impression of 360-degrce coverage.
Long Answer Questions:
10. What is Virtual reality? Write the four key
elements in experiencing Virtual Reality.
Is high-end user computer interface that involves
real time simulation and interaction through
multiple sensory channels.
1. Virtual world.
2. Immersion
3. Sensory feedback.
4. Interactivity
11. What is Virtual Reality? Explain the significance
of flight simulator using virtual reality.
Is high-end user computer interface that involves
real time simulation and interaction through
multiple sensory channels.
Flight simulator designers work hard to create the
most realistic experience for fighter and airline
pilots. The cockpit displays, and controllers are
taken from the same production line that creates the
real ones. Then, the windows are replaced by high-
resolution computer displays, and sounds are
choreographed to give the impression of engine start
or reverse thrust. Finally, the vibrations and tilting
during climbing or turning are created by hydraulic
jacks and intricates suspension systems.
12. Explain how the artificial reality is being created
using CAVE.
e artificial reality, pioneered by Myron Krueger His
Videoplace and Videodesk installations with large-
screen projectors and video sensors combined full
body movement with projected images of light
creatures that walked along a performer's arm or of
multicolored patterns and sounds generated by the
performer's movement. Similarly, Vincent John
Vincent's demonstrations of the Mandala system
carried performance art to a new level of
sophistication and fantasy.
13. List and describe the technologies that are used
for successful virtual environments.
Visual display: The head-mounted displays block
other images effect is more dramatic and head
motion produces new images, so the user can get the
impression of 360-degree coverage. Head-position
sensor: Head-mounted displays can provide
differing views depending on position.
Hand Position sensing: the DataGloveTM is an
innovative invention that continues to be refined
with improvements being made to its comfort,
accuracy, and sampling rate.
Force feedback & Haptics: hand operated hand-
controlled devices for performing experiments in
chemistry laboratories or for handling nuclear
materials provide force feedback that gives the users
a good sense of when they grasp an object or bump
into one. Sound and & output: sound output adds
realism to bouncing balls, beating heart, or dropping
vases
Other sensations. The tilting and vibration of flight
simulators might provide an inspiration for some
designers.
Collaborative and competitive virtual environments.
Collaboration is a lively research area, as are
collaborative virtual environments or, as one
developer called them, "virtuality built for two."
CHAPTER-5:
Short Questions:
1. List the technologies of Speech systems.
Speech store and forward
Discrete-word recognition
Continuous speech recognition
Voice information systems
Speech generation
2. What are the obstacles to speech recognition?
Increased cognitive load compared to pointing.
Interference from noisy environment. Unstable
recognition
3. Write about the Applications of CSR systems with
example.
Continuous – speech recognition (CSR) systems ,
enables the users to dictate letters and composed
reports verbally for automatic transcription.
Examples of CSR:
IBM ViaVoice® speech-dictation system Dragon® -
NaturallySpeaking™ Medical system
4. Write short notes on Speech Synthesis.
Speech synthesis is technologically feasible.
Algorithms are used to generate the sound (speech
synthesis) and the intonation may sound robot-like
and distracting.
5. Describe shortly about web based voice
application.
Standards for voice tagging of web pages
(VoiceXML™ and Speech Application Language
Tags, or SALT) and improved software could enable
several innovative applications.
example,
cell-phone users could access web information
through combinations of visual displays and speech-
generation output.
6. What is Interactive Voice Response (IVR)?
Interactive Voice Response (IVR), can provide good
customer service at low cost if proper development
methods and metrics are used. Voice prompts guide
users so they can press keys to check on airline flight
departure/ arrival times, order drug prescription
refills, or reserve theater tickets.
7. List the usage characteristics that distinguish
display devices.
o Physical dimensions (usually the diagonal
dimension and depth)
o Resolution (the number of pixels available)
o Number of available colors, color correctness
o Luminance, contrast, and glare
o Power consumption
o Refresh rates (sufficient to allow animation and
video)
o Cost
o Reliability
8. What is OLED ? Write its benefits.
Organic light-emitting diodes (OLED) durable
organic displays are energy efficient and can be laid
on flexible plastic or metallic foil, leading to new
opportunities for wearable and roll able displays.
Benefits of OLED:
Lower power consumption
Better picture quality
Better durability and lighter weigh
9. Describe SMART Board technology.
SMART Board® from SMART® Technologies, Inc.,
provide a large touch-sensitive screen on which a
computer image is projected.
10. Write down the uses of multiple-desktop
displays?
users sitting at their desks can connect multiple-
desktop displays to their computers to have a larger
number of windows and documents visible at the
same time and within reach of the mouse. Of course,
hybrid combinations are possible.
11. What is Heads-up display? Where it is used?
A heads-up display projects information on the
partially silvered windscreen of an airplane or car,
for example, so that the pilots or drivers can keep
their attention focused on the surroundings while 37
receiving computer-generated information.
from companies such as Stereo Graphics® and e
Dimensional™) that give users a strong sense of 3D
stereoscopic vision.
Long Answer Questions:
12. Explain Speech generation systems.
Speech and auditory interfaces: have five
technologies
• Discrete word recognition:
Recognize individual words spoken by a specific
person; can work with 90- to 98% reliability for 10
to 10,000 word vocabularies.
• Continuous speech recognition: Continuous –
speech recognition (CSR) systems , enables the users
to dictate letters and composed reports verbally for
automatic transcription.
• Voice Information system:
o Interactive Voice Response (IVR):
can provide good customer service at low cost.
o Telephone based speech systems
enable storing and forwarding of spoken messages
with user commands entered with keyboards. (e.g.:
WhatsApp).
o Audio books have been successful – allow users to
control the pace, while conveying the curator’s
enthusiasm or author’s emotions.
Speech generation;
o Speech synthesis
is technologically feasible. Algorithms are used to
generate the sound (speech synthesis) and the
intonation may sound robot-like and distracting.
13. Describe the challenges in Continuous speech
recognition.
o Difficulty in recognizing boundaries between
spoken words
o Normal speech patterns blur boundaries
o Diverse accents
o Variable speaking rates
o Disruptive background noise
o Challenging emotional intonation

14. Write the characteristics of displays.


• Physical dimensions (usually the diagonal
dimension and depth)
• Resolution (the number of pixels available)
• Number of available colors, color correctness
• Luminance, contrast, and glare
• Power consumption
• Refresh rates (sufficient to allow animation and
video)
• Cost
• Reliability
15. List the three types of large displays? Describe
any one.
 Informational wall displays
 Interactive wall displays
 Multiple desktop displays
➢ users sitting at their desks can connect multiple-
desktop displays to their computers to have a larger
number of windows and documents visible at the
same time within reach of the mouse
CHAPTER-6:
Short Questions:
1. Distinguish between collaboration & social media
participation.

Collaboration Social Media

2 to 2000 People 20 to 200000000 People


Work related, goal directed playful, process Oriented
Time limited, milestone Open ended
Selected Partners Unknown Partners
Assign task and review Act independently
work.

2. What is teledemocracy ?
allows small organizations, professional groups, and
city, state, or national governments to conduct
online town-hall meetings, to expose officials to
produce consensus through online conferences,
debates, and votes.
3. What is telepresence ?
Enables remote participations to have experiences
that are almost as good as being physically co-
present.
4. Write short notes on ‘online communities’.
groups of people widely distributed graphically,
across time zones. These people come online to
discuss, share information, socialize, or play games.
5. What is list server? Give example.
List server is which induvial must subscribe to
receive e-mail notices of new messages.
Examples:
• Listserv
• L-softT
6. Who are lurkers?
In large discussion groups, most users read and do
not post; they are silent members who are known as
lurkers.
7. What are blogs? Give example?
are open electronic documents or diaries that are
owned by their creators, and readers can contribute
comments. Examples:
Tumblr, Blogger, WordPress.
8. What are wikis? How it is useful?
Are collaborative web-pages that are open for
anyone to add or revise content, unless they are
limited to members to supply a password.
Example:
Wikipedia, Wikinomics.
9. Write short notes on ‘Wikipedia’.
Wikipedia is a collaborative encyclopedia developed
by people from over 40 countries and over 250
different languages
10. What is Wikinomics ?
Is meant about the way how collaboration has
changed everything by three conditions:
The cost of contribution is low
Tasks are easily broken down into manageable
pieces.
The costs of integration and quality control is low
11. What is microblogging ?
Is a new collaborative type of social media
participation where people can talk about their life
as it happens in short bursts (usually less than 200
characters)
12. What are webinars ?
Short for Web-based seminar, a webinar is a
presentation, lecture, workshop or seminar that is
transmitted over the Web using video conferencing
software.
13. What is instant messaging? Give example.
Popular alternative to open chat rooms, in part
because membership can be tightly controlled. E.g.
Facebook, Microsoft, and Yahoo!
14. List few videoconferencing platforms.
• Polycom
• Sony
• TANDBERG
• HP Halo
Long Answer questions:
1. Draw the time/space four-quadrant matrix model
of Collaborative work.
2. List the varied situations for collaborative

interfaces? Describe any one.


• Focused partnerships
are collaborations between two or three people who
need each other to complete a task, such as joint
authors of a technical report, two pathologists
consulting about a cancer patient's biopsy,
programmers debugging a program together, or an
astronaut and a ground controller repairing a faulty
satellite.
• Lecture or demo
formats involve one person sharing information with
many users at remote sites. The start time and
duration are the same for all, and the recipients may
ask questions.
• Structured work processes
let people with distinct organizational roles
collaborate on some task: a scientific-journal editor
arranges online submission, reviewing, revisions,
and publication; a health-insurance agency receives,
reviews, and reimburses or rejects medical bills; or a
university admissions committee registers, reviews,
chooses, and informs applicants. • Meeting and
decision support
• Electronic commerce
includes customers browsing and comparing prices
online, possibly followed by short-term
collaborations to inquire about a product before
ordering it.
• Conference.
allow groups whose participants are distributed to
communicate at the same time (synchronous) or
spread out over time (asynchronous).
Meeting and decision support
can be done in a face-to-face meeting, with each
user working at a computer and making
simultaneous contributions.
Conference: Allows groups whose participants are
distributed to communicate at the same time or
spread out over time. Many-to-many messaging
maybe used, and there is typically a record of
conversation. Examples include program committee
making plans for an upcoming event or group of
students discussing a set of homework problems.
3. Describe how online communities are used for
distance education.
Online communities can be a very efficient way for a
student to save him/her time and effort of traveling
to meet the experts in some field, because he can
meet them and discuss with them the ideas or
concepts that needs more explanation.

CHAPTER-7:
Short Questions:
1. Define Response Time.
is defined as the number of seconds it takes from the
moment a user initiates an action usually by pressing
the Enter key or a mouse button until the computer
begins to present results
2. Define User Think Time.
is the number of seconds that elapse between the
computer's response and the user's initiation of the
next action.

3. Write short notes on User Productivity.


o Nature of the task has a strong influence on
whether changes in response time alter user
productivity o Shorter response time means users
responds more quickly, but decisions may not be
optimal
o reduced response time lead to more productivity
o slower response time lead to more accuracy
4. Write any three causes of user frustrations.
• User frustration originated from interface
complexity, network disruptions, and malicious
interferences
• When hard-to-use computers cause users to
become frustrated, it can affect workplace
productivity, users' moods, and interactions with
other coworkers.
• Interruptions appear to be troubling to users
• Memory as an indication of where frustration
occurs while using technologies such as operating
systems, web browsers, text editors, e-mail clients,
mobile devices, digital video recorders, and others
• User frustration with mobile devices over the years
• E-mail has become the source of frustrating
"spam"
• Another frustrating problem for users is the
prevalence of malicious viruses that, once installed
on a machine, can destroy data, disrupt usage, or
produce a cancerous spread of the virus to everyone
on the user's e-mail contact list.

Long Answer Questions:


5. Describe Quality of Service.
Quality of Service can be measured in terms of
telephone call quality, lost connections, customer
satisfaction, connection time, cost, and other factors.
6. Explain simple stages-of-action model of system
response time and user think time.

1- User initiate task.


2- Wait for the computer to response.
3- Watch while the result appears. 4- Think for a
while, then initiate again

7. List the user criteria to achieve rapid task


performance, low error rates, and high satisfaction.
• User have adequate knowledge of the objects and
actions necessary for the problemsolving task.
• The solution plan can be carried out without
delays.
• Distractions are eliminated.
• User anxiety is low.
• There is a feedback about progress towards
solution.
• Errors can be avoided or, if they occur, can be
handled easily.

8. Describe the three primary factors that influence


users' expectations and attitudes regarding response
time.
1- Previous experiences.
People have established expectations based on their
past experiences of the time required to complete a
given task.
2- Individual personality differences: The individual
tolerance for delays. Novice computer users maybe
willing to wait much longer than experienced users.
3- Task difference: The task complexity and user
familiarity with the task
9. Write the sources of User frustrations.
• User frustration originated from interface
complexity, network disruptions, and malicious
interferences
• When hard-to-use computers can affect workplace
productivity, users' moods, and interactions with
other coworkers.
• Interruptions appear to be troubling to users
• Memory as an indication of where frustration
occurs while using technologies such as operating
systems, web browsers, text editors, e-mail clients,
mobile devices, digital video recorders, and others
• User frustration with mobile devices over the
years
• E-mail has become the source of frustrating
"spam"
• Another frustrating problem for users is the
prevalence of malicious viruses.

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