This Study Resource Was: Trimester: Trimester 2, 2017/2018

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THI2211 Human Computer Interaction

Trimester: Trimester 2, 2017/2018

TUTORIAL 06
Answer all questions.

1. With a practical example, explain how persuasive technologies can be designed


to change people’s attitudes and behaviour.

Answer:
For example Nintendo’s, ‘pocket pichachu’ is designed to motivate children into
being more physically active on a consistent basis, the owner of the digital pet that
‘lives’ in the device is required to walk, run or jump and if owner does not exercise
the virtual pet becomes unhappy and eventually dies.

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Fitness smart watch

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Password for smart phone-parental control

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2. Why was Clippy disliked by so many people? Discuss your ideas.
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Answer:
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Clippy was released as a commercial product but it was not a success. Many
Microsoft users found it very trying, intrusive, distracting them from their work.
When it finally retired, numerous websites posted jokes and witty comments,
celebrating its demise.

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3. If you have two designs, interactive and non-interactive for reducing smoking
habits, which one will work better?

Answer:
The interactive product which contains a counter may prove to be more effective
method in the long run

* as it dynamically changes in response to the user’s behavior,

* increasing in number whenever a person takes a cigarette from a pack. The


accumulating total over a day or week may be sufficiently frightening that it triggers

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a smoker into deciding to give up.

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* include information about the content of the cigarette and predict when is

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approximately the smoker will die.

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4. Briefly describe about the Shneiderman’s eight Golden Rules. How do
"golden rules" and heuristics help interface designers take account of
cognitive psychology? Illustrate your answer with examples.
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1. Strive for consistency


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 Terminology, prompts, Menus, Help screens


 Color, Layout, Capitalization, Fonts
2. Enable frequent users to use shortcuts
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 Abbreviations
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 Special keys
 Hidden commands
 Macro facilities
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3. Offer informative feedback


4. Design dialogs to yield closure
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 Sequences of actions should be organized into groups


 Beginning, middle, and an end
5. Offer error prevention and simple error handling
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6. Permit easy reversal of actions


7. Support internal locus of control
8. Reduce short-term memory load

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(b) Golden rules and heuristics encapsulate psychological theory in design-oriented
rules so that designers can apply them directly to design situations.

It is necessary to be familiar with the underlying theory so that they are applied
within comparable contexts but good guidelines indicate this to enable designers to
select them appropriately.

A simple example would be the guideline 'group related items together in menu
structures', which is based upon the theory of recall being aided by the cue of
categorisation (curriculum management-attendance-exam)

Another good example is use of visible modes so that a user will more likely be able
to predict the interpretation of a given action at any time. (use symbol >> indicates

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next step)

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5. What are the principles for usability?

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Principles for usability
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 repeatable design for usability relies on maximizing benefit of
one good design by abstracting out the general properties which
can direct purposeful design
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 The success of designing for usability requires both creative


insight (new paradigms) and purposeful principled practice
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6. Define design rules and list what consist in design rules? Explain each of
them in design rules.
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DESIGN RULES are rules a designer can follow in order to increase the
usability of the eventual product.

 Principles of usability
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 general understanding
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 Standards and guidelines


 direction for design
 Design patterns
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 capture and reuse design knowledge

7. Distinguish QWERTY and DVORAK keyboards.

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QWERTY: Standard layout- first six letters of the top row of alphabetical
keys QWERTY. The 104-key PC US English QWERTY keyboard layout evolved
from the standard typewriter keyboard, with extra keys for computing.
DVORAK: The Dvorak Simplified Keyboard layout arranges keys so that
frequently used keys are easiest to press, which reduces muscle fatigue
when typing common English.

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