IT201 - Assignment 1 (Question) (١) (١) (١)

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College of Computing and Informatics

Human Computer Interaction


IT201

Assignment 1
Deadline: Day 21/02/2022 @ 23:59
[Total Mark for this Assignment is 8]

Student Details:
Name: ID:

CRN:

Instructions:

You must submit two separate copies (one Word file and one PDF file) using the Assignment Template on
Blackboard via the allocated folder. These files must not be in compressed format.
It is your responsibility to check and make sure that you have uploaded both the correct files.
Zero mark will be given if you try to bypass the SafeAssign (e.g. misspell words, remove spaces between words,
hide characters, use different character sets, convert text into image or languages other than English or any kind
of manipulation).
Email submission will not be accepted.
You are advised to make your work clear and well-presented. This includes filling your information on the cover
page.
You must use this template, failing which will result in zero mark.
You MUST show all your work, and text must not be converted into an image, unless specified otherwise by the
question.
Late submission will result in ZERO mark.
The work should be your own, copying from students or other resources will result in ZERO mark.
Use Times New Roman font for all your answers.
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Learning
Outcome(s): 3 Question One 3 Marks

Demonstrate data Describe the special interface needs of children, older adults, and people with
gathering, disabilities. Show some examples.
analysis, and
presentation
Answer
techniques for
discovering user
interface older adults
requirements
As people get older, their vision tends to decline in a number of ways. When
given the opportunity, many older adults wear reading glasses or opt for much
larger letter sizes. Older people may see faded shades of blue, which reduces
contrast when blue elements are used in the design. In general, the color
contrast of websites and applications geared towards older individuals should
be improved.

Text and button sizes should remain as large as possible. Anything intended to
be read or clicked should increase in size. Fonts must be at least 16 pixels
wide (some sources say 12 pixels is sufficient, but larger is better in this
case.The ultimate solution, though, is to make it simple for users to change font
sizes at will. Sans serif typefaces are often preferred for on-screen readability.
And any website or web app should be tested with a screen reader before
being made public.

Icons are another area of particular importance for senior citizens. Whenever
possible, icons should be labeled with text. This makes the iconography'
purpose plain clear to everyone. While many older folks are as technologically
aware as the generations before them, some are not. As a result, it is critical to
ensure that all language is easily interpreted. Those who do not require the
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helpful text are unlikely to be offended, but those who do may become lost if it
is not provided.

Larger icons and other interface elements are more user-friendly for seniors
who might start to have vision or fine motor control issues.

When video or audio content is vital for interaction, it’s important to include
subtitles. This is good practice anyway since people are often in situations
where they want to access video or audio information without having to disturb
those around them or use headphones.

Children
When it comes to a child-friendly interface, we normally see something like a colorful
picture with large buttons in front of our eyes. But, like with most things with children,
it's not that easy:)

In fact, the child need an interface that considers the developmental characteristics of
each stage as well as the set of skills he possesses at various ages.

For instance: Piaget believed that a child learns about the world solely through the
creation and acquisition of individual experiences. Our aim is to provide a UX that
helpe the child to be the author of his story rather than a passive observer of what the
screen says.

Like the type of interaction, when a child creates his own game or cartoon , acquiring
new knowledge in the process of creation.

people with disabilities.

Making the Web more accessible for people with disabilities is largely a matter of
using HTML for what it was designed for: encoding meaning rather than look. As long
as a page is programmed for meaning, alternative browsers can convey that meaning in
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ways that are tailored to the skills of particular users, making the Web more accessible
to disabled people.

Example for People with Disabilities

1- iPhone has an accessibility feature mode where all the icons are larger making them
easier to be seen by users and also where the text on the keyboards and phone is a lot
larger.

2- Keyboards with magnified letters exist for people who have a hard time seeing the
tiny letters on the keyboard and now even braille computers exist.

3- Screen Readers, such as JAWS, exist for blind people to navigate through a website.
They read the text of the screen and even metadata/alt-text from images on the screen.
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Learning 2 Marks
Outcome(s): 1 Question Two
Define interaction
Provide an example of conceptualizing design, discuss its assumptions and
design process,
and describe claims.
different type of
models, theories,
Answer:
and frameworks
for
conceptualizing alization design is a high-level design in which the suggested system is built on their
interaction
concepts and ideas. In this design, we must also consider what the proposed system
performs and how it acts. We should evaluate how the design will affect the users,
both favorably and negatively, for this design. For instance , when we decide to write a
novel, we must consider whether the novel would be beneficial or beneficial to the
readers, as well as how the novel must behave through the users. To accomplish so,
we'll need to devise a strategy for improving it.

Conceptualization design assumptions: It comprises identifying human activity and


interactions that could be more sophisticated, as well as determining how they may be
improved using various interaction aids. As we revisit the same case, we must consider how
we might improve the novel in order to lower the overall work and cost.

The act of establishing how a product can benefit those who buy it is referred to as "claiming."
We must evaluate how the book should be helpful to the client from the user's standpoint in
order to make a claim. The model should be quite useful in learning new information and
relaxing the mind, as we can see from the example. For a difficult design problem, a
conceptualization design will aid in the generation of more ideas.
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Learning 2 Marks
Outcome(s): 3 Question Three
Demonstrate data
gathering,
Compare SEU website with another Saudi university’s website of your choice
analysis, and
presentation (e.g. https://www.iau.edu.sa/). Explain the differences in regards of the
techniques for usability, accessibility, inclusiveness.
discovering user
interface
requirements Answer

The difference between SEU website and Alyamamah university website:


SEU website ( https://www.iau.edu.sa/)
1-Usability : It does not appear to the visitor that it is an educational site at first sight,
and this is a big mistake
2- Accessibility: There are distinct specifications for a varying number of users, which
is also distinguished by the display of a large button to register at the beginning and
end of the site
3- Inclusiveness: Support variety visitors from different places

Alyamamah university website:


1- Usability: A kind of slow site in addition to the large number of interactive parts
and distractions of information, which causes confusion for the user
2- Accessibility: There are distinct specifications for a different number of
3- Inclusiveness: Does not support diversity very much as it does not focus much on
foreign students.
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Learning 1 Marks
Outcome(s): 3 Question Four
Demonstrate data
gathering, Explain the difference between Recognition vs. recall?
analysis, and
presentation
techniques for Answer
discovering user
interface The big difference between recognition and recall is the amount of cues that can help
requirements the memory retrieval; recall involves fewer cues than recognition.

Recognition
A response to a sensory stimulus is recognition. When you see something, you
compare it to information in your memory, and if a match is found, you "recognize" it.

Example:
The most well-known example of a recognition-based user interface is a menu system:
the computer displays the available commands, and you recognize the one you want.
Imagine you're using a word processor and you want to draw a line through a sentence
to signal that it's no longer legitimate. You would have had to remember the name of
this infrequently used formatting function before the advent of graphical user
interfaces. A challenging and error-prone task. Now, though, when you glance at the
formatting alternatives, you immediately recognize strikethrough as the one you desire

Recall
The retrieval of information from memory without the use of a cue is known as recall.
There's a question, and you'll have to rely on your recollection to answer it.
Example of Recall
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Login is a famous example of recall in an interface. You must remember both a


username (or email address) and a password when logging in to a website. You only
get a few clues to aid in memory retrieval: usually, only the location itself. Some
people make things easy for themselves by logging in with the same credentials across
the internet. Others design a password that is connected to the website (for example,
"amazonpassword" for Amazon.com or "buyshoes" for zappos.com) in order to
improve memory by making the website a stronger signal

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