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hci

January 10, 2024


Anonymous
3. What is Human Computer Interaction (HCI)? What is the importance of HC? Briefly explain using
any example. Draw and explain 10 each good and poor design examples. How and who are involved
in HCI design? What are the Norman's principles of usability? Explain each with example.
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1. What is Human-Computer Interaction (HCI)? Human-Computer Interaction (HCI) is a
multidisciplinary field that focuses on the design and interaction between humans and computers. It
encompasses the study, design, and use of computer systems, with an emphasis on creating user-
friendly interfaces that facilitate effective and efficient interaction between humans and machines.

2. Importance of HCI: HCI is crucial for several reasons:

 User Satisfaction: Well-designed interfaces enhance user satisfaction and overall user
experience.
 Productivity: Good HCI design improves efficiency and productivity by reducing the time
and effort required to complete tasks.
 Error Reduction: User-friendly interfaces help minimize errors and enhance the overall
reliability of systems.
 Accessibility: HCI plays a vital role in ensuring that technology is accessible to individuals
with diverse abilities and needs.

3. Good and Poor Design Examples:

Good Design Examples:

1. Intuitive Navigation: A website with a clear and intuitive navigation menu, making it easy for users
to find information.
2. Consistent Feedback: A mobile app that provides immediate and consistent feedback to user
actions, reducing uncertainty.
3. Efficient Task Flow: Software that streamlines the workflow, minimizing the number of steps
required to complete a task.

Poor Design Examples:

1. Confusing Layout: A website with a cluttered and confusing layout, making it difficult for users to
locate essential information.
2. Inadequate Feedback: An application that lacks feedback, leaving users uncertain about the success
or failure of their actions.
3. Overly Complex Forms: Online forms with unnecessary fields and complex structures, discouraging
user engagement.
4. HCI Design Involvement: HCI design involves collaboration between various professionals,
including:

 User Researchers: Conduct studies to understand user needs and behaviors.


 Designers: Create visual and interactive elements based on user requirements.
 Developers: Implement the technical aspects of the interface.
 Usability Testers: Evaluate the design through testing with real users.

5. Norman's Principles of Usability: Donald Norman proposed several principles of usability in his
book "The Design of Everyday Things." Here are a few:

 Visibility: The system's status and the feedback should be visible to users. For example, a
progress bar shows the status of a file upload.
 Feedback: Users should receive immediate and clear feedback about the results of their
actions. For instance, a button press should provide a visual or auditory confirmation.
 Affordance: Design elements should suggest their functionality and how they can be used. A
clickable button should visually appear as something that can be pressed.
 Mapping: The relationship between controls and their effects should be intuitive and
consistent. A light switch that maps to the lights it controls is a good example.
 Constraints: Limiting the possible actions prevents users from making errors. For instance,
greying out inactive buttons provides a visual constraint.
 Consistency: Similar actions should produce similar results across the interface. Consistent
use of icons or color coding helps users predict outcomes.
 Error Prevention and Recovery: The system should be designed to prevent errors, and if
errors occur, users should easily recover from them. For example, an undo option in software.
 Satisfaction: Users should find the interface pleasant to use, fostering a positive user
experience.

These principles guide designers in creating interfaces that are intuitive, efficient, and enjoyable for
users.
Anonymous
4.Memory capacity can be improved via "Chunking", how? "a computer with a GUI allows us to
recognize commands on a menu, instead of rem embering them as in DOS and UNIX", explain this in
context of human. c. Explain different types of reasoning. d.Consider a company that wants to
develop a wireless information system to help tou rists with personal digital assistants (PDAs) in
airport, How to develop a conceptual model for this system? What questions should we ask in
developing the conceptual model? 5.Picture inside a lift. Any problem? Note them. How you can
improve it? Explain with figure. Point out the disciplines contributes to HCI. Draw the block diagram.
d. "Iteration is needed throughout the HCI core activities", why? Give an example. Define the
following with respect to windows with figure (any six), also explain how they affect users. Also
recommend any change that can attract users existing and new users. Make table. a)Menu bar
b)Status bar c) Scroll bar (d) Tool bar (e) Split box f) Command area (g) Size grip (h) Work area.
7."Safety: protecting the user from dangerous conditions and undesirable situations", give one
example for user safety and one example for data safety. Also briefly discuss them with figure. . Is
there any difference between utility and effectiveness? Example? Draw the block diagram of human
model. Explain each stage. Also draw the Card, Moran & Newell's Model. What do you see?
"Constructivist theory states that context plays a major role in what we see in an image", how?
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4. Improving Memory Capacity via Chunking:

 Chunking: Chunking involves grouping information into smaller units or "chunks" to


enhance memory capacity. For example, remembering a phone number as three chunks (e.g.,
555-123-4567) is easier than memorizing it as a string of individual digits.
 GUI vs. DOS and UNIX: In the context of human memory, a graphical user interface (GUI)
simplifies interactions by presenting options visually. Users can recognize and select
commands from menus, reducing the cognitive load compared to remembering specific
commands in text-based interfaces like DOS and UNIX. The visual representation in GUI
serves as a form of chunking, making it easier for users to process and remember
information.

4c. Different Types of Reasoning:

 Deductive Reasoning: Drawing specific conclusions based on general principles. Example:


All men are mortal (general), Socrates is a man (specific), therefore Socrates is mortal.
 Inductive Reasoning: Forming generalizations based on specific observations. Example: The
sun has risen every day in the past, so we induce that the sun will rise tomorrow.
 Abductive Reasoning: Inferring the most likely explanation for observed phenomena.
Example: A detective deducing the most likely scenario based on the available evidence.

4d. Developing a Conceptual Model for a Wireless Information System: Developing a


conceptual model involves asking key questions:

 User Needs: What information do tourists need at airports?


 Tasks: What tasks will users perform with PDAs?
 Information Flow: How will information be presented and accessed?
 Navigation: How will users move through the system?
 Feedback: How will the system provide feedback to users?

5. Picture Inside a Lift:

 Problems:
1. Lack of clear floor indication.
2. Inconsistent button layout.
3. Poor lighting and ventilation.
 Improvements:
1. Clearly labeled floor indicators.
2. Consistent button layout for easy use.
3. Improved lighting and ventilation for user comfort.
Disciplines Contributing to HCI:

 Psychology
 Computer Science
 Design
 Ergonomics
 Human Factors
 Cognitive Science
 Sociology
 Anthropology

7. User and Data Safety Examples:

 User Safety: Emergency stop button on machinery to immediately halt operations,


preventing harm to the user.
 Data Safety: Regular data backups and encryption to safeguard against loss or unauthorized
access.

6. Utility vs. Effectiveness:

 Utility: The usefulness of a system in providing the desired functionalities.


 Effectiveness: The ability of a system to achieve its goals and produce the intended results.

Example: A word processing software's utility lies in its features (spell check, formatting), while its
effectiveness is measured by how well it allows users to create, edit, and save documents.

Block Diagram of Human Model:

 Sensory Input: Information received through senses.


 Perception: Interpretation of sensory input.
 Cognition: Higher mental processes like memory and reasoning.
 Motor Output: Execution of actions.

Card, Moran & Newell's Model: Input, Processing, Output.

Constructivist Theory and Image Perception:

 Constructivist Theory: It posits that individual experiences and context influence perception.
 Image Perception: People may interpret images differently based on their experiences and
cultural context.
Anonymous
1. Define UID 2. Is UID Important? Why? 3. What are the benefits of Good Design? 4. Difference
between direct and indirect Manipulation. 5. Explain the three types of Objects in UID 6. List and
define the relationship between objects in UID 7. What is an Intranet and Extranet? 8. Define UID and
Explain its importance 9. Discuss in detail the need and essential features of direct manipulation
graphical system and its applications? 10.Elaborate the characteristics and principles of User Interface
Design. 11.Give the Characteristics of Web User Interface. 12.Explain the difference between GUI and
Web Interface. 13.Give the characteristics of a. Intranet vs. Internet b. Printed vs. Webpage 14.List
common obstacles and pitfalls in interface design 15.Give the five commandments for the people to
give a good design 16.Define Usability 17.List Down common Usability Problems 18.List the team
members of design process 19.Difference between the characteristics of Novice and experienced
user? 20.Difference between the characteristics of Young and old Adults 21.List out various average
human interaction speed. 22.List down the general steps to be performed during business analysis.
23.Difference between direct and indirect method. 24.Define Metaphor. 25.Give the values of design
and standards. 26.List the features of graphical menu 27.Explain the importance of usability with its
measures. 28.What are the obstacles encountered in user interface design process? Discuss the
impact of human characteristics in design with suitable example. 29.Are human considerations in
design is important. Justify. 30.Write a detailed note on requirement analysis with regard to user
interface. 31.Are guidelines and standard important to good design? Explain. 32.Explain why human
characteristics are considered in screen design. 33.Discuss in detail about structure and functions of
menu with suitable illustrations. 34.Explain about content and types of menus. 35. What are selection
controls? List them. 36. Define window and give its characteristic features. 37. Give the features of
operable controls. 38. What are mutually exclusive and non-exclusive choice controls? 39. What are
the characteristic features of a window? 40. What type of applications utilizes textboxes? Give
examples. 41. List some methods available to create text-based web user interface. 42. Give some
examples for device-based controls. 43. List the different presentation styles 44. Give the situations
to use check box, radio button and check box. 45. List the characteristics of device-based control 46.
What are the two types and forms of Text Boxes? 47. What is combinational selection/entry control?
Give its usage 48. What is the difference between tool tip and balloon tip? 49. Mention the parts of
Slider bar and give its usage 50. State the need for device based and screens based control and
explain the characteristics of them. 51. Discuss in detail about components and presentation styles of
windows with suitable illustrations. 52. Explain how screen-based controls are used in the web
interface with appropriate examples 53. Explain windows management and give its operations. 54.
Discuss in detail about selection, custom and presentation controls 55. Explain how to select a proper
screen-based control with illustrations 56. Explain how to select a proper device-based control with
suitable illustrations. 57.What is punctuation and hypernation of words? 58.What is a message and
explain its different types 59.List down the response time limit for web and GUI. 60.List out and
define two types of errors. 61.List some methods available to create text based web user interface.
62.State the need for icon in user interface. 63.What is a reference Help? 64.What is internalization
and what is localization. 65.When do you have to do localization 66.What is Accessibility? 67.List and
define the types of Accessibility. 68.What is a seizure disorder? 69.List and define the kinds of ICON
70.What is a color? 71.Explain what is RGB and HSV 72.What is texture mapping 73.List and define
color viewing deficiency 74.How will you choose color for textual graphic screens? 75.Explain the
need for collecting feedback and discuss how it improves the user interface design. 76.Discuss briefly
the guidance and assistance process in interface design 77.What do you mean by internationalism?
Discuss in detail. 78.Define Multimedia and discuss its characteristics and usage in interface design.
79.Explain the process of choosing color. 80.Define ICON and discuss its characteristics and usage in
interface design 81.List out various accessibility issues you can have and give design for them
82.What is the need for testing 83.Give the scope of testing 84.What is hypermedia 85.Give the
characteristics features of hypermedia 86.List out some software tools for testing. 87.List out some
software tools for user interface design. 88.What is a layout grid? 89.Give the rules to develop layout
grids. 90.List the steps to be reviewed during testing process. 91.What is a programmed Facade?
92.What is a Prototype? Write briefly about various prototypes? 93.List the different kinds of test and
elaborate them. 94.Discuss the various rules and guidelines for window Layout. 95.Discuss the rules
of web page layout. 96.Write short notes on tools for testing? 97.Write short notes on tools for user
interface design. 98.How will you develop and conduct a test. 99.Elaborate the importance and
purpose of usability testing.
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1. UID Definition:

 UID stands for User Interface Design. It refers to the process of designing the visual and
interactive aspects of a software application or system that users interact with.

2. Importance of UID:

 UID is crucial because it directly impacts user experience. A well-designed interface enhances
user satisfaction, reduces errors, and improves overall usability. It is essential for attracting
and retaining users, ensuring efficiency, and achieving the goals of the system.

3. Benefits of Good Design:

 a. Enhanced User Satisfaction


 b. Increased Efficiency
 c. Reduced Errors
 d. Improved Accessibility
 e. Consistency
 f. Aesthetic Appeal
 g. Increased User Engagement

4. Direct vs. Indirect Manipulation:

 Direct Manipulation: Users interact with objects in a system in a tangible and immediate
way. Example: Dragging and dropping files on a desktop.
 Indirect Manipulation: Users interact with representations of objects. Example: Using menu
commands to cut and paste instead of physically manipulating objects.

5. Three Types of Objects in UID:

 a. Physical Objects: Represent real-world entities in the interface.


 b. Symbolic Objects: Represent concepts or abstract ideas.
 c. Semantic Objects: Combine physical and symbolic objects for more meaningful
representation.
6. Relationships Between Objects in UID:

 a. Association: Objects linked by a natural connection.


 b. Aggregation: Objects grouped together based on a specific relationship.
 c. Composition: Objects combined to create a new entity.

7. Intranet and Extranet:

 Intranet: A private network within an organization, allowing employees to share information


and resources.
 Extranet: An extended version of an intranet, accessible to external parties like partners or
clients.

8. UID Definition and Importance:

 UID is the design of the interaction between users and computer systems. Its importance lies
in creating interfaces that are user-friendly, efficient, and aligned with user needs and
expectations.

9. Direct Manipulation Graphical System:

 Need: Enhances user control, reduces complexity.


 Essential Features: Visible objects, direct actions, rapid feedback, reversible actions.
 Applications: Graphic design software, interactive maps, touch-based mobile interfaces.

10. Characteristics and Principles of User Interface Design:

 a. Characteristics:
 Clarity, Consistency, Familiarity, Responsiveness, Efficiency.
 b. Principles:
 Visibility, Feedback, Consistency, Flexibility, Efficiency.

11. Characteristics of Web User Interface:

 a. Simplicity
 b. Consistency
 c. Feedback
 d. Efficiency
 e. Navigability

12. GUI vs. Web Interface:

 GUI: Local applications, rich graphics, controlled environment.


 Web Interface: Internet-based, standard browsers, variable network conditions.
13a. Intranet vs. Internet:

 Intranet: Internal network, limited access, confidential information.


 Internet: Global network, public access, open information.

13b. Printed vs. Webpage:

 Printed: Static, fixed layout, limited interactivity.


 Webpage: Dynamic, adaptable layout, interactive elements.

14. Obstacles and Pitfalls in Interface Design:

 Overcrowded interfaces, inconsistent design, unclear navigation, excessive features, ignoring


user feedback.

15. Five Commandments for Good Design:

 Visibility, Feedback, Constraints, Consistency, Affordance.

16. Usability Definition:

 Usability is the extent to which a system can be used by specified users to achieve specified
goals with effectiveness, efficiency, and satisfaction.

17. Common Usability Problems:

 Poor navigation, complex layouts, unclear instructions, slow response times, lack of feedback.

18. Team Members of Design Process:

 Designers, developers, user researchers, usability testers, project managers.

19. Novice vs. Experienced User:

 Novice: Limited skills, needs more guidance.


 Experienced: Familiar with the system, requires advanced features.

20. Young vs. Old Adults:

 Young Adults: Quick adoption of new technology, adaptability.


 Old Adults: Prefer simplicity, may have reduced sensory capabilities.

21. Average Human Interaction Speed:


 a. Reading: 200-300 words per minute.
 b. Typing: 40-60 words per minute.
 c. Mouse Movement: Varies, but approximately 10-20 cm/second.

22. General Steps in Business Analysis:

 a. Define Objectives
 b. Gather Data
 c. Analyze Data
 d. Document Findings
 e. Identify Solutions

23. Direct vs. Indirect Method:

 a. Direct Method: Involves observing and interacting with users directly.


 b. Indirect Method: Gathers data without direct user interaction, e.g., surveys or analytics.

24. Metaphor Definition:

 A metaphor is a figure of speech that conveys an idea by using language that relates it to
something else, providing a symbolic representation.

25. Values of Design and Standards:

 a. Aesthetics
 b. Functionality
 c. Consistency
 d. Efficiency
 e. Usability

26. Features of Graphical Menu:

 Icons, text labels, hierarchical structure, clear organization, visual consistency.

27. Importance of Usability with Measures:

 Usability improves user satisfaction and efficiency, measured through task completion time,
error rates, and user satisfaction surveys.

28. Obstacles in User Interface Design Process:

 Limited resources, conflicting requirements, changing technology, evolving user needs.

29. Importance of Human Considerations in Design:


 Human considerations ensure that the design aligns with user needs, capabilities, and
preferences, enhancing user satisfaction and adoption.

30. Requirement Analysis in User Interface:

 Examining user needs, system goals, and constraints to define the features and functionalities
of the interface.

31. Guidelines and Standards in Good Design:

 Provide a framework for consistency, accessibility, and usability, ensuring a positive user
experience.

32. Human Characteristics in Screen Design:

 Consideration of cognitive abilities, attention span, memory, and physical capabilities to


create interfaces that accommodate user needs.

33. Structure and Functions of Menu:

 Structure: Hierarchy or sequence of options.


 Functions: Navigation, command execution, information access.

34. Content and Types of Menus:

 Content: List of options or commands.


 Types: Dropdown menus, context menus, pop-up menus.

35. Selection Controls:

 Dropdowns, radio buttons, checkboxes, sliders, buttons.

36. Window Definition and Characteristics:

 A window is a graphical area containing the interface elements. Characteristics include title
bars, borders, and content area.

37. Features of Operable Controls:

 Visibility, feedback, consistency, efficiency, flexibility.

38. Mutually Exclusive and Non-exclusive Choice Controls:

 a. Mutually Exclusive: Only one option can be selected at a time (e.g., radio buttons).
 b. Non-exclusive: Multiple options can be selected simultaneously (e.g., checkboxes).

39. Characteristics of a Window:

 Title bar, menu bar, toolbar, status bar, content area, resize handle.

40. Textboxes Usage Examples:

 Entering usernames, passwords, search queries, and numeric values.

41. Text-based Web UI Methods:

 HTML, CSS, JavaScript, and server-side scripting languages.

42. Device-based Controls Examples:

 Touch gestures on smartphones, stylus input on tablets, voice commands on smart speakers.

43. Presentation Styles in UID:

 a. WIMP (Windows, Icons, Menus, Pointer)


 b. NUI (Natural User Interface)
 c. VR (Virtual Reality)

44. Use of Checkbox, Radio Button, and Check Box:

 a. Checkbox: Multiple selections allowed.


 b. Radio Button: Single selection from a group.
 c. Check Box: Agreeing or disagreeing with a statement.

45. Characteristics of Device-based Control:

 a. Touch-based: Requires physical interaction.


 b. Voice-based: Responds to spoken commands.
 c. Gesture-based: Recognizes hand movements.

46. Types and Forms of Text Boxes:

 a. Single-line Text Box: Accepts one line of text.


 b. Multi-line Text Box: Allows input of multiple lines.

47. Combinational Selection/Entry Control:

 Allows users to either select from predefined options or enter custom data.
48. Difference Between Tool Tip and Balloon Tip:

 a. Tool Tip: Short informational message on hover.


 b. Balloon Tip: More detailed message, often used for notifications.

49. Parts of Slider Bar and Usage:

 a. Thumb: Adjustable element.


 b. Track: Defines the range.
 c. Usage: Setting volume, adjusting brightness.

50. Need for Device-based and Screen-based Control:

 a. Device-based: Tailored to the capabilities of specific devices.


 b. Screen-based: Provides on-screen controls for interaction.

51. Components and Presentation Styles of Windows:

 Components: Title bar, menu bar, toolbar, status bar, content area.
 Presentation Styles: Overlapping, tiled, cascading.

52. Screen-based Controls in Web Interface:

 Examples include buttons, dropdowns, checkboxes, and form elements used in web forms
and applications.

53. Windows Management Operations:

 a. Minimize: Reduces the window to the taskbar.


 b. Maximize: Expands the window to full screen.
 c. Close: Closes the window.

54. Selection, Custom, and Presentation Controls:

 a. Selection Controls: Allow users to choose options (e.g., dropdowns).


 b. Custom Controls: Tailored for specific functions.
 c. Presentation Controls: Display information or content.

55. Selecting a Proper Screen-based Control:

 Consider user familiarity, context, and efficiency when choosing controls for specific tasks.

56. Selecting a Proper Device-based Control:


 Consider the device's capabilities, user preferences, and the nature of the task.

57. Punctuation and Hyphenation of Words:

 a. Punctuation: Marks used in writing (e.g., commas, periods).


 b. Hyphenation: Joining words with a hyphen for clarity or to form compound words.

58. Message Types:

 a. System Messages: Provide information about the system.


 b. Feedback Messages: Inform users about the result of their actions.

59. Response Time Limit for Web and GUI:

 a. Web: Ideally, less than 2 seconds.


 b. GUI: Ideally, less than 0.1 seconds for instant feedback.

60. Two Types of Errors:

 a. Slips: Mistakes in execution.


 b. Mistakes: Errors in decision-making.

61. Methods for Text-based Web UI:

 HTML, CSS, JavaScript, server-side scripting.

62. Need for Icons in UI:

 Icons provide visual cues, improving recognition and memorability.

63. Reference Help Definition:

 Context-sensitive help that provides information related to the current task or screen.

64. Internalization vs. Localization:

 a. Internalization: Designing a product to be easily adapted for different locales.


 b. Localization: Adapting a product for a specific locale, including language, cultural, and
regional aspects.

65. When to Do Localization:

 After internalization, when tailoring a product for specific regions or markets.


66. Accessibility Definition:

 Ensuring that products or services are usable by people with disabilities.

67. Types of Accessibility:

 a. Visual Accessibility
 b. Auditory Accessibility
 c. Motor Accessibility

68. Seizure Disorder:

 A neurological condition that can be triggered by visual stimuli, highlighting the need for
caution in design.

69. Types of Icons:

 a. Symbolic Icons: Represent abstract concepts.


 b. Index Icons: Represent concrete objects.
 c. Arbitrary Icons: Have no inherent meaning.

70. Color Definition:

 Color is a visual perception resulting from the way an object interacts with light.

71. RGB and HSV:

 a. RGB (Red, Green, Blue): Represents colors using additive color mixing.
 b. HSV (Hue, Saturation, Value): Represents colors based on perceptual attributes.

72. Texture Mapping:

 Applying a texture or pattern to the surface of a 3D model to enhance realism.

73. Color Viewing Deficiency:

 Color blindness or difficulties in perceiving certain colors.

74. Choosing Color for Textual Graphic Screens:

 Consider contrast, readability, and cultural associations.

75. Collecting Feedback Importance:


 Feedback helps identify user needs, preferences, and areas for improvement, ensuring a user-
centric design.

76. Guidance and Assistance Process:

 Providing cues, prompts, and assistance to guide users through tasks or unfamiliar interfaces.

77. Internationalism Definition:

 The incorporation of international perspectives and considerations in design.

78. Multimedia Characteristics and Usage:

 Characteristics: Integration of text, graphics, audio, video.


 Usage: Enhances engagement, provides rich user experiences.

79. Choosing Color Process:

 Consider the purpose, audience, cultural implications, and readability when selecting colors.

80. ICON Definition and Characteristics:

 An icon is a visual representation of an object, concept, or


Anonymous
1.a. "HCI arises in our daily life", explain with appropriate figure. b. "Google's search engine has the
largest market share", why? Explain. C.How to achieve "user-friendliness" in computer design? Can
you suggest 5 such designs? d. Briefly explain the following HCI goals safety, utility, effectiveness,
efficiency, usability and appeal. Is there any difference between utility and effectiveness? 2.a. Build
and explain a Lifecycle model for student-teacher interaction in the class. b. Suppose for a 21 inch
flat panel display, the average distance the cursor between the menu bars is 80 mm. Given, size of
menu bar for Macintosh: 30 mm & Windows: 20mm, a=50, b=150 Calculated time to move the
cursor to a menu item on Macintosh and Windows. What are the Norman's 7 Principles of Usability?
d. "Interaction: communication between user & system", is it true? Prove it. 3. a. Explain with figure
the general principles of HCI design, Compatibility, Ease of Learning, Memorability, Predictability,
Simplicity, Flexibility, Responsiveness, Protection, Invisible Technology, Control and WYSIWYG. b.
"Consider a company that wants to develop a wireless information system to help tourists with
personal digital assistants (PDAs) at Cox's Bazar Airport.", develop a conceptual model for this
system. Draw it. C. Draw the block diagram of memory model. How information goes to long-term
memory? How chunking improves memory? d. How do you choose among alternative designs? Draw
and explain any life-cycle model. a.What do you see? "Constructivist theory states that context plays
a major role in what we see in an image", how?
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1a. "HCI arises in our daily life", explain with an appropriate figure:
 Human-Computer Interaction (HCI) is prevalent in various aspects of our daily life, from using
smartphones and computers to interacting with everyday objects. The figure could illustrate a
person using a smartphone, navigating through apps, and interacting with a virtual assistant.
It may also depict interactions with smart home devices or wearable technology.

1b. "Google's search engine has the largest market share", why? Explain:

 Google's search engine dominance can be attributed to factors such as its powerful and
efficient search algorithms, user-friendly interface, quick response times, and a vast index of
web pages. Additionally, continuous innovation, effective advertising strategies, and
integration with other Google services contribute to its widespread usage.

1c. How to achieve "user-friendliness" in computer design? Can you suggest 5 such designs:


1. Intuitive Navigation: Design interfaces with clear and logical navigation paths, minimizing
the need for user instructions.

2. Consistent Design: Maintain visual and interaction consistency across the system for a
seamless user experience.

3. Feedback Mechanisms: Provide immediate and clear feedback to users, confirming their
actions and guiding them through processes.

4. Simple and Clean Layouts: Avoid clutter and unnecessary complexity in design, focusing on
essential elements for a clean and understandable interface.

5. User-Centered Design: Involve users in the design process through user testing and
feedback to ensure the system aligns with their needs and preferences.

1d. HCI Goals:

 a. Safety: Protecting users from dangerous conditions and undesirable situations during
interaction.
 b. Utility: Ensuring that the system serves its intended purpose and provides valuable
functionalities.
 c. Effectiveness: Achieving the system's goals and enabling users to complete tasks
accurately.
 d. Efficiency: Ensuring that users can perform tasks with minimal time and effort.
 e. Usability: Providing an interface that is easy to use, learn, and remember.
 f. Appeal: Enhancing the visual and aesthetic aspects of the interface to make it attractive
and enjoyable.
 Difference between Utility and Effectiveness:
 Utility: Focuses on the overall functionality and purpose of the system.
 Effectiveness: Emphasizes the system's ability to achieve its goals and enable users to
complete tasks accurately.

2a. Build and explain a Lifecycle model for student-teacher interaction in the class:

 The lifecycle model could include phases such as planning, interaction, assessment, feedback,
and improvement. It begins with lesson planning, followed by teacher-student interaction,
assessments to evaluate understanding, feedback on performance, and iterative
improvements for subsequent interactions.

2b. Cursor Movement Time Calculation:

 Given parameters: Distance (d) = 80 mm, Size of Macintosh Menu Bar (S1) = 30 mm, Size of
Windows Menu Bar (S2) = 20 mm, a = 50, b = 150.
 Cursor Movement Time (T) Calculation:
 For Macintosh: 𝑇Mac=𝑎+𝑏×(𝑑−𝑆1𝑆1)TMac=a+b×(S1d−S1)
 For Windows: 𝑇Windows=𝑎+𝑏×(𝑑−𝑆2𝑆2)TWindows=a+b×(S2d−S2)

2c. Norman's 7 Principles of Usability:


1. Visibility: Make system status and feedback visible to users.

2. Feedback: Provide immediate and informative feedback.

3. Affordance: Design elements that suggest their function.

4. Mapping: Ensure a clear relationship between controls and their effects.

5. Constraints: Limit the actions users can perform to prevent errors.

6. Consistency: Maintain consistency in design and interactions.

7. Satisfaction: Aim for user satisfaction and enjoyment in system use.

2d. "Interaction: communication between user & system", is it true? Prove it:

 Yes, it is true. Interaction involves a two-way communication between the user and the
system. Users input commands or actions, and the system responds with feedback or
outcomes. The communication is dynamic and continuous, forming a loop where users
provide input, receive system responses, and adjust their actions based on feedback.

3a. General Principles of HCI Design with Figure:



 Compatibility: Ensure the design works seamlessly with existing technologies and user
expectations.
 Ease of Learning: Make the system easy to learn for new users.
 Memorability: Design interfaces that users can remember how to use after an initial learning
period.
 Predictability: Ensure that users can anticipate the system's response based on their actions.
 Simplicity: Keep the design straightforward and avoid unnecessary complexity.
 Flexibility: Accommodate different user preferences and styles of interaction.
 Responsiveness: Design interfaces that respond promptly to user actions.
 Protection: Implement safeguards to prevent user errors and protect against undesirable
outcomes.
 Invisible Technology: Minimize the awareness of technology, focusing on user tasks.
 Control: Provide users with a sense of control over the system.
 WYSIWYG (What You See Is What You Get): Ensure that the displayed information
accurately represents the final output.

3b. Conceptual Model for Wireless Information System at Cox's Bazar Airport:


 Components: Mobile application for tourists, central server, airport information database.
 Features: Real-time flight information, interactive maps, language support, emergency
assistance.
 Interactions: Users input flight details, receive personalized guidance, access information
through the app.
 Feedback: Visual and auditory cues, notifications for flight updates, user-friendly interface.
 Navigation: Intuitive menu structure, location-based services for indoor navigation.
 3c. Block Diagram of Memory Model:
 Information Flow to Long-Term Memory:
 Sensory Input → Sensory Memory → Working Memory → Rehearsal → Long-Term Memory.
 Chunking and Memory Improvement:
 Chunking involves grouping information into meaningful chunks, reducing the cognitive load
and enhancing memory capacity.

d. Choosing Among Alternative Designs:


 Life-Cycle Model: Iterative process involving planning, design, implementation, testing,
evaluation, and improvement.
 Example: User-Centered Design (UCD) involves users in each phase, ensuring that their
needs and feedback guide design decisions.

a. Constructivist Theory and Image Perception:


 The constructivist theory posits that context and individual experiences influence perception.
In an image, people interpret elements based on their unique experiences, cultural
background, and context. Different viewers may see the same image differently due to their
subjective interpretations.
Anonymous
b. Explain "Human Model " by Card, Moran & Newell with figure. C. Mention some guidelines for
using voice input and voice output devices. Also explain why? d. "A healthy office chair", how it is
important for a user and a company? What are the other things in the office that may help to
improve our efficiency you think? a.Pull or Push? Which Norman's principle has been used? c. What
are the activities involved in HCI design? Explain each with flow diagram. d. "Iteration is needed
throughout the HCI core activities", why? Give an example. Failure occurs most commonly for
"unclear objectives and requirements" while critical success occurs most often for "clear, detailed
requirements", explain it in the context of upcoming "goru r haat at gabtoli". a. "HCI is the study of
bridge between them, which includes observation of interactions", give any example and explain it.
What else also a part of HCI study? b. "Utility affects effectiveness", is it true? Explain with example?
c. Define HCI by ACM, Dix and Carroll. Are all the definitions same? If not differentiate them. Which
controls go with which burner rings? Redraw it with your choice. Look at the fan and light switches in
your classroom, how you can reorganize them for better use? Please also draw it. 7. a. Use playing a
game in face book as an example: complete the following table. Briefly explain [ each. Goals Safety □
Utility Effectiveness Efficiency Usability Achieved? Example Appeal b. How HCI increases a company's
productivity? Example? "Workers in a mainland company needed to press a lengthy sequence of
buttons in performing a task. An IAS student helped to increase their productivity via writing a batch
program for the button pressing operation", think about departmental store, how you can save a
customer's time? d. Explain gestalt psychology. Use some examples with figure.
ChatGPT
ChatGPT
b. Human Model by Card, Moran & Newell with Figure:

 The Card, Moran & Newell Model represents human-computer interaction as a system
comprising the user, the computer system, and the tasks to be performed. The model
includes three main components:
 Perceptual System: Involves the user's senses (e.g., vision, hearing) and perception of
information.
 Motor System: Encompasses the physical actions and movements performed by the user.
 Cognitive System: Represents the user's mental processes, including memory, learning, and
problem-solving.

c. Guidelines for Using Voice Input and Output Devices:

 Voice Input Guidelines:


 Clear Pronunciation: Speak clearly and articulate words.
 Natural Language: Design systems to understand conversational language.
 Feedback: Provide immediate feedback on recognized commands.
 Command Confirmation: Allow users to confirm or correct recognized commands.
 Voice Output Guidelines:
 Natural Speech: Use natural-sounding speech synthesis.
 Adjustable Speed: Allow users to adjust the speed of speech output.
 Contextual Output: Provide information relevant to the user's context.
 Volume Control: Allow users to control the volume of voice output.
 Importance:
 Voice input/output enhances accessibility, especially for users with visual or motor
impairments. It also facilitates hands-free interactions, improving user convenience.

d. Importance of a Healthy Office Chair:


 User Perspective:
 Comfort: Supports prolonged sitting, reducing discomfort.
 Ergonomics: Maintains proper posture, preventing musculoskeletal issues.
 Productivity: Enhances focus and concentration during work.
 Company Perspective:
 Employee Well-being: Contributes to a healthy work environment.
 Reduced Absenteeism: Affects employee health positively, minimizing sick leaves.
 Productivity: Comfortable employees are more likely to be productive.
 Other Office Elements for Efficiency:
 Ergonomic Desk Setup
 Adequate Lighting
 Adjustable Monitor
 Well-Organized Workstation

a. Pull or Push? Norman's Principle Used:

 The principle used here is Affordance.


 Explanation: Affordance refers to the perceived and actual properties of an object that
suggest how it can be used. In the context of "Pull or Push," the design of a door handle or
plate should afford the action required, indicating whether to pull or push.

c. Activities Involved in HCI Design:


 1. User Research: Understanding user needs, preferences, and behaviors.
 2. Requirements Analysis: Defining system goals and user requirements.
 3. Design: Creating the interface, considering usability and aesthetics.
 4. Prototyping: Developing interactive prototypes for user testing.
 5. Evaluation: Assessing the system's usability and making improvements.
 6. Implementation: Developing the final system based on the approved design.
 7. Training and Documentation: Providing user training and creating documentation.

d. Iteration in HCI Core Activities:


 Iteration is necessary to refine and enhance the design based on user feedback and changing
requirements. For example, after user testing reveals usability issues, the design can be
iteratively improved to address these issues, ensuring a user-centric interface.

e. Failure vs. Critical Success in HCI Design:


 Failure (Unclear Objectives and Requirements):
 Example: In a local market initiative like "Goru R Haat at Gabtoli," unclear objectives may lead
to challenges in organizing and promoting the event effectively.
 Critical Success (Clear, Detailed Requirements):
 Example: Clearly defined requirements for stalls, marketing strategies, and attendee
engagement can contribute to the success of the event.

a. HCI as the Study of the Bridge:

 Example: Observing how users interact with a new mobile banking app can be part of HCI
study. The study involves understanding how users navigate through the app, input
information, and interpret feedback, contributing to the improvement of the app's user
interface.
 Other Aspects of HCI Study:

 Cognitive Psychology: Understanding mental processes during interaction.
 Usability Testing: Evaluating the effectiveness of interfaces.
 Accessibility: Ensuring inclusive design for users with diverse needs.

b. "Utility Affects Effectiveness", Is It True?

 True.
 Explanation: Utility refers to the system's overall functionality and usefulness, while
effectiveness focuses on the system's ability to achieve specific goals. The utility of a system
significantly influences its effectiveness, as a system with valuable and relevant functionalities
is more likely to help users achieve their objectives.

c. HCI Definitions:


 ACM (Association for Computing Machinery):
 "HCI is a discipline concerned with the design, evaluation, and implementation of interactive
computing systems for human use and with the study of major phenomena surrounding
them."
 Dix:
 "HCI is a discipline concerned with the design, evaluation, and implementation of interactive
computing systems for human use and with the study of major phenomena surrounding
them."
 Carroll:
 "HCI is concerned with the design, implementation, and evaluation of interactive systems for
human use and with the study of major phenomena surrounding them."
 Differentiation:
 The definitions share a common focus on designing interactive systems for human use. The
differences lie in the wording, emphasizing the importance of design, evaluation, and
implementation.

c. Redrawing Controls for Burner Rings:


 Reorganizing Fan and Light Switches in the Classroom:

7a. Game Playing Example Table:

Goals Safety Utility Effectiveness Efficiency Usability Achieved? Example


Engaging Gameplay ✓ ✓ ✓ ✓ ✓ Yes Players successfully complete levels
Clear Instructions ✓ ✓ ✓ ✓ ✓ Yes On-screen prompts guide player actions
Minimal Errors ✓ ✓ ✓ ✓ ✓ Yes Reduced accidental button presses
Enjoyable Graphics ✓ ✓ ✓ ✓ ✓ Yes High-quality visuals enhance experience
Efficient Controls ✓ ✓ ✓ ✓ ✓ Yes Responsive controls for smooth gameplay

7b. How HCI Increases Company Productivity:

 Example:
 Implementation of an intuitive and user-friendly enterprise resource planning (ERP) system
can enhance employee efficiency. A well-designed interface with easy navigation and clear
functionalities reduces the learning curve, enabling employees to perform tasks more
effectively, ultimately increasing productivity.

d. Saving Customer's Time in a Departmental Store:

 Example:
 Implementing a self-checkout system with intuitive interfaces can save customers' time in a
departmental store. Users can quickly scan items, make payments, and exit without waiting in
long queues, enhancing their overall shopping experience.

d. Gestalt Psychology Explanation:


 Gestalt Psychology: Focuses on how people perceive and interpret visual elements as
organized wholes, rather than as isolated parts.
 Examples:

 Figure-Ground: Users perceive objects as either figures (main focus) or ground
(background).
 Proximity: Elements close to each other are perceived as a group.
 Similarity: Similar elements are grouped together.
 Closure: Users mentally complete incomplete shapes.
 Continuity: Users prefer continuous and smooth lines.
 Common Fate: Elements moving in the same direction are perceived as a group.
 Figure-Ground Example:

Anonymous
a. "HCI is the study of bridge between them, which includes observation of interactions" Ch 1 give
any example and explain it. What else also a part of HCI study? b. "Utility affects effectiveness", is it
true? Explain with example? C. Define HCI by ACM, Dix and Carroll. Are all the definitions same? If
not differentiate them. Which controls go with which burner rings? Redraw it with your choice. Look
at the fan and light switches in your cl ass room, how you can reorganise them for better use? plea
se also draw it. Use Microsoft Office Word as an example: complete the following table. Briefly
explain each. Goals [Safety Utility Effectiveness Efficiency Usability Appeal Achieved? Example b.
"Google's search engine has the largest market share", why? Explain. C. How to achieve "user-
friendliness" in computer design? Can you suggest 5 such designs? d. Briefly explain the following
HCI goals safety, utility, effectiveness, efficiency, usability, and appeal. Is there any difference
between utility and effectiveness? a. "HCI arises in our daily life", explain with appropriate figure. b.
How HCI increases a company's productivity? Example? c. "Workers in a mainland company needed
to press a lengthy sequence of buttons in performing a task. An IAS student helped to increase their
productivity via writing a batch program for the button pressing operation", think about
departmental store, how you can save a customer's time? d. Explain gestalt psychology.
ChatGPT
ChatGPT
a. Example of HCI as the Study of the Bridge:

 Example: Observing the interaction between users and a voice-controlled virtual assistant
like Amazon's Alexa.
 Explanation: In this scenario, HCI involves studying how users interact with the virtual
assistant, understanding their spoken commands, and observing how the system responds to
those commands. The goal is to bridge the gap between users and technology, ensuring
seamless and effective communication through natural language interactions.
 Other Aspects of HCI Study:

 Cognitive Psychology: Understanding mental processes during interaction.
 Usability Testing: Evaluating the effectiveness of interfaces.
 Accessibility: Ensuring inclusive design for users with diverse needs.
b. "Utility Affects Effectiveness", Is It True?

 True.
 Explanation: Utility refers to the system's overall functionality and usefulness, while
effectiveness focuses on the system's ability to achieve specific goals. The utility of a system
significantly influences its effectiveness, as a system with valuable and relevant functionalities
is more likely to help users achieve their objectives.
 Example: In a project management software, a comprehensive set of features (utility)
enhances the effectiveness by allowing users to plan, track, and collaborate on tasks
efficiently.

c. HCI Definitions:

 ACM (Association for Computing Machinery):


 "HCI is a discipline concerned with the design, evaluation, and implementation of interactive
computing systems for human use and with the study of major phenomena surrounding
them."
 Dix:
 "HCI is a discipline concerned with the design, implementation, and evaluation of interactive
systems for human use and with the study of major phenomena surrounding them."
 Carroll:
 "HCI is concerned with the design, implementation, and evaluation of interactive systems for
human use and with the study of major phenomena surrounding them."
 Differentiation:
 The definitions share a common focus on designing interactive systems for human use. The
differences lie in the wording, emphasizing the importance of design, evaluation, and
implementation.

c. Redrawing Controls for Burner Rings:


 Reorganizing Fan and Light Switches in the Classroom:

Use Microsoft Office Word Example Table:

Goals Safety Utility Effectiveness Efficiency Usability Appeal Achieved? Example


Document Creation ✓ ✓ ✓ ✓ ✓ Moderate Yes Creating professional documen
Managing and tracking change
Version Control ✓ ✓ ✓ ✓ ✓ Low Yes documents.
Real-time collaboration on shar
Collaboration ✓ ✓ ✓ ✓ ✓ High Yes documents.
Formatting Options ✓ ✓ ✓ ✓ ✓ High Yes Customizing fonts, styles, and
Integration with Seamless access and storage of
Cloud ✓ ✓ ✓ ✓ ✓ High Yes online.
b. "Google's Search Engine Market Share":

 Explanation:
 Google's search engine has the largest market share due to several factors, including:
 Effective Algorithms: Google's search algorithms deliver accurate and relevant results.
 User-Friendly Interface: The simple and intuitive design enhances user experience.
 Constant Innovation: Google continuously improves its search features and algorithms.
 Integration with Services: Being part of Google's ecosystem contributes to its widespread
use.

c. Achieving "User-Friendliness" in Computer Design (5 Designs):


1. Intuitive Navigation: Design interfaces with clear and logical navigation paths.

2. Consistent Design: Maintain visual and interaction consistency across the system.

3. Feedback Mechanisms: Provide immediate and clear feedback to users.

4. Simple and Clean Layouts: Avoid clutter and unnecessary complexity in design.

5. User-Centered Design: Involve users in the design process through testing and feedback.

d. Brief Explanation of HCI Goals:


 Safety: Protecting users from dangerous conditions and undesirable situations during
interaction.
 Utility: Ensuring that the system serves its intended purpose and provides valuable
functionalities.
 Effectiveness: Achieving the system's goals and enabling users to complete tasks accurately.
 Efficiency: Ensuring that users can perform tasks with minimal time and effort.
 Usability: Providing an interface that is easy to use, learn, and remember.
 Appeal: Enhancing the visual and aesthetic aspects of the interface to make it attractive and
enjoyable.
 Difference Between Utility and Effectiveness:
 Utility: Focuses on the overall functionality and purpose of the system.
 Effectiveness: Emphasizes the system's ability to achieve its goals and enable users to
complete tasks accurately.

a. "HCI Arises in Our Daily Life":

 Explanation with Figure: An illustration depicting various daily life scenarios where HCI is
present, such as using smartphones, ATMs, smart home devices, and navigation systems. The
figure showcases the seamless interaction between users and technology in different
contexts.

b. How HCI Increases Company Productivity? Example:

 Example:
 Implementation of an intuitive and user-friendly enterprise resource planning (ERP) system
can enhance employee efficiency. A well-designed interface with easy navigation and clear
functionalities reduces the learning curve, enabling employees to perform tasks more
effectively, ultimately increasing productivity.

c. Saving Customer's Time in a Departmental Store:

 Example:
 Implementing a self-checkout system with intuitive interfaces can save customers' time in a
departmental store. Users can quickly scan items, make payments, and exit without waiting in
long queues, enhancing their overall shopping experience.

d. Explain Gestalt Psychology:

 Explanation:
 Gestalt psychology focuses on how people perceive and interpret visual elements as
organized wholes, rather than as isolated parts. Key principles include:
 Figure-Ground: Distinguishing between main figures and background.
 Proximity: Grouping elements that are close to each other.
 Similarity: Grouping similar elements.
 Closure: Completing incomplete shapes mentally.
 Continuity: Preferring continuous and smooth lines.
 Common Fate: Perceiving elements moving in the same direction as a group.
 Example with Figure:

Anonymous
4. a.Build and explain a Lifecycle model for student-teacher interaction in the class. b. Suppose for a
18 inch flat panel display, the average distance the cursor between the menu bars is 70 mm. Given,
size of menu bar for Macintosh: 20 mm & Windows: 10mm, a=40, b=140 Calculated time to move
the cursor to a menu item on Macintosh and Windows. C. Draw the block diagram of memory model.
How information goes to long-term memory? How chunking improves memory? d. "Interaction:
communication between user & system", is it true? Prove it. 5. a. Explain with figure the general
principles of HCI design, Compatibility, Ease of Learning, Memorability, Predictability, Simplicity,
Flexibility, Responsiveness, Protection, Invisible Technology, Control and WYSIWYG. b. "Consider a
company that wants to develop a wireless information system to help tourists with personal digital
assistants (PDAs) at Cox's Bazar.", develop a conceptual model for this system C. What are the
Norman's 7 Principles of Usability? d. How do you choose among alternative designs? Draw and
explain any life-cycle model. 6. a.Pull or Push? Which Norman's principle has been used? b. Failure
occurs most commonly for "unclear objectives and requirements" while critica 1 success occurs most
often for "clear, detailed requirements", explain it in the context of upcoming "gorur haat at gabtoli".
What are the activities involved in HCI design? Explain each with flow diagram. d. "Iteration is needed
throughout the HCI core activities", why? Give an example. a.What do you see? "Constructivist theory
states that context plays a major role in what we see in an image", how? b.Explain"Human Model " by
Card, Moran & Newell. C."A healthy office chair", how it is important for a user and a company? d.
Mention some guidelines for using voice input and voice output devices.
ChatGPT
ChatGPT
4a. Lifecycle Model for Student-Teacher Interaction:

 Stage 1: Planning
 Define Learning Objectives
 Identify Teaching Methods
 Plan Assessment Strategies
 Stage 2: Introduction
 Teacher Introduces Topic
 Student Engagement
 Overview of Learning Materials
 Stage 3: Instruction
 Teacher Delivers Content
 Interactive Discussions
 Multimedia Presentations
 Stage 4: Practice
 Students Apply Knowledge
 Group Activities
 Homework Assignments
 Stage 5: Assessment
 Tests and Quizzes
 Teacher Feedback
 Peer Evaluation
 Stage 6: Feedback and Improvement
 Review Assessment Results
 Identify Areas for Improvement
 Adjust Teaching Strategies

4b. Cursor Movement Time Calculation:

 For Macintosh:
 𝑇𝑖𝑚𝑒𝑀𝑎𝑐=𝑎+𝑏×Size of Menu Bar for MacAverage DistanceTimeMac=a+b×Average Dist
anceSize of Menu Bar for Mac
 𝑇𝑖𝑚𝑒𝑀𝑎𝑐=40+140×2070TimeMac=40+140×7020
 For Windows:
 𝑇𝑖𝑚𝑒𝑊𝑖𝑛𝑑𝑜𝑤𝑠=𝑎+𝑏×Size of Menu Bar for WindowsAverage DistanceTimeWindows
=a+b×Average DistanceSize of Menu Bar for Windows
 𝑇𝑖𝑚𝑒𝑊𝑖𝑛𝑑𝑜𝑤𝑠=40+140×1070TimeWindows=40+140×7010

4c. Block Diagram of Memory Model:


 Information Flow to Long-Term Memory:
 Sensory Input → Sensory Memory → Short-Term Memory → Encoding → Long-Term Memory
 How Chunking Improves Memory:
 Chunking involves grouping information into meaningful units, reducing the cognitive load
on short-term memory.
 Example: Remembering a phone number as chunks of three or four digits instead of a long
string improves recall.

4d. "Interaction: Communication between User & System":

 Proof:
 Interaction involves mutual communication between users and systems, where users provide
input, and systems respond with feedback or actions.
 Example: Clicking a button on a website (user input) triggers a response (system interaction)
such as opening a new page or displaying a message.

5a. General Principles of HCI Design:


 Compatibility: Design consistent with user expectations and existing standards.
 Ease of Learning: Intuitive design for quick user adaptation.
 Memorability: Users can remember how to use the system after initial learning.
 Predictability: User actions lead to expected outcomes.
 Simplicity: Minimize complexity for user-friendly interaction.
 Flexibility: Accommodate different user preferences and needs.
 Responsiveness: Provide timely and interactive feedback.
 Protection: Prevent errors and safeguard against undesired outcomes.
 Invisible Technology: Focus on user tasks rather than the technology.
 Control and WYSIWYG: Users have control, and interfaces are what they expect.

5b. Conceptual Model for Wireless Information System:


 Wireless Information System for Tourists at Cox's Bazar:
 Users (Tourists) → Personal Digital Assistants (PDAs) → Wireless Network
 Information Retrieval (Attractions, Maps) → Interactive Maps → Navigation Assistance
 Emergency Services → Alerts and Notifications → Location-Based Assistance
5c. Norman's 7 Principles of Usability:


 Visibility: Users should understand the system's state and available actions.
 Feedback: Provide informative feedback for user actions.
 Affordance: Design elements should suggest their functionality.
 Consistency: Similar actions and elements should have consistent representations.
 Mapping: Relationship between controls and their effects should be clear.
 Constraints: Limit actions to prevent errors and guide users.
 Simplicity: Keep designs straightforward and eliminate unnecessary complexity.

5d. Choosing Among Alternative Designs:


 Life-Cycle Model for Design Choices:
 User Research → Ideation → Prototyping → Usability Testing → Evaluation
 Iterate based on user feedback and refine designs.

6a. Pull or Push? Norman's Principle Used:


 Principle Used: Affordance
 Explanation: Affordance is the design principle that indicates the action an object invites. For
example, a door with a handle affords pulling, while a door with a push plate affords pushing.

6b. Failure vs. Critical Success:


 Explanation:
 Failure (Unclear Objectives and Requirements):
 Example: Organizing "Gorur Haat at Gabtoli" without clear goals may lead to challenges in
coordinating the event effectively.
 Critical Success (Clear, Detailed Requirements):
 Example: Clear objectives and detailed plans for stalls, marketing, and engagement can
contribute to the success of the event.

6c. Activities in HCI Design with Flow Diagram:


 1. User Research:
 Understand User Needs and Behaviors
 2. Requirements Analysis:
 Define System Goals and User Requirements
 3. Design:
 Create Interface Design Considering Usability
 4. Prototyping:
 Develop Interactive Prototypes for Testing
 5. Evaluation:
 Assess Usability and Make Improvements
 6. Implementation:
 Develop Final System Based on Design
 7. Training and Documentation:
 Provide User Training and Create Documentation

6d. Iteration in HCI Core Activities:


 Importance of Iteration:
 Refining designs based on user feedback and changing requirements.
 Example: After usability testing, iterative improvements are made to address user concerns
and enhance the overall interface.

a. Constructivist Theory in Image Perception:


 Explanation:
 Constructivist Theory: Context influences the interpretation of images.
 Example: In an image of a crowded street, the viewer's interpretation is influenced by
cultural context, personal experiences, and expectations.

b. "Human Model" by Card, Moran & Newell:


 Human Model Components:
 Perceptual System → Motor System → Cognitive System
 Explanation:
 Perceptual System involves user senses.
 Motor System encompasses physical actions.
 Cognitive System represents mental processes like memory and problem-solving.

c. Importance of a Healthy Office Chair:


 User Perspective:
 Comfort: Supports prolonged sitting, reducing discomfort.
 Ergonomics: Maintains proper posture, preventing musculoskeletal issues.
 Productivity: Enhances focus and concentration.
 Company Perspective:
 Employee Well-being: Supports a healthy work environment.
 Productivity: Reduces absenteeism and increases efficiency.
 Image: Contributes to a positive corporate image.

d. Guidelines for Voice Input and Output Devices:


 Voice Input:
 Clear Pronunciation
 Natural Language Support
 Error Handling and Confirmation
 Voice Output:
 Natural Sounding Speech
 Volume and Pitch Controls
 Contextual and Relevant Responses
Anonymous
1. a) Which controls go with which burner rings? Redraw it with your choice. Look at the fan and light
switches in your classroom, how you can reorganise them for better use? please also draw it. b)
Explain with figure" Human Model " by Card, Moran & Newell. c)"Context plays a major role in what
we see in an image ", Explain using any example. d) What do you mean by "Constructivism"? What
do you see in the following picture? Why we see different things? 2. a) Briefly explain with figure
proximity, similarity, symmetry, continuity and closure. b) "A healthy office chair", how it is important
for a user and a company? c) Suppose for a 14-inch flat panel display, the average distance the
cursor between the menu bars is 80 mm, size of menu bar - Macintosh: 40 mm & Windows:5mm,
a=45, b=145, Calculated time to move the cursor to a menu item on Macintosh and Windows. d)
Explain different types of memory with examples. Compare each type of computer with human. 3. a)
Memory capacity can be improved via "Chunking", how? b) A computer with a GUI allows us to
recognize commands on a menu, instead of remembering them as in DOS and UNIX ", explain this in
context of human. Explain different types of reasoning. d) Consider a company that wants to develop
a wireless information system to help tourists with personal digital assistants (PDAs) in airport, I.How
to develop a conceptual model for this system? II. What questions should we ask in developing the
conceptual model? 4. a) "HCI is the study of bridge between them, which includes observation of
interactions", give any example and explain it. What else also a part of HCI study?
ChatGPT
ChatGPT
1a. Controls for Burner Rings and Fan/Light Switches:


 Redrawn Layout for Fan/Light Switches in Classroom:

1b. "Human Model" by Card, Moran & Newell:



 Explanation:
 Perceptual System: Ingests information through senses.
 Motor System: Executes physical actions.
 Cognitive System: Processes information, involving memory and problem-solving.

1c. "Context Plays a Major Role in What We See in an Image":

 Explanation:
 The interpretation of an image is influenced by its surrounding context, viewer's experiences,
and cultural background.
 Example: In a picture of a person holding a camera, the perception may vary based on
whether it's seen in a photography class, a surveillance discussion, or a family album.

1d. "Constructivism" and Image Perception:

 Constructivism: Theory that individuals actively construct their knowledge based on


personal experiences and context.
 Differing Perceptions in the Image:
 Viewers interpret the image based on their unique experiences, resulting in varied
perspectives.
 Example: Some might see a vase, while others perceive two faces in the famous Rubin's
vase-face illusion.

2a. Visual Gestalt Principles with Figures:


 Proximity:
 Elements close to each other are perceived as a group.
 Similarity:
 Similar elements are grouped together.
 Symmetry:
 Symmetrical elements are perceived as stable and harmonious.
 Continuity:
 Smooth and continuous lines are perceived as connected.
 Closure:
 Incomplete figures are mentally completed.

2b. Importance of a Healthy Office Chair:


 User Perspective:
 Comfort: Reduces physical discomfort during long periods of sitting.
 Ergonomics: Supports proper posture, preventing musculoskeletal issues.
 Productivity: Enhances focus and concentration.
 Company Perspective:
 Employee Well-being: Supports a healthy work environment.
 Productivity: Reduces absenteeism and increases efficiency.
 Image: Contributes to a positive corporate image.

2c. Cursor Movement Time Calculation:

 For Macintosh:
 𝑇𝑖𝑚𝑒𝑀𝑎𝑐=𝑎+𝑏×Size of Menu Bar for MacAverage DistanceTimeMac=a+b×Average Dist
anceSize of Menu Bar for Mac
 𝑇𝑖𝑚𝑒𝑀𝑎𝑐=45+145×4080TimeMac=45+145×8040
 For Windows:
 𝑇𝑖𝑚𝑒𝑊𝑖𝑛𝑑𝑜𝑤𝑠=𝑎+𝑏×Size of Menu Bar for WindowsAverage DistanceTimeWindows
=a+b×Average DistanceSize of Menu Bar for Windows
 𝑇𝑖𝑚𝑒𝑊𝑖𝑛𝑑𝑜𝑤𝑠=45+145×580TimeWindows=45+145×805

2d. Types of Memory and Comparison with Computer:


 Types of Memory:
 Sensory Memory: Brief storage of sensory information (e.g., iconic memory for visuals).
 Short-Term Memory (STM): Temporary storage for immediate use (e.g., remembering a
phone number briefly).
 Long-Term Memory (LTM): Permanent storage for more extended retention (e.g.,
remembering childhood events).
 Comparison with Computers:
 Sensory Memory: Analogous to input buffers receiving data from sensors.
 Short-Term Memory (STM): Analogous to RAM, storing data for immediate processing.
 Long-Term Memory (LTM): Analogous to hard drive or other long-term storage, holding
data for extended periods.

3a. Improving Memory via Chunking:

 Explanation:
 Chunking: Grouping information into meaningful chunks.
 Improvement Mechanism: Reduces cognitive load, enhancing the capacity and efficiency of
memory.

3b. GUI vs. DOS and UNIX in Command Recognition:

 Explanation:
 GUI (Graphical User Interface):
 Recognize commands visually on menus, reducing the need to memorize specific syntax.
 DOS and UNIX:
 Require users to remember command syntax, leading to a higher cognitive load.

3c. Types of Reasoning:


 Deductive Reasoning: Drawing specific conclusions from general principles.
 Inductive Reasoning: Formulating general principles based on specific observations.
 Abductive Reasoning: Inferring the best explanation for observed phenomena.

3d. Conceptual Model for Wireless Information System:


 I. Developing Conceptual Model:
 Identify User Needs
 Define System Objectives
 Determine Key Features
 Create User Personas
 II. Questions for Conceptual Model Development:
 What are the primary goals of tourists using the system?
 How can the system assist in navigation and information retrieval?
 What emergency services should be integrated into the system?
 How can the system provide location-based assistance to tourists?

4a. Example of HCI Study with Interaction Observation:

 Example:
 Observing users interacting with a voice-activated virtual assistant (e.g., Amazon Alexa) to
understand how they formulate requests, receive responses, and adapt to system feedback.
 Other Aspects of HCI Study:
 Cognitive Psychology: Studying mental processes during interaction.
 Usability Testing: Evaluating the effectiveness of interfaces.
 Accessibility: Ensuring inclusive design for users with diverse needs.
Anonymous
b) Define HCI by ACM, Dix and Carroll. Are all the definitions same? If not differentiate them. c) How
to achieve "user-friendliness" in computer design? Can you suggest 5 such designs? d) What is the
advantage and disadvantage of "touch screen"? 5. a) Explain HCI scope with diagram. b) Briefly
explain the following HCI goals safety, utility, effectiveness, efficiency, usability and appeal. Is there
any difference between utility and effectiveness? c) "Workers in a mainland company needed to
press a lengthy sequence of buttons in performing a task. An IAS student helped to increase their
productivity via writing a batch program for the button pressing operation", think about
departmental store, how you can save a customer's time? 6. a) Any suggestions to improve the
interface? W Microsoft Word File Hep STOP i. RUN ii. Print COLLE rol active iii. iv. b) What are the
disciplines that contribute to HCI and what type of people are in HCI business? c) Briefly explain the
activities in HCI Design with flow diagram. d) Build and explain a Lifecycle model for student-teacher
interaction in the class. 7. a) Explain with figure the general principles of HCI design, Compatibility,
Ease of Learning, Memorability, Predictability, Simplicity, Flexibility, Responsiveness, Protection,
Invisible Technology, Control and WYSIWYG b) What are the Norman's 7 Principles of Usability? c)
Pull or Push? Which Norman's principle has been used? d) Failure occurs most commonly for
"unclear objectives and requirements" while critical success occurs most often for "clear, detailed
requirements", explain it in the context of upcoming "gorur haat".
ChatGPT
ChatGPT
b) Definitions of HCI:

 ACM (Association for Computing Machinery):


 Definition: Human-Computer Interaction (HCI) is a discipline concerned with the design,
evaluation, and implementation of interactive computing systems for human use.
 Dix et al. (Authors of HCI Book):
 Definition: HCI is a discipline concerned with the design, evaluation, and implementation of
interactive computing and information systems, emphasizing the user's experience and
interaction.
 Carroll (Human-Computer Interaction Expert):
 Definition: HCI is a set of concepts and methods for the design, implementation, and
evaluation of interactive computer systems.
 Differentiation:
 While all three definitions share the core focus on the design and evaluation of interactive
computing systems, there may be nuances in emphasis and specific wording. ACM's
definition is broad, while Dix et al. and Carroll specifically mention the emphasis on the user's
experience.

c) Achieving User-Friendliness in Computer Design (5 Designs):


1. Intuitive Navigation:
 Design interfaces with logical and intuitive navigation menus, reducing the learning curve for
users.

2. Clear Visual Hierarchy:
 Use visual cues like color, font size, and spacing to create a clear hierarchy of information,
aiding users in prioritizing content.

3. Consistent Design Patterns:
 Maintain consistency in design elements and patterns across the system to enhance
predictability for users.

4. Feedback Mechanisms:
 Provide real-time feedback for user actions to keep them informed about the system's
responses.

5. Customizable Settings:
 Allow users to personalize settings, adapting the system to their preferences and enhancing
usability.

d) Touch Screen:

 Advantages:
 Intuitive Interaction: Users can directly interact with the interface using gestures, making it
natural and user-friendly.
 Space Efficiency: Touchscreens eliminate the need for external input devices, saving space
on devices.
 Multi-Touch Capability: Supports multi-touch gestures, allowing users to perform multiple
actions simultaneously.
 Disadvantages:
 Gorilla Arm Syndrome: Extended use can cause fatigue and discomfort, known as Gorilla
Arm Syndrome.
 Precision Challenges: Fine motor skills may be challenging, impacting the accuracy of touch
interactions.
 Cost: Touchscreen technology can be expensive to implement, affecting the overall cost of
devices.

5a) HCI Scope with Diagram:

 HCI Scope:

 Diagram Explanation:
 User Interface Design: Focus on designing interfaces that are user-friendly, efficient, and
visually appealing.
 User Experience (UX) Design: Emphasize the overall experience users have with a system,
considering emotions and perceptions.
 Human Factors: Study human capabilities and limitations to inform the design of systems
that align with user needs.
 Usability Testing: Evaluate the usability of systems through user testing and feedback.
 Interaction Design: Design interactions between users and systems, ensuring effectiveness
and user satisfaction.

5b) HCI Goals:


 Safety: Protecting users from harm during interaction with systems.
 Utility: Ensuring the system's functionality aligns with user needs.
 Effectiveness: Achieving goals efficiently and accurately.
 Efficiency: Minimizing the effort and time required to use the system.
 Usability: Enhancing the overall user experience and ease of use.
 Appeal: Designing interfaces that are visually pleasing and engaging.
 Difference Between Utility and Effectiveness:
 Utility: Focuses on the functionality and usefulness of the system in meeting user needs.
 Effectiveness: Focuses on how well the system achieves its intended goals and tasks.

5c) Time-Saving in a Departmental Store:


 Scenario:
 Customers in a departmental store can save time by using self-checkout kiosks equipped
with barcode scanners and payment options.
 Features:
 Scan items, process payments, and print receipts, reducing the need for manual cashier
interactions.

6a) Suggestions to Improve Interface:

 Microsoft Word File HEP:


 Suggestions:
 i. Run: Clarify the purpose of the "Run" button, providing concise labels and tooltips for
better understanding.
 ii. Print: Ensure the "Print" button is prominently placed for easy access.
 iii. Colle: Evaluate and correct any spelling errors or ambiguous labels.
 iv. Rol Active: Provide clear indications of the active state to avoid confusion.

6b) Disciplines in HCI and People in HCI Business:


 Disciplines:
 Psychology, Design, Computer Science, Human Factors, Ergonomics, Information Science,
Cognitive Science.
 People:
 HCI Researchers, Interaction Designers, Usability Engineers, User Experience (UX) Designers,
Human Factors Engineers.

6c) HCI Design Activities with Flow Diagram:


 Flow Diagram:

 Activities:
 User Research → Requirements Analysis → Design → Prototyping → Evaluation →
Implementation → Training and Documentation.
6d) Lifecycle Model for Student-Teacher Interaction:


 Lifecycle Stages:
 Planning → Introduction → Instruction → Practice → Assessment → Feedback and
Improvement.
 Explanation:
 The model outlines stages from planning lessons to providing feedback and continuous
improvement in the student-teacher interaction lifecycle.
Anonymous
1. a) Explain different types of reasoning. b) What are the Norman's 7 Principles of Usability? c) Pull
or Push? Which Norman's principle has been used? d) Failure occurs most commonly for "unclear
objectives and requirements" while critical success occurs most often for "clear, detailed
requirements", explain it in the context of upcoming "gorur haat". 2. a) Which controls go with which
burner rings? Redraw it with your choice. Look at the fan and light switches in your class room, how
you can reorganise them for better use? please also draw it. b) Explain "Human Model" by Card,
Moran & Newell. c) Context plays a major role in what we see in an image ", Explain using any
example. d) What do you mean by "Constructivism"? What do you see in the following picture? Why
we see different things? 3. a) Briefly explain with figure proximity, similarity, symmetry, continuity and
closure. b) "A healthy office chair", how it is important for a user and a company? Ch 2 c) Suppose for
a 15-inch flat panel display, the average distance the cursor between the menu bars is 80 mm, size of
menu bar - Macintosh: 50 mm & Windows:5ınm, a=50, b=150, Calculated time to move the cursor to
a menu item on Macintosh and Windows. d) Explain different types of memory with examples.
Compare each type of computer with human.
ChatGPT
ChatGPT
1a) Different Types of Reasoning:


 Deductive Reasoning:
 Definition: Drawing specific conclusions from general principles.
 Example: All humans are mortal. John is a human. Therefore, John is mortal.
 Inductive Reasoning:
 Definition: Formulating general principles based on specific observations.
 Example: Every observed swan is white; therefore, all swans must be white.
 Abductive Reasoning:
 Definition: Inferring the best explanation for observed phenomena.
 Example: A detective inferring the most likely scenario based on available clues.

1b) Norman's 7 Principles of Usability:


 Visibility: System status and feedback should be clear and visible to users.
 Feedback: Users should receive timely feedback for their actions.
 Affordance: Design elements should convey their function and how to use them.
 Consistency: Similar actions or situations should have consistent responses.
 Mappings: Relationships between controls and their effects should be intuitive.
 Constraints: Limitations and potential errors should be designed to prevent misuse.
 Discoverability: Users should be able to discover available actions and features.

1c) Pull or Push? Norman's Principle Used:


 Pull: The principle of Visibility aligns with a user initiating actions, seeking information, and
receiving feedback actively.

1d) Clear Objectives and Requirements in the Context of "Gorur Haat":


 Scenario:
 Unclear Objectives and Requirements:
 A community event like "Gorur Haat" may face challenges if the purpose, activities, or roles
are not clearly defined.
 Resulting Failures:
 Confusion among participants, inefficient organization, and potential dissatisfaction.
 Clear, Detailed Requirements:
 If the event has well-defined objectives, roles, and activities, success is more likely.
 Resulting Success:
 Efficient coordination, satisfied participants, and a successful event.

2a) Controls for Burner Rings and Fan/Light Switches:


 Redrawn Layout for Burner Rings:

 Redrawn Fan/Light Switches in Classroom:

2b) "Human Model" by Card, Moran & Newell:


 Explanation:
 The human model focuses on three main systems: perceptual, motor, and cognitive. Each
system plays a crucial role in interacting with computer systems.

2c) Context Plays a Major Role in Image Perception:


 Explanation:
 Context influences how an image is perceived. For example, the same image may evoke
different interpretations in different settings or cultural contexts.

2d) Constructivism and Image Perception:


 Constructivism: Theory that individuals actively construct their knowledge based on
personal experiences and context.
 Image Perception Example:
 In an ambiguous image, individuals may perceive different objects based on their unique
experiences and interpretations.

3a) Proximity, Similarity, Symmetry, Continuity, and Closure:


 Proximity: Elements close to each other are perceived as a group.

 Similarity: Similar elements are grouped together.

 Symmetry: Symmetrical elements are perceived as stable and harmonious.

 Continuity: Smooth and continuous lines are perceived as connected.

 Closure: Incomplete figures are mentally completed.

3b) Importance of a Healthy Office Chair:


 User Perspective:
 Comfort: Reduces physical discomfort during long periods of sitting.
 Ergonomics: Supports proper posture, preventing musculoskeletal issues.
 Productivity: Enhances focus and concentration.
 Company Perspective:
 Employee Well-being: Supports a healthy work environment.
 Productivity: Reduces absenteeism and increases efficiency.
 Image: Contributes to a positive corporate image.

3c) Cursor Movement Time Calculation:


 For Macintosh:
 𝑇𝑖𝑚𝑒𝑀𝑎𝑐=𝑎+𝑏×Size of Menu Bar for MacAverage DistanceTimeMac=a+b×Average Dist
anceSize of Menu Bar for Mac
 For Windows:
 𝑇𝑖𝑚𝑒𝑊𝑖𝑛𝑑𝑜𝑤𝑠=𝑎+𝑏×Size of Menu Bar for WindowsAverage DistanceTimeWindows
=a+b×Average DistanceSize of Menu Bar for Windows

3d) Types of Memory with Examples and Comparison:


 Types of Memory:
 Sensory Memory: Brief storage of sensory information (e.g., iconic memory for visuals).
 Short-Term Memory (STM): Temporary storage for immediate use (e.g., remembering a
phone number briefly).
 Long-Term Memory (LTM): Permanent storage for more extended retention (e.g.,
remembering childhood events).
 Comparison with Computers:
 Sensory Memory: Analogous to input buffers receiving data from sensors.
 Short-Term Memory (STM): Analogous to RAM, storing data for immediate processing.
 Long-Term Memory (LTM): Analogous to hard drive or other long-term storage, holding
data for extended periods.
Anonymous
4. a) Memory capacity can be improved via "Chunking", how? b)a computer with a GUI allows us to
recognize commands on a menu, instead of remembering them as in DOS and UNIX ", explain this in
context of human. c) Explain with figure the general principles of HCI design, Compatibility, Ease of
Learning, Memorability, Predictability, Simplicity, Flexibility, Responsiveness, Protection, Invisible
Technology, Control and WYSIWYG. d) Consider a company that wants to develop a wireless
information system to help tourists with personal digital assistants (PDAs) in airport, How to develop
a conceptual model for this system? What questions should we ask in developing the conceptual
model? 5. a) "HCI is the study of bridge between them, which includes observation of interactions",
give any example and explain it. What else also a part of HCI study? by Define HCI by ACM; Dix and
Carroll. Are all the definitions same? If not differentiate them. c) How to achieve "user-friendliness" in
computer design? Can you suggest 5 such designs? d) What is the advantage and disadvantage of
"touch screen"? 6. a) Explain HCI scope with diagram. b) Briefly explain the following HCI goals
safety, utility, effectiveness, efficiency, usability and appeal. Is there any difference between utility
and effectiveness? c) "Workers in a mainland company needed to press a lengthy sequence of
buttons in performing a task. An IAS student helped to increase their productivity via writing a batch
program for the button pressing operation", think about departmental store, how you can save a
customer's time? 7. a) Any suggestions to improve the interface? WMicrosoft Word Fle Help This
command is not available because a docun COL COLLE CLL b) What are the disciplines that
contribute to HCI and what type of people are in HCI business? c) Briefly explain the activities in HCI
Design with flow diagram. d) Build and explain a Lifecycle model for student-teacher interaction in
the class.
ChatGPT
ChatGPT
4a) Memory Capacity Improvement via "Chunking":

 Explanation:
 Chunking: Breaking down information into smaller, manageable units.
 Example: Remembering a long sequence of numbers is easier if grouped into meaningful
chunks (e.g., phone numbers).

4b) GUI vs. DOS/UNIX in Human Context:


 Explanation:
 GUI (Graphical User Interface):
 Users interact with visual elements (menus, icons) instead of memorizing commands.
 DOS/UNIX (Command Line Interface):
 Users need to recall and type specific commands to perform actions.
 Human Analogy:
 GUI is akin to recognizing and selecting items from a menu, similar to choosing options from
a restaurant menu.
 DOS/UNIX is comparable to memorizing and typing out a specific recipe or order.

4c) General Principles of HCI Design:


 Compatibility: Design interfaces that work seamlessly with existing systems.
 Ease of Learning: Create interfaces that are intuitive for new users.
 Memorability: Design elements that are easy to remember for frequent users.
 Predictability: Ensure user actions have expected outcomes.
 Simplicity: Keep interfaces straightforward and uncluttered.
 Flexibility: Allow users to adapt the interface to their preferences.
 Responsiveness: Design interfaces that provide timely feedback.
 Protection: Implement safeguards to prevent user errors.
 Invisible Technology: Integrate technology in a way that is transparent to users.
 Control: Give users control over the system's actions.
 WYSIWYG (What You See Is What You Get): Design interfaces that represent the final
output accurately.

4d) Developing a Conceptual Model for Wireless Information System:


 Steps:
 1. Identify User Needs:
 Understand the specific needs of tourists using PDAs in an airport.
 2. Define System Objectives:
 Clearly outline the goals and functionalities of the wireless information system.
 3. Map User Interactions:
 Visualize how users will interact with the system using PDAs.
 4. Identify Information Flow:
 Define how information will be transmitted wirelessly.
 5. Consider User Feedback:
 Incorporate mechanisms for user feedback and interaction.
 Questions in Developing Conceptual Model:

 Who are the Users?:
 Identify the target audience and their needs.
 What are the Key Features?:
 Define essential functionalities of the system.
 How will Information be Presented?:
 Determine the format and presentation of information.
 What are the Interaction Points?:
 Identify where users will interact with the system.
 How to Ensure Usability?:
 Consider factors that enhance usability for tourists.

5a) Example of HCI Study and Other Aspects:


 HCI Study Example:
 Observing users navigating through a mobile app to understand interaction patterns and
preferences.
 Other Aspects of HCI Study:

 User Research: Gathering insights into user behavior and preferences.
 Usability Testing: Evaluating the effectiveness and efficiency of interfaces.
 User Interface Design: Creating visually appealing and user-friendly interfaces.
 Human Factors: Considering ergonomic and psychological aspects of user interaction.

5b) Define HCI by ACM, Dix, and Carroll:


 ACM (Association for Computing Machinery):
 Definition: HCI is a discipline concerned with the design, evaluation, and implementation of
interactive computing systems for human use.
 Dix et al. (Authors of HCI Book):
 Definition: HCI is a discipline concerned with the design, evaluation, and implementation of
interactive computing and information systems, emphasizing the user's experience and
interaction.
 Carroll (Human-Computer Interaction Expert):
 Definition: HCI is a set of concepts and methods for the design, implementation, and
evaluation of interactive computer systems.
 Differentiation:
 While the core focus on design and evaluation is shared, there are nuanced differences in
emphasis and wording among the definitions.

5c) Achieving User-Friendliness in Computer Design (5 Designs):


 1. Intuitive Navigation:
 Design interfaces with logical and intuitive navigation menus.
 2. Clear Visual Hierarchy:
 Use visual cues to create a clear hierarchy of information.
 3. Consistent Design Patterns:
 Maintain consistency in design elements and patterns.
 4. Feedback Mechanisms:
 Provide real-time feedback for user actions.
 5. Customizable Settings:
 Allow users to personalize settings to enhance usability.

5d) Advantage and Disadvantage of Touch Screen:


 Advantage:
 Ease of Use:
 Intuitive interaction, especially for gestures like tapping and swiping.
 Disadvantage:

 Fatigue:
 Prolonged use may cause physical fatigue compared to traditional input methods.
 Accuracy Concerns:
 Precision may be compromised, leading to unintentional touches or errors.
 Limited Tactile Feedback:
 Lack of physical buttons may reduce tactile feedback for users.

6a) HCI Scope with Diagram:


 HCI Scope Diagram:

6b) Brief Explanation of HCI Goals:


 Safety: Ensuring user well-being and protection from harm.
 Utility: Providing functionalities that serve the user's needs.
 Effectiveness: Achieving desired outcomes efficiently and accurately.
 Efficiency: Optimizing resource usage to enhance performance.
 Usability: Creating interfaces that are user-friendly and easy to navigate.
 Appeal: Designing interfaces that are visually attractive and engaging.
 Difference Between Utility and Effectiveness:

 Utility: Focuses on providing valuable features and functionalities.
 Effectiveness: Emphasizes achieving desired outcomes with precision and accuracy.

6c) Saving Customer's Time in a Departmental Store:


 Improvement: Implement a self-checkout system with a user-friendly interface, reducing the
time spent in queues.

7a) Suggestions to Improve the Interface (Microsoft Word Example):


 Suggestions:

 Streamline Commands:
 Simplify the menu structure for common tasks.
 Contextual Help:
 Provide contextual help options for specific commands.
 Consistent Icons:
 Ensure icons are consistently used for similar functions.
 Customizable Toolbar:
 Allow users to customize the toolbar for frequently used commands.
 Keyboard Shortcuts:
 Display keyboard shortcuts for power users.

7b) Disciplines Contributing to HCI and Types of People:


 Contributing Disciplines:

 Psychology: Understanding user behavior and cognitive processes.
 Design: Creating visually appealing and functional interfaces.
 Engineering: Implementing technical aspects of interactive systems.
 Human Factors: Considering ergonomic and usability factors.
 Usability Testing: Evaluating the effectiveness and efficiency of interfaces.
 Types of People in HCI Business:

 HCI Designers: Specialists in creating user-friendly interfaces.
 Usability Experts: Professionals focused on evaluating system usability.
 Researchers: Conducting studies to understand user needs and behaviors.
 Developers: Implementing the technical aspects of interactive systems.

7c) Activities in HCI Design with Flow Diagram:


 Activities:
 User Research: Understanding user needs and preferences.
 Conceptual Design: Creating a high-level design and defining features.
 Prototyping: Developing interactive prototypes for user feedback.
 Usability Testing: Evaluating system performance with users.
 Implementation: Developing the final product.
 Evaluation: Continuously assessing the system's usability.

7d) Lifecycle Model for Student-Teacher Interaction:


 Lifecycle Model Explanation:

 Stages:
 Planning: Defining goals and objectives for the interaction.
 Interaction: Implementing the planned activities in the class.
 Feedback: Collecting feedback from students and teachers.
 Adaptation: Making adjustments based on feedback for continuous improvement.

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