INF3720 EXAM PACK 2021.
INF3720 EXAM PACK 2021. Human-Computer Interaction II. Five design principles Visibility- the more visible functions are, the most likely users will know what to do next. The relationship between the way controls have been positioned and what they do makes it easy for a user to find the appropriate control for task Feedback-involves sending back information about what action has been done and what has been accomplished. Various kinds of feedback are available-audio, tactile, verbal, visual and combination of these Constraints-refers to determining ways of restricting the kinds of user interaction that can take place at a given moment. Examples aredeactivating certain menu options, thereby restricting users only to permissible options at that stage of the activity or the physical design of a device which allows only a particular cable/card/plug to be inserted into specific slots/sockets Consistency-refers to designing interfaces to have similar operations/ use similar elements for archiving similar of the benefits of consistent interfaces is that they are easier to learn and use Affordance-refers to an attribute of an object that allows people to know how to use it. To afford means to give a . a mouse button invites pushing a door handle affords pulling, interfaces should make it obvious what can be done for them Question 2 Gimmicks Frustration can happen when clicking on a link to a website only to discover that is still under construction. It can be more annoying when the website displays an ‘Under Construction” merely increase icon, which the users frustration, having made the effort to visit the website. Error Messages Error messages are notorious for their incomprehensibility. It would be more helpful to provide information about how to resolve / overcome the problem. Threatening error messages can also cause users to become anxious. Use of bold red letters and exclamation marks can be counter-productive Ideally, error messages should be treated as “how to fix it” messages. They should state the cause of the problem, and what the user needs to do to fix it. Waiting Website or software apps that take a long time to download can be frustrating. Links that hang and eventually do to load can be very annoying Upgrading Another common frustration is upgrading the software. More often time – consuming, and requires a range of things such as resetting preference, checking configurations, and learning new ways of doing things Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Appearance People are often annoyed by Website that are overloaded by text and graphics, making it difficult to find and access information ; Flashing animations, pop ups, banner ads, that can cover what the user is looking for, and which require them to click on check boxes to close them The over-use of sound effects and music; Features – an excessive number of buttons and options, such as a remote controls; Childish designs that keep popping up, such as certain types of helper agents; Poorly laid out keyboards, pads, control panels, and other out input devices that cause users to press the wrong keys or buttons Question 3 a) Heuristic evaluation is a form of usability inspection where usability specialists judge whether each element of a user interface follows a list of established usability heuristics. b) Briefing session, evaluation period, and debriefing c) Problem of using heuristics is that designers can sometimes be led astray by finding that are not as accurate as they first appeared to be Question 4 A conceptual model is a high-level description of how a system is organised and operates. An abstraction that outlines what people can do with a product and what concepts are needed to understand interacting with it 1 Core conceptual model Metaphors and analogies that convey to people how to understand what product is for and how to use it for an activity The concepts that people are exposed to through the product, including the task -domain objects they create and manipulate, their attributes and operations that can be performed on them The relationship between those concepts The mapping between the concepts and user experience the product is designed to support or invoke Question5 a) With an early focus on users and tasks it is broken down into 5 sub User task and goals are driving force behind the development User’s behaviour and context of use are studied and system is designed to support them User characteristics are captured and designed for Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Users are consulted throughout the development from earliest phases to the latest and their input is seriously taken into account All design decision are taken within the context of the users, their work and their environment b) Improving my unisa system User task and goals are driving force behind the development. It is a major principle of the functionality of improving the my unisa system application for students and is aimed to give a user friendly attribute to all the users . User’s behaviour and context of use are studied and system is designed to support them. The improvement on my unisa system will allow the students to use their mobile phones. All the functionality will be available across interfaces for my unisa students to use the system. User characteristics are captured and designed for. My unisa system will be improved to cater for different characteristics as the learning institute has diverse learner group with different background, cultures and age that is the system will be improved in English language to accommodate everyone. It is also improved to allow students to interact with the system well Users are consulted throughout the development from earliest phases to the latest and their input is seriously taken into account. During the early stage of my unisa system improvement the students were asked to complete needs survey. They pointed out their major requirement that the system is overloaded. There is a lot of traffic on the current system. hence, they will need a system that will allow them to use their phones as well when they are not on campus All design decision is taken within the context of the users, their work and their environment. Performing a self-evaluation as a method of study and testing level of understating the system. The system was implemented correct on tasks completed and allow them to use the system more often anywhere on their mobile phones Question 6 Types of interviews Unstructured interviews- open ended conversational Structured interviews-predetermined questions are asked with available answers ie which of the following best describes…. Semi structured interviews- combination of unstructured and semi structured Focus group- facilitator with group members Question 7 Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Physical pleasure – refers to bodily pleasure connect to sensory experience e.g. touch, taste, and smell .An example is the tactile pleasure of holding a sleek cell phone Socio – pleasure – refers to the enjoyment of being in the company of others, such as loved ones, friends, and colleagues. An example is showing one another photos on a digital camera Psycho-pleasure – refers to peoples’ emotional and cognitive reactions to product. An example is the emotionally satisfying experience of shopping on the web using an on-line site that is both pleasing and easy to use (Similar to Normans’ behavioural level) Ideo – pleasure (cognitive )- refers to peoples’ values entails the aesthetics of a product and the cultural and personal values a personal values a person attributes to it e.g. Using a “green” product (Similar to Normans’ reflective level) Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Oct/nov 2016 Question 1 I. Interface metaphors-Visual representation of a physical object on the computer. Ex. calculator, shopping cart II. Anthropomorphism-attributing human qualities to animals and objects III. User experience--How a product behaves and is used by people in the real world -How people feel about it, pleasure and satisfaction when using, looking, holding, opening and closing it -Cannot design a user experience, only design for a user experience IV. Utility-extent to which the product provides the right kind of functionality V. Usability-Usability means easy to learn Effective to use and provide an enjoyable experience Question 2 2.1 A conceptual model is a high-level description of how a system is organised and operates. An abstraction that outlines what people can do with a product and what concepts are needed to understand interacting with it 2.2 Core conceptual model Metaphors and analogies that convey to people how to understand what product is for and how to use it for an activity The concepts that people are exposed to through the product, including the task -domain objects they create and manipulate, their attributes and operations that can be performed on them The relationship between those concepts The mapping between the concepts and user experience the product is designed to support or invoke 2.3 interface applications are actually based on well-established conceptual models e.g most on line shopping website are based on the core aspects of the customer experience when at a shopping mall Shopping cart, proceeding to check-out, 1-click, gift wrapping.... Question 3 4,1-persuasive technology-interactive computing systems that are deliberately designed to change people’s attitudes and behaviour 4,2-by pop up ads that frustrates people also warning messages and virtual agents and toys can also be patronizing and annoying in certain contents Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Question 4 5,1 Setting Goals There are many different reasons for gathering data, and before beginning it is important to identify specific goals for the study Identifying Participants The goals you develop for your data gathering session will indicate the kind of people you want to gather data from Relationship with Participants One significant aspect of any data gathering is the relationship between the person/s doing the gathering and the person/s providing the data. Making sure this relationship is clear and professional will help to clarify the nature of the study Triangulation Triangulation- is a term used to refer to the investigation of phenomenon from (at least) two different perspectives Pilot Studies Pilot study – is a small trial run of the main study. The aim is to make sure that the proposed method is viable before embarking on the real study 5.2 What should be avoided when designing interview questions? Try and keep questions neutral Interviewers may not understand jargon or complex language. Keep questions simple Compound sentences can be confusing , so split them into two separate questions 5.3 The importance of involving users Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace The best way to make sure that development continues to take users activities into account is to involve real users throughout the development. In this way developers can better understand user goals leading to a more appropriate more usable product. It also assist in setting expectations of the user Question 5 Frustrating ;application not working or crashing, user expectations not met, application does not do what the users wants, vague error messages, gimmicky, patronizing, interface, too many steps to do a task, insufficient information Typical reasons for frustration when using a computer Application does not work properly e.g, when you want to use certain apps the computer freezes and you have to reboot the computer Doesn’t do what users want it to, e,g the auto correct when typing messages, if you do not double check before sending messages, you would send meaningless messages Not sufficient information , e,g help documentation on computer apps does not usually provide sufficient instructions for a user to successfully configure an application Vague/ obtuse error messages, e,g error messages such as “system not available, try later’ are meaningless because they do not specify a time period after when can try again. It would be more helpful to provide information about how to resolve/ overcome the problem. Threatening error messages can also cause users to become anxious. The use of bold red letters and exclamation marks can be counter-productive. Ideally, error messages should be treated as “how to fix it’ Frustration can happen with voice commands. Sometimes voice commands fail to recognise some people s accents Websites or software apps that take a long time to download can be frustrating. Links that hang and eventually do not load can also be very annoying Another common frustration is upgrading software. More often than not it is time-consuming, and requires a range of things such as resetting preferences, checking configurations, and learning new ways of doing things Mobile websites that are overloaded by text and graphics, making it difficult to find and access information, too much scrolling Typing on a computer s default on-screen keyboard can be frustrating due to errors Question 6 7.1 The environment in which the testing is done Environment Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Usability testing Laboratory like conditions where the conditions are controlled Field studies Done in natural environment where the system or product is used 7.2 The participants The participants Usability testing Qualifying users 5-12 users are an acceptable number. Field studies An outsider looking on qualitative techniques and an insider the ethnography in which the aim is to explore the details of what happens in a particular social setting 7.3 Data collection Data collection Usability testing Laboratory user test captured through video recording of body gestures, think aloud, observation User satisfaction questionnaires and interviews are also used Field studies Qualitative techniques like interviews, observation and ethnography can be used .data is captured through audio and video recording, taking field notes, filling diaries 7.4 Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Advantages and disadvantages of usability testing and field studies Advantages Disadvantages Usability testing Feedback is direct from target audience Variables are controllable Security of sensitive data be enforced Ability to capture user reactions through body gestures, language and facial expression of participants Laboratory based usability studies capture a snapshot of the use in a simulated use environment Simulating the use setting is very hard, time consuming, expensive and sometimes impossible to attain Users are isolated from contextual factors New electronic devices are used in a context, in which multitasking is a key factor Evaluation use experience developed overtime instead of snapshot of use provides more reliable information Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Field studies Eliminates both the need for a lab environment and the effect of a lab environment on participation Accommodates diverse group of participants Generally is less expensive than a traditional in person lab testing It is an opportunity to administer the test to a larger group of people than you might be able to accommodate in a lab environment Security could be compromised if testing sensitive, privilege, or intellectual property Restricted or no view of the user’s body language might inhibit some of the cues to their reactions to the material being tested Technical difficulties are likely if users are : o Not comfortable with the technology involved o Have conflicting software or equipment on their machines o Are unable to share their screen over the internet o Have unreliable or slow connection speeds o If your test requires special equipment or software downloads or plug- ins which the participants may be unwilling or unable to download Question 7 8.1 Nielsen’s heuristics 1. Visibility of system status 2. Match between system and real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 8.2 a. A good graphical design is important reading long sentences and paragraphs is difficult on the screen (aesthetic and minimalist design) b. Avoid excess use of colour. Colour is useful for indicating different kinds of information(user control and freedom) c. Avoid excess use of graphics(aesthetic and minimalist design) d. Download time for smartphone applications must be short (flexibility and efficiency of use) Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace October November 2015 Question 1 Types of Affordance an affordance is the design aspect of an object which suggest how the object should be used; a visual clue to its function and use cognitive affordance, physical affordance, sensory affordance, and functional affordance. The terms cognitive affordance (Norman’s perceived affordance) and physical affordance (Norman’s real affordance) refer to parallel and equally important usability concepts for interaction design, to which sensory affordance plays a supporting role. We argue that the concept of physical affordance carries a mandatory component of utility or purposeful action (functional affordance). Finally, we provide guidelines to help designers think about how these four kinds of affordance work together naturally in contextualized HCI design or evaluation. Question 2 Gimmicks Frustration can happen when clicking on a link to a website only to discover that is still under construction. It can be more annoying when the website displays an ‘Under Construction” merely increase icon, which the users frustration, having made the effort to visit the website. Error Messages Error messages are notorious for their incomprehensibility. It would be more helpful to provide information about how to resolve / overcome the problem. Threatening error messages can also cause users to become anxious. Use of bold red letters and exclamation marks can be counter-productive Ideally, error messages should be treated as “how to fix it” messages. They should state the cause of the problem, and what the user needs to do to fix it. Waiting Website or software apps that take a long time to download can be frustrating. Links that hang and eventually do to load can be very annoying Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace Upgrading Another common frustration is upgrading the software. More often time – consuming, and requires a range of things such as resetting preference, checking configurations, and learning new ways of doing things Appearance People are often annoyed by Website that are overloaded by text and graphics, making it difficult to find and access information ; Flashing animations, pop ups, banner ads, that can cover what the user is looking for, and which require them to click on check boxes to close them The over-use of sound effects and music; Features – an excessive number of buttons and options, such as a remote controls; Childish designs that keep popping up, such as certain types of helper agents; Poorly laid out keyboards, pads, control panels, and other out input devices that cause users to press the wrong keys or buttons Question 3 1. Core conceptual model Metaphors and analogies that convey to people how to understand what product is for and how to use it for an activity eg browsing, book marking The concepts that people are exposed to through the product, including the task -domain objects they create and manipulate, their attributes and operations that can be performed on them eg saving, revisiting, organizing The relationship between those concepts eg whether one object contains another, the relative importance of actions to others, and whether an object is part of another The mapping between the concepts and user experience the product is designed to support or invoke. Eg one can revisit through looking at a list of visited sites, mostly frequently visited or saved websites 2. How each component relates to usability goal Metaphors and analogies that convey to people how to understand what product is for and how to use it for an relates to effectiveness The concepts that people are exposed to through the product, including the task -domain objects they create and manipulate, their attributes and operations that can be performed on them. it relates to efficiency Downloaded by: neilgovender2020 | Distribution of this document is illegal S - The study-notes marketplace The relationship between those concepts. It relates to learnability The mapping between the concepts and user experience the product is designed to support or invoke. It relates to safety Question 4 Interface metaphors- are considered to be a central component of a conceptual model. They provide a structure that is similar in some ways to aspects of a familiar entity but that also have their own behaviours and properties. It is instantiated in some way as part of the user interface. eg: The desktop metaphor. The search engine, interface metaphors are intended to provide familiar entities that enable people to readily understand the underlying conceptual model and know what to do at an interface. Question 5 Cognitive modeling involves creating a computational model to estimate how long it takes people to perform a given task. Models are based on psychological principles and experimental studies to determine times for cognitive processing and motor movements. Cognitive models can be used to improve user interfaces or predict problem errors and pitfalls during the design process. A few examples of cognitive models include:
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inf3720 human computer interaction ii
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human computer interaction ii
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inf3720 exam pack 2021