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Hci Spectrum

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—— 4 HUMAN COMPUTER INTERACTION See PART-B ESSAY QUESTIONS WITH SOLUTIONS 1.1 INTRODUCTION 1.1.1 Importance of User Interface, Definition Q9. Define human computer interaction and user interface. Discuss the importance of user tntartaeg, OR Discuss in detail the importance of the user interface design. (Refer Only Topic: Importance of the User Interfaces) poe (Model Papert tA ap 9 % Human Computer Interaction (HCD) ‘The human computer interaction can he defined as. sty which shows planning and designing to demonstrat the ingrga between human and computer. This is necessary to ensure that the people get their requirements fulfilled in most producing Here, designers take into consideration variety of factors such as, 1, Peoples demands and expectations, 2. Physical limitations and abilities held by the people. 3. Working of people’s perceptual and information processing system. 4, Attractive and interesting elements to be included according to the people. User Interface User interface is a component of computer or its software which ean be visualized, heard, touched, interacted with, ra and understood by users of the computer. The two main elements of user interface are, @ Input Input is an interaction with the computer using which the user provides information. The data is received by the compar through input devices like keyboard, mouse, trackball, touch-screens and mic in case of voice input. This informatae conveys what the user wants from the computer. (ii) Output Output deals with the processed information sent by the computer to the users as a result of their input. It is displayed # such a way that the users can view it with their eyes on the display screen (monitor) or hear from speakers through vox and sound. They can also make a copy of the information provided to them with the help of printers. Thus, output stows how the computer responds to the user requests with the help of its output devices. Importance of the User Interfaces | Human computer interaction is @ technique that deals with learning, thinking and designing ofthe way users and compas! ‘communicate with each other. It gives an idea about how a person's requirements are fulfilled by the computer system in an ea manner, The user interface in HCI allows interaction between the people and the system. The advancements in communicaie® and display techniques lead to development of Graphical User Interface (GUI). GUI has many features some of which ae. (3) Ithelps in product design through style guides. (ii) It gives instructions on how to update the design software on time ‘The WORLD WIDE WEB (WWW) is an important recent development in interactive computing. The web is| bain of internet and provides a simple way to access information through GUI. Hence, demand for simplicity and easy access of . interface as increased. It takes into account what people desire and expec, what physical restrictions and abilities peo and what people find enjoyable and attractive. WARNING: XeroxPhotocopying ofthis book fs @ CRIMINAL act. Anyone found gui is LIABLE to face LEGAL proceediogsa (Mode Paper-t, Zia) | May!June-13(R08). 01) chronological History of GUE The chronological history of GUI is discussed below, 1 In 187% modem elements of GUI were extracted at Palo Alto research center In 1981, pointing devices, selection devices and me Ouse were introduced by Xeror Star 4 In 1983, Lisa was introduced by Apple ‘which contains pull down menus and menu bars. 4161984, Macintosh was introduced by Apple as the first mass-marketed system. sn 1988, Microsoft Window 1.0 was released and ‘Amigo 1000 was introduced by Commodore. In 1987, The X window system was made available The IBM's system application architecture and presentation ‘manager was released and, ‘he firs color Macintosh named Macintosh Il was also released. "OSS. NEXT released NEXT step which had the capability of simulating three dimensional screen sn 1989, GUT's which are unix-based were released ATAET and Sun Microsystem released openlook Open software foundation which was developed by DEC and Hewlett Packard released “Molif” and % Microsoft Windows 3.0 was also released, . 8 In.1992. OS 2 workplace shell and Microsoft Window 3.1 were released, 0, In 1993, Microsoft Windows NT was released In 1995, Microsoft Windows 95 was released. 2 In 1996, NTT 4.0 was introduced and OS/2 warp 4 was released by IBM 15. In 1997, Mac OS 8 was released by Apple 14. In 1998, Windows 98 was introduced by Microsoft 'S In 1999, Mac OS X server which was Unix based was introduced by Apple. * In 2000, Microsoft Windows 2000 and Microsoft Windows ME was released. L)__In2001, Microsoft Windows XP was released. 1.1.2. Importance of Good Design Q11. When is a design called good? What is the importance of good design? OR Mode Paper. a2{a) What is the importance of good design? (Refer Only Topic: Importance of Good Design) Anawer + Dee.-11, Set-3, 2/0) Good Design \ design is said to be good if it consists of a combination of well designed input and output procedures which fulfils the -itements ina suecessful manner. A good design is one which possesses the following features, MWallows its users to focus on the data and activity, 1 provides data to its users for performing their acuvities without using any specific procedures. SPECTROM ALLAN-ONE JOURNAL FOR ENGINEERING STUDENTS6 HUMAN COMPUTER INTERACTION (NTU-HYDgR, Importance of Good Design day-to-day work life A good lesipned component that displays several complex activities given to the system A wind Ur the design 1s complex and confusing then the users face problems may also lead to frustration in people towards the system and they may stop © aggre is users and make their tasks simple and fast. neal with the desnumng of ateractive pregncts morder (0 substantiate J with the designing ae tae analyzing the performance of a seqerye hy Jo's tayo and Took dict mpat, ile wsing it and commit More Mistakes. Improgy ‘Sm veing it Several health problems may sige iy ‘ rom the system, quickly and accurately “"¥€i, The interactive design is conce terface i very tusefil to ats Use iveness, stress in the users when they do not get what they expect Therefore. the developers must foc roducing interfaces with good design features which would CvemN sn, } on p 1.1.3 Benefits of Good Design Q12. Discuss the benefits of good user interface design and impact of in efficient screen design on time. Now/Ove-s20n ont OR Discuss the impact of inefficient screen design. (Model Papert, Q2(0) | Dec.-11, $02, ayy, (Refer Only Topic’ Impact of Inefficient Screen Design) OR Discuss the impact of inefficient screen design on processing time with an examp! (Refer Only Tapic: Impact of Inefficient Screen Design) (Fob.-10, Sot, Q4{a) |AUg/S0p.-08, Sot3, a4 Answer : ‘AprivMay-08, Set-2, Q1(a) | AprivMay-08, Set-3, Q1(a) | AprivMay-08, Set, ata, Benefits of Good Design 4 u 12. 13 Following are the benefits of a good design, ing rate and demand of the product in the ‘The most important benefit of a good design is that it increases the manufact market, If screens are unclear, it makes the users to spend more time on screen. Therefore, good design offers improved clarity Researchers enhance screen clarity and readability by reducing the elements on the screen. So, the distinct objects are pa on the same display line to conserve area which resulted in twenty percent increase in the screen users. This is due tote reduction of elements on the screen providing better clarity. ‘Some researchers manipulated the sequence of screens enabling the users to compute the transactions in twenty-five perce Jess time and with twenty-five percent less errors in contrast to original screens. Good designing principles help users to make the decisions quickly. ‘The correct layout of data on screens increases performance and reduces the expenses of the company with respect 1 ie data usage. Good designing minimizes the training costs. ‘A good design leads to increased user satisfaction level as stress, frustration and anger are reduced. \ The rate of customers increases due to the satisfactory service provided to them by good design interface. ' ‘The economical advantage of good design is that it saves a great amount of money by fixing the errors during the 6? | process itself rather than fixing them after the product’s release It reduces the time spent for developing the interface because this design requires less number of iteration and rework to which the overall productivity level increases, | It helps the organization to gain better understanding about the problems the users encounters while using theit pro Maintenance cost is reduced since the developer has prior knowledge about the user requirements and other sabi | problems. | Good user interface in business results in increasing the productivity of staff, improving the level of job satisfactio® decreasing the staff turnover. WARNING: Xerox/Photocopying of this book is a CRIMINAL act. Anyone found guilty is LIABLE to face LEGAL proceeding® a ___ aaacal User interface ir neuen 1 man Comp Intron an Gea oN — efficient Sereen Design " inn on een. thereby Fes intent 7 has hen designe hen users have to sper an atonal sec OF ee NTT TT ig an Mematels me Xt Person. Year for processing all creens From the helen fable, ws clears nie capers ma screen sign wall result man adltional* person vears Additional seconds required “Additional person-years | for every sereen required to process 2.4 million pe sereeereen cree per year | | 06 I 4 78 6 Vy uv $7 | 18. 109 le: Processing Time being Affected by Inefficient Sereen Design [14 ABrief History of Screen Design 13. Give an example regarding the development of screen design. on Bet oR Explain the brief history of screen design. Now-10, Sat, 28(0) ‘OR Discuss the history of screen design. (aug /8ep-08, Se, (a) |Apriiay-08, Set, 418) OR Compare a 1970's screen, a 1980's screen and a 1990's and beyond screen. Anower + (Mode! Papers, G2{b) | Nov-13(R08), Q1(6)) History of Sereen Design ‘The history of screen design stirted with development ofthe cathode ray tube display. This development was spread widely inte application of good design. 19705 During early 1970s, a 3270 cathode ray tube text based terminal was launched by IBM. Soon it became popular for its good scren designing features and started getting adopted in offices and companies. However, less number of guidelines were ‘salable due tothe influence of the issues related to hardware and telephone line transmission. ‘Typical 1970's screen design used to have many fields, domains with unclear and unintelligible headings. The screen was ‘ul properly ordered and had a command area that is required to be memorized by the user. User are required to refer a manual for understanding the unclear messages displayed on the screen. These screens used to ‘tave green text on black background, thus restricted to monochrome. Therefore, toleration and practise is required by the users inorder to extract the best from these screens. A typical screen of 1970's is shown in figure below, | TDx92150 SIA Publishers 15-02-76 09:00 NAME. TELE FO bow oP suB" sp PPD ENTRY ERROR XX4652891360.118 Command Figure (ak: Sereen of 1970's SPECTRUM ALLIN-ONE JOURNAL FOR ENGINEERING STUDENTS= HUMAN COMPUTER INTERACTION [UNTU-Hy pg, " 1980s, arket for desiuning screens To the 1980s a wide variety of design nidelines were launched im we aes proups and then aligns screens were made very clear by nmeers od rte A Sl fa ndings for the areas on the screen. Also the « An atsita tthe user was prove sng em an we pete lhe FET LEME ere crn ly hnnt tea natang eN presented on the serecn to help the users mn selection The screen of the 1980's 1s shown 4 figure (by SIA PUBLISHERS MOK co os. — | eprror NAME | TELEPHONE | LOCATION >» OFFICE - - | DATE-OF-WRITING _ | DATE-OF-PRINTING _ BOOK » SUBJECT ACCURACY - —_ PAGES PER DAY - The limit of pages per day is 100 Enter Fl ~ Help F3 = Exit F12 = Cancel Figure (b}: Sereen of 1980's 19905 In the 1990s the introduction of graphics contributed a lot in screen designing. Along with arranging and ordering the elements, borders were also included to usually enhance groupings. The commands were now handled by buttons and mem, rather than function keys. Elements had numerous features such as variety of font sizes, styles, line thickness and colors. Lig. boxes, drop-down combination boxes, spin-boxes were used for making entries. As a result the users did not need to memorize anything as everything was listed in the controls provided on the screen. The codes were removed from the screen and new listing control was inscribed. The screen of 1990's is shown in figure (c). WOE «CCC EDITOR [ Nan TetepHone [ID Co Co Location | pee ca cm Ca > joateorreomnc =o Ca Ga f- BooK — suet Ca —"] | ACCURACY racesre vay (all SS be Figure (c): Sereen of 1990's and Further Hence, as technology is enhancing, the screen designing techniques are improving effectively. FIR WARNING: xerouPnotocopying of this book is a CRIMINAL act. Anyone found guily s LIABLE to face LEGAL proceedingswatl 9 niT-1_ Introduction fo Human Computer Interaction and Gi ———————————— ection and Graphical User interiace “a. Explain the importance of the us of screen design. 7 er Interface and screen design in user interface. Discuss about history ‘ Dee. -14(R00), 29 answer = portance of User Interface " For answer refer Unit, 09, Topi: Importance ofthe User ttrfces portance of Sereen Design in User Interface For answer refer Unit. Q11, Topic: Importance of Good Design story of Sereen Design For answer refer Uni QB. 1.2 THE GRAPHICAL USER INTERFACE 1.2.1 Popularity of Graphics Q15. Write about GUI interface designs and its properties. Discuss about the popularity of graphics. Answer = Mode! Paper-t, 2tb) Graphical User Interface (GUI) user inerface refers othe collection of interacting techniques to interact with something. A graphical interface is defined san interlace in which a pointing device is used for cor ynmunication, Here, objects are the means of communication for user ineraction, Properties of Objects + Objects can be visualized, heard, felt and easily understood by the users for accomplishing their task. 4 Objects constituting an entity are not dependent onthe existence of other objects. ‘% Objects can be operated by means Of actions which include accessing and altering objects. 4 Object have standardized and distinguishable behavior. Graphics Popularity The design and the user interface have changed drastically withthe invasion of graphics. The older text-based screens having «ve-lmensional look, text oriented, form lke quality were re placed by a three-dimensional graphical screen. These screens gain Popularity when content started appearing in windows (small rectangular boxes) above the background. There can be movement of windows above other windows. Features of Graphical System Features ofa graphical system include the following, Controls get into motion when activated and seemed to accelerate above the screen. Lines are carved across the screen, The content can be made visible or invisible as desired. ‘cons, which are graphical images denoting objects are used in place of text. Menu bars and pull-downs help in the movement on screen and execution of commands, Menus “POP UP" on screen. Radio butons, check boxes, list boxes and palettes are used for selection purpose. see ee ee Pointing devices like mouse and joystick were used to select objects and screen actions. ‘fons atures have contributed in increasing the graphics popularity. With these features, graphical sereens help users “mation-processing capabilities very much effective m comparison with various other methods. Graphic mini ‘ding and reforming on sereen, It decreases the load on mem ‘ c minimizes the content recording a < "tL movement between computers It makes the content closely packed and structured SPECTRUM ALLIN-ONE JOURNAL FOR ENGINEERING STUDENTS fry and allows quicker10 HUMAN COMPUTER INTERACTION NTU HYD ER Aan, 1.2.2 The Concept of Direct Manipulation Discuss about the concept of direct manipulation. (Refer Only Topic. Direct Manipulation) Q16. Explain direct and indirect manipulation. Mode Paes or w Discuss about earlier direct manipulation system. Why should we go for indirect manipulation, | OR oR Explain the concept of direct manipulation in graphical user interface. (Refer Only Topic: Direct Manipulation) Answer Nov-1980 cy Direct Manipulation rect manipulation refers to the style of communication for graphical systems. Direct manipulation came into, before the first graphical system. Earlier, full screen text editors had the same characteristics. For example, a screen could 5, created by considering it as a piece of paper and editing could be done easily quickly and undoing actions were also possibie j offers following features (i) System is Mustrated as an Extension of the Real World The system copies known objects and actions performed by the user and displays them on a different medium (screen Users can access and alter these objects as desired. They can work focussing on data instead of application and tools while the structure of the system is hidden to the users to avoid diversions. Continuous View of Objects and Actions The visibility of objects is continuous. The prompts related to actions are clear to the users and the syntaxes and command names are transformed into labeled buttons. These features make the system transparent to the users. Fast Increasing Actions Producing Visual Results ‘The results of actions are instantly shown on the screen in their new and present form along with the auditory feedback. ‘The result of an action is reflected quickly. (iv) Reverse of Incremental Actions The incorrect or undesired actions performed can be simply rolled back. Problems with Direct Manipulation 1. Absence of direct analogy for all essential windowing operations. In the graphical system, direct manipulation operation is complex. It offers limited of graphical capabilities. .ck of space for the arrangement of manipulation controls in the window border. Learning and memorizing all the important actions and operations is difficult. eae S Due to these reasons, direct manipulation of all screen objects and actions is not possible.’ rect Manipulation Indirect manipulation places words and text in place of pull-down or pop-up menus. Pointing is replaced by typing: Direct and indirect manipulation are together used in Window systems, “> Performing direct manipulation across all the objects and actions on a screen is not practical. For this reason indire manipulation is adopted. Example Inorder to access a menu, point the cursor at the menu and select it. This action is direct manipulation. The menu is atest list of operations and this action is indirect manipulation. A command is executed by the system which is an operation chose? the list either by mouse or keyboard. WARNING: Xerox/Photocopying of this book is a CRIMINAL act. Anyone found guilty is LIABLE to face LEGAL proceedings: og33. Graphical System, Characteristics ;_ What 's meant By graphical systems? Discuss in detail various advantages and disadvantages, of graphical systems. ‘Aug Sep 08,504.02 oR giscuss about graphical systems, wel (Model Papert 03(a)| Dec.-1, Seta, a) aphcsl System Graphical systems are the systems that possess the fol- ing characteristic features. Forremaining answer refer Unit-1, Q15, Topic: Features Graphical Systems. yantages of Graphical System Quick Identification of Symbols in Comparison to Text Ihas been analysed that symbols can be identified «quickly and easily than text. Objects, elements or text can be represented by some common property with the help of graphical attributes of icons like shape and color. Rapid Learning The presence of graphical/pictorial content including symbols can be easily leamed and hence it increases the speed of learning, (Quick Usage and Solution to Problem Visual presentation of content can be easily remembered and altered. This helps in solving the problems quickly. Simple instructions can be easily evaluated from the symbols. Simpli The simplicity of graphical systems makes it easier for its users to memorize operational methods. in Memorizing More Natural Graphical objects are considered as more natural. Human beings can grasp symbols easily due to their powerful image memory Utilize Visual or Spatial Prompts Visual representations are simple and easy to understand in comparison with logical representation Encourage more Definite Thoughts The objects which are visualized can be used directly in ‘heir current form and they are available in the high-level ‘ask domain, Breaking task into multiple commands with Somplex syntactic form is not required. Hence, abstract, thinking can be avoided and more real thoughts encour- ated 8 13. Mw 15. 16. 7 19. Provides Context In graphical system. dieplayed objects are visible offering 2 viewor the present -ontew Less Errors It for the errors to ocr ‘Concrete thinking makes it diffi , This is because the actions are reversible making it posse {o undo the last step Instant Feedback The feedback for actions within the system are instant progressing us towards the goa). Based on this. modifica tions can be done with respect to the undesiring response Predictable Reply The graphical system responses are predictahle which enhances learning. Actions are Easily Reversible ‘The unwanted actions are easily reversible as the user has greater control which also boosts user confidence and speeds up system working. Reduces Anxiety Graphical systems are simple to understand and control and therefore make their users tee! less anxious. The reply can be anticipated and actions can be reversed. More Attractive Graphical systems are more interesting Consume Less Space The representation using icons conserves less space in contrast to words, National Languages are Replaced Graphical systems possess icons which are much easier to understand worldwide in contrast to languages. Lan- guages or text base systems require translations with respect to the regions, Simple Augmenting Easy augmentation of the system is possible with text displays, Minimizs of Typing Less heyboard involvement required with the pointing and selection controls like mouse, trackball ete Simplicity of Transition is simple enough to transform the system trom com- mand language to a direct manipulation system. The reverse is not valid, SPECTRUM ALL-IN-ONE JOURNAL FOR ENGINEERING STUDENTS12 HUMAN CO! s. Disadvantages of Graphical Systems im Hes In Designing In comparison to the text-based screen designs the ments and methods available for the designers of jon from praphical sereen are large in number. The seles these many controls and considering basic requirements ts very difficult. However, there is no guarantee that the design produced will be better as it completely relies on the choices made with respect to the design Is also necessary to select the window type and color ‘of window from an enormous range of colors making the design more complex. The increased usage of graphics has become a challenge for the designers. If the design is rejected, is not satistactor Need for Learning, New users of the graphical systems will be initially unaware of the functions of icons and usage of point ing device. Hence, they face difficulties until they learn and memorize the function to speed up their work. In contrast, a text-based system could be simply structured with the group of clear instructions to be performed sequentially, Insufficient Designing Rules ‘The graphical system does not have sufficiently con- tractable experimentally derived design guidelines. The developers focus on resolving technical issues instead of usability issues. Because of this, few usability issues pertaining to design exist. The factors influencing the shortage of guidelines are, 4 The builders of interfaces want to keep the design of their product confidential to gain competitive advantage. “The studies are typically task or function specific and hence they are not applicable universally. 4+ Itrequires time to publish the details. 4 The complexity of the system Variations in Technique and Terminology Different graphical system provides incorporate dis tinct methods, terms, appearances and textures even in. consecutive versions of the same system. The copyright and legal implications, product variations and increasing knowledge in the field of interfaces account for these variations. This increases the overhead of learning and rclearning for designers and users. 10. nL. 12. 13. MPUTER INTERACTION (JNTU-Hy pg, ny n prowided by the direct nan ly be understood by the user “Current Working Domain The informa system can 0 is familar with the current working domain foe Uafamiiar Contest ‘Some times words and numbers can be easily in contrast to symbols. Analysis reflect that ig search activity. numbers Bring quick replies than iy symbols. In a research, it has been noted that = land some other users wanted more famifiar Restrictions in Human Understanding Human ability to understand and manage the complexities in the graphical system is limited 1, increase in the production of various icons causes 4, | ulties in understanding, The other skill lke doug. clicking a mouse is also difficult for some wers, | Requirements for Operating Window } The graphical system needs additional and repetin, window manipulations and management which ever | ally wastes time, Moreover, these activities may aly involve interruptions. Limitations in Production | ‘The present technology involves limitations in x number of symbols to be'produced. Producing a se i identifiable symbols with the help of various tens gies has become tedious task. Inefficient for Touch Typists Incase of experienced touch typist, the keyboards? fast and powerful device and therefore handling a= or various pointing devices may slow down his watt Difficulties Faced by Expert Users When there are too many objects and actions tbat be performed on the sereen, even expert may fk ficulties in managing the objects. In command angoet concatenation is complex. Acquires more Screen Space Graphi acquite more seen space compare! Limitations in Hardware Limitations in hardware properties like ee power, processing speed, screen resolution and of capability results in decreasing the designing and tial of the graphical sy stem. WARNING: Xerox/Photocopying of this book is a CRIMINAL act. Anyone found guilty is LIABLE to face LEGAL proceedingsintroduction to Human Computer wt! an 'nteraction and Graphical User Interface e piscuss the cl istics of GUI, Mode! Paper. OR piscuss the following object relationships, {Collections fay Constraints ji) Composites tainers. (w) Contat (Nov-10, Set, Q6() | Feb 0, Set-1, Ob) | Aug Sep-08, Set-t,2210)) peer Only Topies. Device Objects, Comtainer Objects) OR piscuss about data objects, container objects and device objects. (Retr Only Topic: Beluriour of Olijecté) ' awe (Nov.10, Set-2, 03 | Fab.-10, Set-1, QS(a) | Aug/Sep.-08, Set, 02a) phic Ler Interface Characteristics following ar the characteristics of GUL | Advanced Visual Presentation Ths oual presentation 1s the content that 1s displayed on the user interface The features of graphical system that make ss sophisticated are as follows, than 16 million colors & Possibility of displaying m # — \nimauon and the presentation of photographs and mouon videos, Ihe praphical system offers several useful, ssmple and meaningful, visual elements, Some of them are listed below, ) Windows (primary, secondary or duilog boxes) uy) Menus (menu bar. pull-down, pop-up, cascading) J {ons (representing files programs) {wsorted sereen-based controls (text boxes, ist boxes, combination boxes, settings, scroll bars and buttons) \1 Amouse pounter and cursor Interaction using Pick and Click Pui yepresents the motor activity of a user whose job 1s to select an element ofa graphical screen upon which an action be armed out, “Click’ signifies the signal to perform an action. formed with the help ofthe mouse buttons, To perform pick operation, the mouse pointer is moved Th pich-and/-click ts pert by clicking the mouse button which represents the action. An 4 parhcular element and click operation 1s performed ‘erative of performing these actions is using Keyboard Limited Interface Options Th user allowed to access limited set of choices from the screen content or adequate information gathered as a result ssteen content, Visualization ec method using which users can interpret complex infermation which i either in Suan ees ing ae Snerbedt hangns the epee of tes, Visualization be improved wing of spe al umages. The goal here is to generate an image which gives useful informa- . jenerating a real graphical image “elore, \isualazanon helps im increasing production. SPECTRUM ALLAH-OME JOURNAL FOR ENGINEERS 5) avers speed and accuracy of dataHUMAN COMP! UTER INTERACTION [JNTU-Hyp,, 14 5 Behaviour of Object a atensive Use of a Person's Recognition sie et cca « praphical systems facilitate The praphical system is characterized by obiects and Ue rata tems a omtnanany setiane Roth ot these together mst ph sty Cat evatem Objects are regarded as visible elements ed vin the screen anal are consnfered! as a singte anit tn 9] 7 rent Functions Celbatecipned st stem, the asersemphasize upon obyeets Multiple things oF programs can be e rtead of actions where thes constitute *sub-objeets time By the graphical systems OM ge Waampte 4 Co-operative multitasking 8 achieved Focument can be considered as an object whereas para- fst morn SECU YR aa anh, comence, wont and fetter are its sub-objects ment, background tasks can be mace . systems 7 The objets are div ed into three classes as per IBM's ; » ; cess 4 Preemptive multitasking is achieved for im qcicn Application Architecture Common User Acc maltacking is 2 — \ saved Interface Design Reference (SAA CUA) running as distinct tasks having tire shoes a ae eee ices given to ity the system for quick Se (1) Data objects u nterface Gn) Container objects ) Device object Characteristics arity, (un) Device objects - Q19, Write about web interface design and (i Data Objects open, web. These objects present information i.e., text or graphics ofthe that appears in the body of the screen. lisa sereen-based | AmSwer + control Web Interface Design Gi) Container Objects ‘A web refers to a pool of information where usesg These objects hold other objects. Two or more related objects are grouped by container objects for simplicity in accessing and retrieving. Following are the various Kinds of container objects, + Workplace: Desktop is the workplace. All objects are stored on desktop, “Folders: These kind of container objects provide storage of objects for longer time. Work Areas: Multiple objects presently being operated are stored in temporary storage folders. Device Objects Printers or trash baskets denote physical objects in the real world. Device objects consist of other objects for taken necessary action when a particular action is triggered. Example File contents are printed by placing it in a printer. On the basis of relationships that exist between objects, their features can be observed. Object relationships are, (a) Collection: In this relationship, acommon feature is shared by the objects. A query result or multiple choice of objects can form a collection. Constraint: In this relationship, an object in a group 1s affected due to the change in other object. It is a stronger object relationship (b) Example: Organization of document into pages. (c) Composite: In this relationship, the group of ob- jects are together considered as an object due to the significance of relationship among them. Example: A paragraph formed by a collection of words WARNING: Xerox/Photocopying of this book is a CRIMINAL act. Anyone found guilty is LIABLE to face LEGAL proceedings ‘access unlimited amount of data by means of web The web interface designing is concerned with the design 4 movement of data and representing it in such a way that in be understandable as well as easily accessible to the user 4 balance between structure and relationships of menus, conte linked documents of graphics results in a good interface, Such a design makes it easier for users to view the informatie and analyze it. Difficulties in Designing Web Interfaces ° HTML, a commonly used language for designing we interfaces can be used only by the technical users whe as common users find difficulty in using it. HTMLs less objects and interaction styles. It lacks in effect presentation of content to people. Activity/movement in web browser pre-GUI dems “Command” area to be memorized. The movements tem and structure are concealed behind dark and tis screen. Whereas GUIs removed the “Command” = replacing with menus associated with task. There are two types of movements in browser L675 ward’ and ‘Back’. Since “Back-to-where” and “Fors to-where” are usually not known, the knowledge a various targets is made invisible. This means that buttons on the sereen without any purpose a invisible. . The steps involved when dealing with forms a - sending and resetting needs interactive me! designing require successive design of inte tween user and system The designing and flow of large amount of 191007, is becoming very complex and therefore a #7 deal of understanding in users to grasp the ¢o! make use of it ———i tion to Hunan Com ws 11 inoue Puter Interaction and Graphical User Interface Pega Ri a {sponse e " has completely changed the field computing. 11 * nerssread THOURHOU!the Work to inter en ene rat dy 8d Presentation of web pages Senne scot include chaning typography and color. graphice «sho allowing o denying data o be ransmited eras antes 0 allowing or denying cookies Wit gr Maen. the number of ifemet hosts has sereased ay collins in successive years, wnat characteristics that difer in web interface snd GUI? No.0, 8,049) OR compare and contrast the graphical u; interface and the web user interface. ‘Aug sSep.08, Set-3, a2 OR state and explain various characteristics of the graphical user interface. And also discuss the characteristics of web interface. MayiJune-13(R09), 02 OR Wite short notes on Us presentation elements in respect of GUI design. saseer (Model Papers, 030) | Nov.-13(R09), @2{b)) Theditferences between graphical user interface and web ucierfae according to the various criteria are as follows, | User Focus + GUL Applications, data, transactions and processes ‘press a GUI system. These require thorough focus of ‘ses in order to complete their task. eb: Web is a pool of information and users move back ind forward in any way in order to obtain content from ‘aris pages. Movement UL: Users perform their tasks using trees, lists, menus, “rds and dialogs. Design restricts the paths on the in- ‘erfice. Style rules and toolkits standardize the movement "echnigues, Web: Web users perform their tasks over links, typed RL sand bookmarks, Web does not enforce constraints = 1e GUI on users. Here, Navigation is strong and ag.) “sible concept. However, the size of web makes ‘S'S unaware of “sense of place”. pa sands are available for moving through web Whig PAE designs consist of design movements "ST not uniform thereby confusing SETS user requests GUE: The GUI system responds to the 4 uickly within a fixed time ‘Web: The web response to the user's request 18 a depending on line transmission speed. system load a ‘Page content, Longer waiting time can lead to frustration, Devices GUI: The hardware devices like monitors and modems are defined well in terms of their features. The user can not change the design of hardware frequently Web: The web has large number of hardware devices exist ranging from handheld devices to workstations Screen appearance depends on both the hardware and software Presentation Elements GUL: Windows, menus, data, toolbars, messages and con- trols are important presentation items. The screen contains otly those items which are selected by the designer. De- pending upon the state of interaction, items are temporary ard may appear or disappear. The style rules and toolkits standardize the items on screen, ‘Web: The browser and page are two items in web systems. (i) Page: A page may Have any combination of video, animation, text, audio and images, Generally, the Pages which are developed without much efforts are complex, filled intensively and visu. ly confus- ing. There exist no designing guideline provided but toolkits are now getting adopted. The exact design of the page is dependent on users monitor and browser but not on the designer. (i) Browser: Browsers are GUI applications having common GUI presentational items. Security GUL: GUI'system provides strict security to their users Providing authorized data access. The security depends ‘a the people's interest to invest on resources and efforts, However, itis easy for most home based PC users, ‘Web: The web does not provide proper security as per the expectations of users. The businesses and consumers fear to surf the Intemet when they are using their work system. Usually, web users find it difficult to comprehend. the browser provided security options. These options often have functionality limiting side effects. i ALLAN-ONE JOURNAL FOR ENGINEERING STUDENTS16 ° % 10. n. HUMAN COMPUTER INTERACTION [JNTUHyp¢ Ray Content Data ered, GUI: The data available on GUE and used from known sources by peop! prpantation or reputed compantes. The system's «tat properties are well known and the information is placed in a systematic and easily comprehendible order. The data ean be shared and can be made confidential to maintain privacy The content on web is highly vartable. It is orga by people or organization which are unknown to the users. Usually, content is not placed by the users on the web, except the content they want to publish. The sources of data are unknown and can not be trusted and hence the data privacy is doubtful Potential of the System GUL: The abilities of the GUI system depend on the following factors. (3) Hardware properties like speed, configuration and memory Gi) Software sophistication, Web: The potential of the system depends on the con- straints set by the hardware, software and browser. It is also dependent on security, response time and privacy facts User's Conceptual Space GUL: The applications and programs handle the user’s conceptual space. The access to data is limited whereas the system provides space to store and manage the user data Web: The web offers huge and infinite amount of space to store the user data Re GUE: The reliability depends on the interest of an orga- nization to invest on resources and efforts. ble Web: Web is highly unreliable and may direct the data in unspecific directions due to telephone line, internet service providers, remote accessed sites, cable providers and users. Uniformity GUI: Maintaining uniformity within applications and across applications in the design of GUI is the primary task of the developers. Toolkits and standard design rules are implemented to standardize the GUI system universally. Web: Less uniformity is achieved in web page design due to the usage of graphics, shortage of design standards and the desire of every user to create their own style and standard of websites. Standards are set frequently thereby ignoring the guidelines of GUI WARNING: Xerox/Photocopying of this book is a CRIMINAL act’ Anyone found gui 2 * 16. —_= User Tasks GUE: The GUL wsers perform the operat, ing, me programs. he data files can be opened. yn by the users, With continuous usage. mh, eT nitiating, using. personalizing a familiar with most of tts desisen and char, Web: The web users find sites, participate m, download and save items, fill forms, ye pages and register for services. The users” familiar with sites as they move frequeneyje, and pages. Moreover, the web users do not, idea about programs and computer coneepty Integration GUI: Integrating all application parts to act ike system is the primary task of GUI. This can be seh with the help of toolkits and their components Web: Only few basic functions can be integrated y websites. This is because, every user desires to iy unique and hence, integration cannot bétehievea Context GUI: A good sense of context is achieved by users ne of GUI systems. Here, the paths are limited and a. can view multiple overlapping windows at atime. this, they can keep track of their task and know ho» what are they doing. Web: The number of paths are unlimited and they ss proper presentation of messages and dialog boxes»: questions, manage information and other related Efficiency of Task GUI: The efficiency of performing a task is depes on the amount of programming for supporting it. B= of GUI systems is specific for particular users = out particular tasks. Web: Efficiency of task depends on abilities ote" and network. Since websites can be browsed by the real users find difficulties in understands ° carrying out their tasks. Interaction slike clickins essing place ™ GUI: Interaction based activities choices, selecting choices from list. Pr keying data, cut, copy and paste takes context of open window. ction wo Web: Single click is a basic web interaction somtext like a conte Jeads to major transformation in ¢ another site or changing the display site, ing? ity is LIABLE’ to face LEGAL proceedThere ae limitations imposed by too ikt wig tothe visual style of GUT systems. Viet ay i sreen design is allowed but its dimean foam sereen personalization, ~ da individual and unt 2: Aisi, individual and untimited presentation 0 ne alowed based on the capabilities of designee apiatons aso arse due to varying browse en, Sela sizes, screen sizes and bandwidth restrictions {fst limited personalization ofthe sync assistance to User Gut: The GUI systems provide help and guide the users °jasandard mechanisms ike FI Key and help mance screen contains Messages and statuses that offer, spt the users both online and ofine. Assistance srovded nal possible ways tothe usersin GUI syste Web: No similar assistance is provided. However, limited customer service suppor is provided o produc: casenive a a eee ai. Whats meant by web user interface? Discus the characteristics of a web interface, over: Ovc.-t4 R09), c2 veblnterface for answer refer Units, Q19, Topic: Web Interface de. Curacteristics of Web Interface Fovanswer refer Unit-l, Q20. (2. Compare the print page design and web page 28190. (Fob-10, Sa, Os) | Aug op.0, Sot, 24a) | ‘Aoruntay 08, Set2, Q2{a) | AprWAtay-26, S013, 024s) | ‘Apetitey-06, St-4,0240)) OR Compare the front page design and web page design, over: Now.13(R9), 230) “ors bone Printed Pages and Web Pages suelo between printed pages and web pages us features are as follows, Ls | Sst e Page Tit Paes: Printed pages re ange and fxd in sie, tt be designed as a single entity with complete i, ‘he printed page is preserved in the form of “SPY tobe viewed by the users. MNP Feex: Webpages are small and variable in size e 1° designed as complete entities made with pieces ea ‘limensions vary according to user's browser, Sngy 39 On The web page content i nt con: “std the user has to scoll up and down to read. ov 2 ticle Printed Pages: Printed pages appear as complete a Providing users the overall content for reading qui ‘Web Pages: The components delivery in webpages a Slow due to line transmission speeds and page size. In ‘order to load entire page contents, ample time is con- Sumed, This can lead to frustration in users. Format of the Page Printed Pages: The format of printed page is precise keeping the user focussed. ‘Web Pages: The format of web page is estimated with minimal designing principles and features of browsers, fare and screen size of user system. Resolution of Page Printed Pages: The resolution of printed characters is better than the screen resolution. This help in reading the document quickly. Web Pages: High resolution characters are displayed slowly. Attention of User Printed Pages: The printed pages provide thorough information toattain the focus ofthe user. The documents ate resized exactly as per the requirements of the users Web Pages: The web pages facilitate abstracted information arranged in portions. It provides some hints on structure and flow and very few hints on size and width of the content. The users have the idea about the web page and its pool of information which can be accessed any where and at any time. The web users ‘sequire specific information needed from an enormous database to accomplish their work. Movement of Pages Printed Pages: Printed pages are organized sequentially ‘and are equivalent to tuming pages of a book. Web Pages: Moving through web pages raises the following quesiions, (What is at the end of this link? (il) Where is it? (Gil) Will it address the need of solve my problem. Sense of Place Working with printed pages or documents, uses have an idea of where they are ing combination of graphic and editorial design. Here, the document acts s an object with physical features Web Pages: When navigating through web Pages, ser are not unaware of the information or plese roo Browser's back button takes us one step back through links visited and allowing the users tn through several documents, iid SPECTROM ALLIN-ONE JOURNAL FOR ENGINEERING STUDENTS ee -Os” 18 HUMAN COMPUTER INTERACTION ([Link], e Interaction Intranet can be Built on a networked pe S Printed Pages: Printed page desien allows the users | the network have an access through the intraney "> to move their cves over fixed content, and selectively | internet ooking at intormation Here the uses ca Iy look c sony Here the user can properly Hoo Consider an example, where a comy at page cfements 9s there cys! enonigh spaces in betWe = ee i ree vcan {PCS and printers which ae connected together between user and the document apie But. this network is not connected to the a a driv i, & Web Pages: Web page design allows the users to use | onthe network contain adrive, whereaditectoryor ya, their hands for scrolling, pointing, expanding and clicking along with the movement to eyes to reach to the information Q23. Discuss about the terms intranet, internet, and extranet. (Mode! Paper, 03(0)|AprivMay 08, Set-1,22(0)) oR What is meant by extranet? How It is different from internet? (Refer Only Topics: Extranet, Internet) (Feb.-10, Set-3, 08(b) | Aug /Sep-08, Set-2, 22(b) | ‘AprivMay-08, Set-2, €2(b) | AprivMay-08, Set, 02(b) Answer : ‘ApriuMay-08, Set-4, Q2(b)) Internet An internet is a world-wide network of computers accessible by millions of people who know their IP (Internet Protocol) address. Io define the location of a computer over the network. a unique set of numbers called an IP address is used. (For example, 225.225 39.08). Usually, a computer can be accessed by its name such as hitp. “www heiinformation com. But, before accessing the computer, the name must be converted into an IP address. This is done by checking the name and returning an IP address. If the name is not found, then an error message is displayed. Upon receiving the IP address, the remote computer can be accessed. The main server (computer with web pages) should not lie behind the firewall. If it does, then it will be considered as an extranet. It may be used for implementing security at a directory level for providing access to the computer through the username and password. And, all the other information can be made accessible. Intranet ‘An intranet refers to a private internet, network or segments belonging to a public intemet network. I can be accessed only by the authorized users. Since intranets ate controlled by internal web servers, they are widely used by the Greanizations so as to provide an easy way of accessing the Corporate information, Intranets also provide an efficient and effective way for application delivery ‘An intranet isa collection of private computers within an “organization. Iti similar to local internet 1€ ican be aevessed fon a web of computers such as a school, organization ete. 1 a connection 1s established from the intranet network to the internet then intranet is placed beside a firewall. This firewall provides the access control between the intranet and interne. Hence. only those people who belong to the same organization are permitted to aecess the intranet. WARNING: Xerox/Photocopying ofthis book is @ CRIMI containing the information about intranet 1s plag PCs available on the network have the capability this intranet. This access is done by pointing the Pc, the directory (for exampie. U: inet data htm), Hence, of PCs is done around the intranet. : is required. This makes the intranets more secure ag nay Similar to internet, intranets are also used fog information, To build and manage intranets, very jg grouping segments of the internet. Extranet, 24. Answer : General Principles of User I Pe The, Mee, tre | "a Extranet refers to a network that provides a conse, between resources of the company’s intranet with the parte, suppliers or customers. It is a private internet-based net that allows a controlled access to intranet from outside. ms use of digital certificates, firewalls, encryption mechaniansay several authentication procedures for providing a seewe a private access to the business information. For establish connection between two business partners, extranet inves Utilization of VPNs (Virtual Private Networks) wht =| tum provides a secure tunnel through which the daw cas exchanged. Extranet is the extended version of intranet thts a firewall to provide restricted access to outsiders. Thus be said that extranet is a semi-private network and extans= be accessed by all the closely trusted organizations. Thedse case of extranet is held in trust eycles. nie 1.2.5. Principles of User Interface OR State and explain various principles o interface design. The general pri face Desiga terfaces like GUL and web are as follows, Pleasing Appearance INAL act Anyone fund guilty is LIABLE to face LEGAL proconso® mm snes? (Mode! Papers, 03{b) | Newbee11 Intoduetion to Human yi MPearance Sup semantically dinctive stench Make spatial groupings Oller a three-dimensional Fepresentation 4 Ta and elective usage of colors and sraphics incon. aPaly vibe composition causes following donivantages, fe Unknown navigation 4 Provides missing and uncertain semantics 4 Decreases the speed of the users 4 Confuses the users, Understanding Another design goal of a good user int develop an easy to understand system made aware of what to look at, what t it where 10 doit, why to do it and ho: task, Objects must be given with appropriate hints for «as understanding, The movement of actions, replies, vse presentations and knowledge must make rene andthe user must beable to recollect and place them context Compatibility \secimerface should offer compatibility among the user, ‘us ot job and the product, It is necessary to consider ‘ser’ point of view while designing. | User Compatibility The developers should provide an exact or almost similar ! HUMAN COMPUTER INTERACTION eer Uniformity tem. Similar look, usa ‘A uniormity shouldbe maintained inthe Tok, at ad operations of Ne anor be processed by similar elements, Same result should be obtai he ined, Uniformity minimizes This clements must have consistent functions and their locations must Fearing yy % 7 already learned skills to be applied on other situations. ‘ quirements, Ituniformity is not maintained in the design, it needs to consider the following req Increased users specialization. ‘More types of documentations | “Allocate more time for finding content in documents. | Produce changes more oftenly. “Increased responsibilities of the managers and supervisors, ‘More demand for skilled persons. + Increased occurrence of error in the system. % Frequent learning due to changes in system. Increased possibility of doing wrong things. Increased preparation period and reduced production period. The reason for inconsistencies in design is due to various views of people. Wrongly timed features made inthe des. system increases more non-uniformly. Therefore, uniformity should be achieved by building and applying rus» the system’s look, act, and feel remain identical all the time, Versatility System should be versatile which means that the users should be allowed to select any method of interaction whcs useful in their work. It must respond to different needs of its users accordingly as every individual possesses dito knowledge, skills, experience, personal preference and habits. Problems with Versatility _ Inaversatile system. people without experience tend to make more errors due to high flexibility available insye= ‘Therefore, versatility should be limited to experienced users only. 4 Versatility is not always desired as some people prefer traditional ways which were leaned initially Efficiency ‘System can be made more efficient by designing it in such a way that it involves minimum eye and hand movemea: control actions. The switching between different system controls should be easy. Moreover the navigation path ms!” kept as short as possible. The system should always be ready to provide the information and tools required to con the task, Anticipation On the basis of knowledge and experience, tasks, displays and movement through a system must be predicted. If unifo™ {s maintained in design, it becomes easy for users to anticipate various things in the system. Expected results must be generated by the actions. Moreover, specific and identifiable screen elements must be a" ‘on the user interface and clues must be given in order to carry further processing. Awareness of Concept The interfaces must be constructed based on the existing knowledge of the users. In their construction, the °° language and real world metaphors used should be familiar tothe users. The interfaces must be natural showisé behavior patterns. Therefore if the user is acquainted with methods, it becomes easy for him to adapt the new system and generat unk” positive results. WARNING: XeroxPhotocopying of this book is @ CRIMINAL act. Anyone found guilty is LIABLE to face LEGAL procesdin? ae |a “ers should be able to reverse an action by si 'n8 undo command. When the actions are reverable user problems and error -ccan be handled efficiently. Pre ily = actions, previous sereen. a recent closure point or the heginning of some Some number of minutes denote a return point With recovery stability can ‘wrong path is taken, \ scurtene preetermined piod ike 10 screens closed fr achieved or get hack on right path, when scovery ensues that users never lo Re lose thei work due to errors, hardware, software or communication problems. shew stem must be designed withthe prine sme designed such tha it avoids oxeurn ile of ignoring regular and unavoidable errors of he users. The user interface fence of errors, wherever possible Lsualy humans adopt trial and error techniques to leam and oversensitive {0 erromeous inputs. Ifthe users consume mor ireventually damages the productivity, tty new things, which will be discouraged if the system is re time to leam, perform slowly and carefully to prevent errors, Protection against errors must be provided by allowing the users to review, undo and change actions wherever required. The user should be alerted by constructive messages if error occurs is, Transparent ‘Technical details of the system must not be revealed the users. In fact they should only concern about the task, but not the computer interaction process. Reminders of working and reminders associated with working within the computer should te kept hidden from the users. ie Quick Reaction Reaction to user's request must be quick. The actions to be performed as a reaction can be learned from the feedback which eventually shapes human performance and builds confidence level of the users. System should also send quick acknowledgment to all user actions which may be any of the following, \i) Visual (the change in the shape of the mouse pointer) (iy Textual (Message) (ui) Auditory (Sound as tone). Arequest consuming more time than expected to complete its task must be informed with “in-progress” message to the ers and a convenient communication must be made possible to eliminate problems. Trade-Onts Thre ate a large number of design principles which frequently conflict with one another or with technical requirements, The ultimate design will be based on a series of trade-offs like cost, speed, time and the user and design considerations The designer must always choose the best from all the available designs by comparing them and adopting the one which tives effective result to the users. User's requirements always take precedence over technical requirements Simplicity Thedesign of interface should be as simple as “they may confuse the users of system. creat Sssem with tess functions ean produce effective results than using more functions creating possible, Complex functions and features must be avoided while designing, 1g a complex and inconvenient itertace Simplicity can be provided in the following Ways. -step manner Introduce the components in a step-by ‘YY Presentation of defaults ‘iy Reduce the screen elements on sereen Simplify the common actions "Frode uniformity and consistent — 1 JOURNAL FOR ENGINEERING STUDENTS225. State and explain various princip! State and explain various principles in designing the xerox star. nswer ., The following principles are considered while designing the xerox star, The Musion of Manipulable Objects According to this principle, selectable and flexible displayed objects are formed. Here, a design challenge specig, the creation of a collection of displayable objects which gives a meaningful and correct representation for the application. A clear representation must be provided so as to select these objects in a self-evident manner. The obj, selection should be precise because it reflects the focus of next action to be performed. Visual Order and Viewer Focus The basic and the significant display elements must be made to focus at proper time. This goal can be accomplished by Providing 4 good contrast among various screen elements. Animation also helps in highlighting elements to grab the attention of the viewers. Users must receive a feedback given by mechanism called pointer which refers to the basic focus of the viewer's attention Revealed Structure The basic goal here is to bridge the gap between user's intention and actual implementation” But, this distance gradually increases when the system power is increased. The user’s intention and the effect relationship must be tightly coupled and made obvious to the user. The underlying structure must usually be displayed during the selection process. Consistency It provides support for learning. It is applicable for elements, grammar, font shapes, sizes and styles, etc. Proper Effect or Emotional Impact - A proper emotional effect must be offered by the interface to the product and its market. A Match with the Medium The interface must be designed in such a way that it is in accordance to the capabilities of the displaying device. The device's resolution and color-generation capabiNIT Design Process and Screen De: igning ‘Syllabus > ‘Design Process - Human Interaction with Computers, Importance of Human Characteristics, Human Consideration, Human Interaction Speeds, Understanding Business Functions. Screen Designing: Design Goals ~ Screen Planning and Purpose, Organizing Screen Elements, Ordering af Screen Dato and Content ~ Screen Navigation and Flow ~ Visually Pleasing Composition — Amount of Information ~ Focus and Emphasis ~ Presentation Information Simply and Meaningfully — Information Retrieval on Web ~ Statistical Graphics - Technological Consideration in Interface Design. LEARNING OsyECcTIVES Vorious Human Characteristics in Interface Design Vorious Considerations for User's Experience and Knowledge Psychological and Physical Character ics of 0 User lntroduction to Human Interaction Speed Various Methods of Requirement Analysis User's Mental Model and Conceptual Model Various Goals and Purpose of Screen Design Organizing and Ordering of Screen Elements Various Qualities that Provide Visually Pleasing Comp. Various Techniques Used for Visual Emphasis Display /Read-only Screens and Guidelines for Organizing Introduction to Web Pages, Websites and WWW Statistical Graphics and its Types. INTRODUCTION Design is a meaningful engineering representation of something that is to be built. It can be traced to @ customer's requirements and ot the same time assessed for quality against a set of predefined criteria for “good” design. The characteristics of @ good design are, the notion of design should reflect its meaning. |" should be implemented based on the information obtained from the requirement analysis phase of the Process. The design should clearly represent the interfaces applicable in the system. RK R RRR RRR RR KS fereen designing con be defined as design of graphical user interfaces. The major goal of this isto provide better user experience and maximize usability. A screen design to be good if its components can be recognized with any prior knowledge of its content. A user poses his attention towards the serees na Sach information of his interest. The screen elements must be orgonized and ordered in on expresive ‘nd user friendly manner to obtain the visual clarity. SPECTRUM ALL-IN-ONE JOURNAL FOR ENGINEERING STUDENTS28 HUMAN COMPUTER INTERACTION YNTUHY Dg PART-B ESSAY QUESTIONS WITH SOLUTIONS ~My 2.1 DESIGN PROCESS 2.1.1 Human Interaction with Computers Q11, What are the difficulties with poor design? Answer : Usage of Specialized Language 12. Answer: The several factors that contnbut ta poor design are a follows Usage of specialized langunge | Non-obvious design | Fine dissimilarities, Inconsistency in prlem-soling steps Design inconsistency Usage of Specialized Language: appears completly strange and comy sers often require to learn a new lang ge 10 Operate a system. Fora we, this agua Plicated because ofthe presence of unfamiliar words suchas reboot, segment, URL's ([Link]-name com). pathname, etc These worl ate not weed enerally in homely and official environmen, Non-obvious Design: Operations must sai) essenil conditions hefore they get accomplished. Elements rmplen in managing dificult itrtaces elect the outcome asthe actions erforned on the operation leads to {esuls. A user cannot cope up with the system design its interfaces are tot buh properly. This would ultimately lead iy the evolution of complicated design Fine Dissimilarities: Distinctions are often minute and cannot bene ‘An action can be performed in multiple ways yielding similar recat, {neensistency in Problem-solving Strategies: Problem solving strategy isthe most complex task which separates humans from other information processing systems, Which a slected as these dissimilarities are difficult to track Design Inconsistency: Different infoimation processing different consoles. This means thatthe meaning of an action 4s differen which makes its appearance distinctive Example “Invalid” and “Not-valid” both the com by naming them ina different manner ystems process same actions but ‘re named differently on ‘be performed renames the same ‘but the pattem of naming ands se the same action but are screened (shown). ifferently on the monitor ‘cuss psychological and physical user responses to poor design, Psychological User Responses to Poor Design Jow-performance, and dissatisfaction tothe user. The psychological responses affect the users concentration to design ancllciemt mode, ‘hus resulting in higher eror rates, These responses inclu the lollowing, “rer 1. Confusion 2. Invitation 3. Frustration 4. Fear or terror of stress 5. Boring. 7 cl or underlying tramework, Discovering my 7 Confusion: It is quite difficult to understand the notion of a model or underlying f caningful Paes Ot amework also causes difficuly. Awareness os structure in detail makes the model crv © understand ends up with a confused state WARNING: XerouPhotocpying fis book fs a CRIMIN act Anjou fun jul IsLIABLE face LEGAL proceedings > oa29 y2_Desn PFO8SS NM Soon Desgning 7 rritation: Desith inconsistencies, sow compar p Mbcessing. COnSUMPLION Of time, dicate, Fnding formation within a short span, visual seven ineruptions, and absolute information are some ofthe fey factors that prevent a user from accomplishing 9 tusk and causing iitatibn and frustration. The abmac Mentioned factors €VeN prevent a user fi sments of a good design, frustration: Inability t0 accomplish a task or express one’s intentions f0 Computer, or satisfy a requirement Jexdsto frustration. These factors overhurdens the user's jsp resting in an incomplete tak which cause anger yo frustration. Further, the level of frustration increases ifuser cannot determine the reason for unexpected computer Fesponse which cannot be undone. Another important aspect of frustration is inflexible property of agstem. tom satisfying Fear oF Terror of Stress: When a user is supposed to secomplish a given task within a deadline, unusual and unexpected prolonged delays causes terror and stress, Moreover, incteased response times often cause strese 5. Boring: Lengthy downloads, or slow response time results in boredom, pnyscal User Responses to Poor Design The physical responses affect the effectiveness of a «sem thus resulting in failure of system’s capabilities, and the rrlonged actions and responses consume considerable amount oftime. The following are the physical user responses that would ledto poor design, 1 Rejection of a system 2 Limited usage of a system Indirect usage of a system, 4. Alterations in activity 5. Remuneration activity 6. Wrong-use of the system Direct programming |. Rejection of a System: The information source which Teles on the system must be available. The user must have enough authority to perform the rejection. This is usual practice followed in business systems of ‘managerial and professional personnel. and this option ‘an be frequently exercised with the support of web, Limited Usage of » System: There are different “pecs of a system which are left unused i., only a limited portion of system capabilities are utilized. These tons are easily operable and are more beneficial when ‘empared to others Indirect Usage of a System: The user and computer tistacts through an intermediate source. This ‘nlemediate sourve acts as a mediator between user au the computer, Hence, maintaining tts status and ‘forming its cireumspection is the sole responsibility “the manager and other authoritative personnel 1 be modified c tasks mus! athe aystem. In scientific tion when the 4. Alterations in» Task: ich the requirements 0 equent fe problem solving, this 1s a frequ Dasa ¢ inflexible and the problem is unstr ; a 5. Remuneration Activity: Certain additional stem inadequacies A must he performed to overcome sy sch with the structure requited hy the computer must 1 mania tomating tthe inermation. Tvs respnse is obtained from a common worker 6. Wrong tse ofthe System: Many mischievous tasks can he performed by a user if he gains significant knowledge about the system's integrity. Misuse of a system also causes operational difficulties. For example. a person can block the system thereby halting or stopping its functioning or, in banking, he can casily check other accounts and transfer the amount to his respective account. 7. Direct Programming: A user can reprogram the system to meet certain requirements. This 1s the responsibility worker of an ele 2.1.2 Importance of Human Characteristics Q13. Discuss briefly about the important human characteristics in design of a system. (Dee.-1, Set3, 54a) | Now-10, Set-3, 25(a)) OR Discuss the important human characteristics which have influence on interface and screen design. (AugSep.08, Set-2, Q3 | AprivMay-08, Set-4, 03) OR What are the important human characteristics How the perception is important in design? (Refer Only Topic: Human Perceptual Abilities) Answer (Dee.-11, Set, a5(6) | Now-10, Set-3, 054b)) ‘The human characteristics that affects the design are as follows, 1, Human Perceptual Abilities Perception is nothing but understanding elements and objects of an environment. It refers to the human awareness ‘about an environment which can be experienced by means of some physical sensation like vision, sound, smell ete Awareness of an environment can be achieved by Classifying the stimuli based on model stored in memories (a) Proximity or Closeness: If objects are close to one ‘another then the physical senses of human infers that the objects belong to each other. (b) — Resemblance: if objects share similar visual Properties such as si a shape, color, brightness or orientation then human physical senses realizes that the objects belong to each other, SPECTROM ALL-IN-ONE JOURNAL FOR ENGINEERING STUDENTS«ay ro) o () a) wo a ay memory” ‘ong information. Senses oF lon working memory. They are of information Pr Short-term memory sf seconds. A lone-te which the information HUMAN COMPUTER INTERACTION UNTU-HYDER Patterns Matching: Hu in shapes bat not with 1 senses respond to simtbarity spect to its size For example pechiye of physival size of letters af the alphabet. the Meaning of letters remains same as the letters possess ye even though there 1s variations i letter’s size Compactness: A human eye when vi oF perfect shape of an objes to remember the object izes a simple it becomes easy for them Closure or Closing Down: The user has the capability ofundes tanding the structures shapes such as circle, square, triangle or a word irrespective of the geometrical shapes ingularity: Objects are perceived as a group if they form closed shapes Continuous: automatically tension of shortened lines are done Stability: In a balanced environment, human desires to have stabilization or equilibrium which gives visual satisfaction, Right angles, vertical, horizontal are easy to look at. Perceptual Expectancy: Expectancies influence perception. Human sometimes perceive what he expects to be there, but not what is there. Perceptual expectancy error is an example of a proof reader who checks the spelling mistakes and expects how the word to be spelled rather than how a word is spelled. Context or Environment: Perception is also influenced by context, environment and surroundings. Consider two lines of same length. These two lines may look alike or different, depending upon the angle between the adjacent lines or the size of lines. Perception of Signal Vs Noise: Signals are important stimuli whereas noise is considered unimportant. In a sensory environment, if noise and signal can be distinguished then the signals can be easily understood, ‘The perception of signals and noise interfere with each other at any point that they are almost similar to each other. Depending upon the sereen requirements and tasks of a cae the elements of screen prediets the quality of signal oF noise. Components of Memory Memory can be long-term of short-term ts also known as “working ory iS ymit of 7 #2 "chunks" of I represents 9 Tier memory provides information er egiecpartels [umuted srmount I ee ptace 1m wOFKINg MEMO ae res * nformation for a duration of 10-30 oreeory employs a ‘learning process! in anP nce iis ansterred from A short-term memory im memor working memory WARNING: —_ TH the snformation 18 sent (from working long-term memory) in an organized way. and is agg, mney : meaningful then the learning process can be impros ile improvisations mn tearning can be achieved by yay in, The problem with the long-term memory is that ing

) Lower-level information processing. The higher level of information processing capa Ws limited, slow and sequential, [tis used for understanding and reading, and 1s identified using short-term memon consciousness, ‘erouPnotocopying of this BOOKS @ CRIMINAL act Anyone found gully is LIABLE to face LEGAL proceeding= —2 esign Process and! Screen Designing Siow vel of information processing capaiy cfTyecesses AWCKIS. and ened without yw! vel and lower level infin ight fe ye debian coniunetion, The former one Pie + alge song whereas the latter ene recognizes ose fo of formation sensed, wo ' earning Process jatormation processed by short-term memory is, erst ngte memory andi encoded within it. Such py ending. isa Complicated process which requires ine ‘Learning can be intensified by allowing skills obtained tro sition tobe used in another situation. This requirement. spots filed by achieving consistency in design, Learning one well promoted if it provides complete and appropriate feedback: 5, Capability or Skill The ultimate goal of a human is to perform skillfully hic can be achieved by linking inputs and responses into a “Zqunce of actions. Actions performed ina given sequence of {ive wth sufficient accuracy are the ingredients ofa skill, Skills vie eharacterized by economy of effort and consistency. They ane hierarchical in nature. 4, Individual Differentiation Individual differences complicates the design process tecause human must be capable enough to comfortably lean tte sk and this is possible if design permits a wide variety ‘of characteristics. Individual differences can be spotted in a tuman t00, such as they differ in terms of appearance wise, feligs, intelligence, speed, ability to learn and so on. Consider an example of a best typist which in comparison poor typist, performs 2x faster and commits very few errors and mistakes wile typing 2.1.3 Human Consideration Q14, Discuss about users knowledge and experience in the design of business system. Now-10, Set-, a5(a) oR State and explain various kinds of knowledge ‘and experiences which should be identified for effective interface design. ‘Aprisntay-08, Set-2, 03a) Discu experience will influence on user interface design. Now Dec.-12(R09). Q3(0) OR Answer + user's knowledge and considerations about the user's experience and 1 2 at intermediate and expert Explain about novice, (Modet Papert, Ata) | Mow 10, Sat-4, O5tD)) The design of an interface ina better way depends an the experience Following are the important knowledge System Literacy System literacy is the knowledge and ability to use computers and technology efficiently. It can also refer to the comfort level of the user for using computer programs. System literacy is about knowing how computers work and operate Based on this, users can be classified as experience. expert, moderate and novice. [Ahighly technical user such as a programmer is highly experienced. ‘A moderate user is comparatively less experienced than an expert. ‘Anew user novice is familiar to only the basic computer terms and concepts and is least experienced. Computer Experience Supporting all Levels of Behavior ‘A user familiar to the interaction requirements of the system is designated as “expert” (proficient user) ‘Auser familiar with some interaction requirements ofthe system is designated as “intermediate” (moderate user). ‘A user who is not at all familiar with the interactive system requirements is designated as “novice” (new user). Anovice user strives hard to achieve mastery, because the users are frequently blamed for their failure to use and understand the system, These users often face problems with the usage of the mouse while dragging and double clicking. ‘They completely rely on system features that assist them through menus, instructions and help screens. ‘They can perform simple tasks, with less probability of success, restricted vocabularies and must be provided with an informative feedback. To reach the expert status, a novice user has to practice frequently and regularly Intermediate users rely on safety, irreversibility and procedural structure. These users can handle file ‘management hierarchy but often face problems with other file management aspects such as moving and copying a file ‘SPECTRUM ALLIN-ONE JOURNAL FOR ENGINEERING STUDENTS _HUMAN COMPUTER INTERACTION [JNTU-Hyp. > 32 mon differences between novice Expert Users Powe an intezrated conceptual model of aaa sess a : Some ¢ Novice Users model ofa system 1 Possess a frag mncept dl ss| 2 | tnformation 1s more meaningtully organizgy > | information is less meaningfully organized an tafe es tak | coniented towards surface features of the system. uf [TOS cue oe toowcdes other ga ge to their goals ase in = 3 | Difticulty in relating new knowledge to their e 7 objectives and creating inferences, Low-level details are given more attention, and objectives, and ereating inferences. 4. | Low-level details are given less attention. Surface features ofthe system are given more ste, S_| Surface features of the system are given le Similar Application Experience Users familiar with little or no application knowledge are regs Example : Novice (new user) Users famuliar with atleast basic terms of the application knowledge are re similar systems, Example : Intermediate (moderate user) Users working with familar applications achieve mastery Example : Expert (proficient user) 4. Job Experience Users gain experience and knowledge while performing the tasks at different level. Usage of Other Systems Other systems can be frequently or infrequently used for performing a task, If the learning requirement for a new sys is less, then the productivity in using other systems becomes high. 6, Educational Level A designer or developer designs specialized areas related to the educational level of users such as a user with high schoo. _ college of advanced degrees. Reading Level | Alevel at which the vocabulary and grammatical structure of the interface can be easily understood by the users is defined | Examples: Novice-less than - 5* grade Intermediatory - $* to 12" grade Expert - 12" grade 8. Typing Skills arded as users with low knowledge about similar garded as users wth moderate knowlege as they already have experience and knowledge. The best typist will probably be twice as fast as the poor typist and commits less errors. The best typist interacts wi system through keyboard whereas poor typist interacts through mouse. Examples Competent (135 words per minute) Skilled (90 words per minute) Satisfactory (55 words per minute) Average (40 words per minute) Hunt and peck (10 words per minute) 9. Native Language and Civilization Developer while designing the interface must keep in mind whether the user is familiar with English, or any other languas {o fulfil several screen layout requirements Q15. What is the importance of user's tasks and needs important design of a system? —_dec.-11, Set-4 08 oR Discuss about users tasks and needs which are also important in user interface design. Anewer 1 (Feb-10, Set, 8 | Aug/Sep-08, Set, 3 | Aug/Sop-08, Set. a3 | Apiitay08, SO Jn system design, user's tasks and needs are very important because the following need to be determined Optional or Compulsory Use of a System The usage of the system by the traditional users was either mandatory or optional. WARNING: Xerox/Photocopying ofthis book is a CRIMINAL act. Anyone found guity s LIABLE to face LEGAL proceedings.pesian Pr00eSs and Screen Design iv ofa Mandatory User tof ecrultment proves and e employment, co “fine tot ot time an effort in secking othe en comet i used spend “cking efficiency of operation hy fearing how to make use of a system in 2 complementary inpoow ne usability Characteristics with high motivation, Ser possesving technical background $k may be single oF a Function, 5 sxe of # Discretionary (Optional User coer a0 optional gadget to perform tas, 7 st towards technical details vbr teres in spending time and effort to use the system, motivation towards system usage J emily ets disappointed and hence a user never reaches satisfactory level fnvourages voluntary or individual usage ofa system. ith the usage of a system. For example, a software programmer can \ potential or mandatory user must be comfortable wi inj debug @ program to make it error free. 4 discretion user interacts with the system in their da , in their day-to-day lives. For example, they use Internet for surfing, browsing .nistting Automated Teller Machines (ATM’s) which provides anytime money eee {srations in Characteristics Exhibited by a Group of Potential or Discretionary Users People who are well-versed with the system technology and like to implement in their daily life make use of it under all circumstances, They are frequent users. People who understand technology and ready to accept it, make use of it if it appears beneficial and clear. They are occasional ’ * users. People who know about technology but do not encourage to implement in daily life. They use only if it is beneficial. + People who do not have any idea about technical knowledge and the system appears easy to work. They are said to be ‘once-in-a lifetime users. + People who never use any kind of technology. ‘aif. How the psychological and physical characteristics of users affect their performance with a system? OR Discuss about the users psychological characteristics in the design of a system. (Refer Only Topic’ Psychological Characteristics af aiser) (Dee.-11, Set-1, Q4a) | Nov.-10, Set-1, Q6(a)) OR How the users physical characteristics that affect their performance with asystem? (Rejer Only Topic: Physical Characteristics of atliet) (Dee.-11, Set-t, Q4(b) | Now.-10, Set-1, O6(b)) OR Discuss how the user's psychological characteristics are important in user interface design. (Refer Onlv Topi: Answer : (Model Papert, G4) | Aprilday-08, Set-2, Q3(0)) chological Characteristics of a User fs Psvcholo || characteristics of a user that affects the performance of tasks are as follows, | User's Attitude and Motivation Towards # System im to work on productive qualities of the system. User's attitude and motivation I negative or high, moderate, low respectively. Poor felings result i a system User's feelings towards a system allow hit ‘owards a system could be positive, neutral With low productivity rate User's Patient or Impatient Behavior Slow tes delays while sponse time, prolonged delays leads to low tolerance and impatient bebavior of 8 USE User's : a oe : wien the wer infers with rou bos cliente customer, creating confiion which son's stress level increases done every alternative day. ‘ase dial in remembering casual hin © PS ‘STODENTS 2 JOURMAL FOR ENGINEERING SPECTROM ALLAH-ONE downloading, showing inefficiency in navigation and locating informationMAN COMPUTER INTERACTION [JNTU-Hy, WU " Pape MaRINATY OF Hea Different kinds of expectations about the system are m Perceptual Style Vac individual diflers in thinking probl hisyher own way: Few people are good at verbal thing nd solving problems in his‘he y a others at analytical thinkiny me, id spatial reasoning a erbal thinkers hey effectively work with words and equati . ‘ttn cc ' le ' -easoning by systematically analyzing the problem, alytical thinkers hey give their own reasoning by _ Spatial thinkers They effectively manipulate symbols, pictures and imag Physical Characteristics of » User s follows, Phesteal characteristics ofa user that affects the performance of tasks are asf 1. Generation Age significant effect on the systen The users can be kids, yo i bilities de S usage. As the person gets older, the eye sight and memorizing capabilities, esters, teenagers, middle-aged, or senior citizens ‘Young Adults |. | Often use gadgets __ | ond Aduits and clectromte technologies. | 1, ] Use technology occasionally. Example: ATM, mobile, computer. PERM Quickly and possess greater reading and | 2 | already wellknown With the existing features as they remembering capacity are more educated, Fase in completing or searching a task as they | 3 equite less moves (clicks). _ Problem arises in completing or searching a task as they require more than 3 moves (clicks) User's Listening Capability People tend to hear louder sounds as they get older At different age levels, hearing levels changes and is as follows, % Atthe age of 25 - sound level is $7 decibels % Atthe age of 45 - sound level is 65 decibets Atthe age of 65 - sound level is 74 decibels At the age of 85 - sound level is 85 decibels, User’s Gender Few displays or controls are heavy to carry or move, effectively keeping the user's gender in mina Women are good at performing colon, ‘more color-blind than women Handy-dexterous Ability ig and hearing impairments and w ho are blind, deaf, aby technology. Proper design permits these users tn acct ‘dumb need special care and. attention to utilize €ss the system and handle it properly. “1.4 Human Interaction Speeds Q17. Write about human intera, ction speed. Answer : Model Papers, OM! The speed at which humans can interact with computer is called buman int ION 4 tasks ‘respect Speed of imteraction “are as follows, nee peed Various wih heir 1. Human Reading Speed Reading speed of a‘roman Listening Speed syordscan be clearly heard and understood at 150 60 so, suggested fate for video narration and audio hooks {160 wpm it seaking toa Computer neds can be dictated toa computer atthe rate o ra sim, The heal of tos eeuaeh ee 1 25 wpm. Due 10 mistecognisation of wende nt ‘pa. itconsumes time in correcting the misspelt wont ce peaking ate OF EW user during transcription is 14 wpm speaking rate of new user during composition is 8 wp, typing Speed Auihe rate of 180 words per minut, a skilled typist ean pete words ona typewriter tthe rate of 60-70 words per minute, an average typist np words on a evi Ding rate of user during transcription is 33 wpm, 4 Tying rate of a user during composition is 19 wpm, {Two finger typists can type memorized text at the rate of 37 wpm. Tworfinger typists can type copied text at the rate of 27 wpm. soo ave + Hand Printing Speed 4 Hand print memorized text : 31 wpm Hand print copying text :22 wpm 11.5 Understanding Business Functions 18, What is meant by basic business functions? Discuss In detall the process of determining basic business functions. (Feb.10, Set-3, 04 | Aug /Sep.08, Set-1,03 ‘Aprivay-08, S0t3,03) Answer Basic Business Functions Basic business function gives an overview of how profit ‘son profit organizations function and ow the basic business Pixples are used in finding out the organization's success. ‘etermining Basic Business Functions ‘The process followed by the developer for determining, ‘si business functions is as follows, | First, complete knowledge about the user's mental model 's obtained. This is done by considering the user's re- ‘uirements and profile, and the user’s task analysis. systems conceptual model is developed by considering ‘heuser’s mental model which includes object definitions nd metaphors development. opment of User's Mental Matel doug.” itemnal representation of the user's mental mode! ‘al! b determined so that the objective of task analysis 5 paul Understanding are accomplished. A mental model of Can describes the conceptualization and understanding se a8. To explain, understand and perform something. eee itl ae gnerted. Sometimes, actions tha af ‘ecg’ Perform things must be predicted by the mental m sane ‘exists a chance of being forgotten or not being, Dev 35 Task Analysis veanme jon of user activities ‘task analysis provides a deseription see which are dived intr mst task levels. The oa of analysis isto at representation of how and why peopl tained by determining ysis provides the Perform automated things. This goal the details of the actions performed. fask anal Following, * Information about how work 1s done The interreltionships among the people, actions and objects Conceptual frameworks of a user. Alter the completion of task analysis. the following results (outputs) are obtained, (i) The user's current tasks list, which should be well-doc- lumented and itis maintained. Since the design iterations are frequently done, changes to the task requirements can be easily made. (ii) The objects list containing the user's actions. This 18 important and it is viewed by the user. ‘The objects can be classified as, 1. Conerete objects that are tangible. 2. People such as employees or customers who are considered as the object of sentences 3. Forms or jourmals wherein the information is kept stored 4. People such as the system users who are considered as the subject of sentenc 5, Abstract objects that hide the internal information. Development of Conceptual Models A framework that describes the relationships between objects, properties of objects and how objects are represented by an interface are presented to a client through a conceptual ‘model. Aconceptual model is created by considering the user's mental model, which is the person’s current conceptualization and understanding about something. Based upon the people's ‘experiences, mental models have been developed. Since people deal with different experiences, the user's mental models would not be the same, Every person has different perspective to look at the interface. ‘A meaningful conceptual mode! of the system is given to the user so that a beneficial mental model of the system ccan be created. This fulfils the designer's objective which is to facilitate the user, The user's current mental model and the system's conceptual model are meshed well when the system ie encountered by the user forthe next time. When the person work along witha system, system's mental model i developed, This development i done by considering the system's behat tour and the components of conceptual model such a actions, inputs and outputs ofthe system. features of systems feedback and gud ance. Training and documentation also have an important rae inthe development. Aspecitic system design is not considered while developing the mental models. However the persoe experience is considered So as to modify the mental mech,sidelines For answe refer Ut, O21 Topic Guidelines for Designing Concepmal Models Defining Odjects The following are the guidelines for defining objects, The objects that require manipulations must be clearly sdentified so that the entire work is accomplished. The objects that are employed in tasks must be explicitly defined The behavioral characteristics and properties of objects help in differentiating the type of objects. Hence, these features must be clearly described and identified. The objects are related to each other. Hence, these relationships and the people who uses them must be identified The actions that are to be performed must be described. The objects on which the actions are to be performed must be described. ‘The information or attributes related to the objects in the task must be clearly described so that they can be easily preserved, displayed or edited. 8 The basic essential objects must be made visible and ‘easily editable. Building Metaphors A metaphor refers to a concept where in a person's know ledge of understanding one thing is used for understand ing some other thing. Basically, metaphors are considered as the basic building blocks of a system, facilitating the user in understanding the way of organization and functioning of a system, Multiple metaphors may be present atthe same location and same time. ‘The following are the guidelines for building metaphors. 1. Ametaphor or analogy must be chosen for the clearly defined objects. 2. The analogy that operates efficiently with the objects ‘and their actions must be selected. 3. Metaphors that are simple, common and those that exist in real-world must be used. 4. Major metaphors must be used even if they are not replicated visually. 5.___ The chosen metaphors (for the objects) must be tested. Q19. Explain various methods of requirement analysis in detail What indirect methods are used as intermediately between developer and user? (Refer On Teiple Vidireet MEUHSAS) 00-11, 300-2,02%¢) OR 10N ' 36 HUMAN COMPUTER INTERACTION (UNTU. HYDERy, Answer! ve, N Recommend some direct methods jo S40) the input from users. (Refér Only Topic. Direct Methods) Mtn The objective of requirement analysis i 5 aystem needs. There ate to methods of yer ing requirements. They are, ™ nny w opportunity to a user to express his/her own, comments. Some ofthe ditect methods are discussed ie (i) Direct methods (ii) Indirect methods Direct Methods Direct methods are advantageous as th EY Provig, 1. Personal Face-to-face Interview: face. discussion isheld which may be structured or mono ended or procedural. In an interview. data cite, by covering all the important topics thorough, Important topies to question & User in an interven gp as follows, 1. Various activites performed in accomplishing, task or the activities performed in achieving sy or objective. 2. To perform an activity, what are the varioy methods used. 3. The interactions between system and users, 4. Necessity to uncover system usability potental measures. 5. Exceptions which are not mentioned to standasd procedures or policies. 6. Knowledge required by the user to perform an activity, 2. Appropriate Interview Questions for Website Designing Ask users to pass comments and suggestions ot content coverage by clearly displaying the webste framework. ‘ _Inwhich situation the proposed website can be wef! ‘% How tasks can be accomplished by a specific website” 3. Telephonic C Versation or Interview: Structured interviews are held via telephonic conversation. Thest ‘kind of interviews must be well-planned and structured ‘Auser should be given preparation time in advance Advantages (i) Telephonic interviews are less expensive that personal interview. , (ii) It can be arranged frequently and are extreme! effective Disadvantages (Gathering contextual information is wot possihe Gi) Mlustrating the working environment 1s possible. (iii) Body language gestures and reactions cane! be captured as the interviewer cannot Vie candidate, for (iv) Difficult to contact a right person on phone interview, WARNING: xerox Photocopying ofthis book is a CRIMINAL act Anyone found guity is LIABLE to face LEGAL proceedingsMeee ee yn Process and Screen yr 2 Designing 37 Group: A meneratr and small gragy (Forte ESB © SUNN the way ay NES |) Tare Methods age Hehe DES Ma Ke pe Int met play the roe ofan termed Bete ijseasion: asthe ABSUSSION IS loosely structured. th | {He "Set ada devcloper I can he an electronic fem oF a AT shee 012 LOCUS BFOUP 1S 10 EXDIOFE user's degre | thtenigh which useful information can he obtained Some of the rude beliefs m Experiences ty gh MEST inditcet methods are as follows, st the suggested ideas pair factions 19 the suggested jd 1. Information Services Intermediary: \ company forowing ate the objectives OF Focus group, representative plays the role of wtermediary 1 efine | ttestablishes the objectives of the session the user needs and goals to designers and developers aire: A survey + Selection of potential users from the [ARTs Dee ee i selection mm the participants is conducted for a group of users via distribution ——. of pamphlets questionnaires to obtain their needs 4. Amoderator is given a written script to fallow Questionnaires ate not posed to determine actual tasks 4 rure thatthe dscusion focuses on relevant topics and behaviors, they are useful nly for determining users and everyone is participating in the discuserns altitudes, desires and experiences. Questionnaires mus thereby obtaining for a skilled moderator, ° he short composed of closed questions such as yes/no, 5 Inusing scripts allow versatility tothe moderat eee ators. | 3, 2 stionnai tvey oF » Fertoskinandsianzatonasesesionronlna | uestemsuecondwediosprapet wer stae a ret prepare notes Bs questionnaire is conducted fora group oft or website to obtain their needs. Electronic-media survey «__ Team Workshop: A structured workshop is conducted is much faster than pamphlets survey joe users inorder to acquire information from them, Preparation of electronic Questionnaire includes, steam workshop is less formal to a focus group but 5 is structure and content are similar. These workshops {6) Specification of survey obese. act as focus groups having a caliber to provide useful (b) Determinations of areas where users can be found information but require lot of time to organize and run, {ialls, exhibition, lbs etc). 4 Monitoring Field Study: Users are observed and (c) Provide multiple choice and short answer questions, monitored fora period of time to study what they usually addressing the goals ofa survey. 4o, They are monitored at their homes, offices, or any (d) Survey'should be simple and short .¢., must not wher environment for a particular duration to see and require more than S-10 minutes to complete ‘eam what actually users do, Observation reveals user's | 4, Electronic Focus Group: A moderator and a small group tusks, working practices, conditions and working. Social ‘of users discuss the user’s requirements over a website. envionment observation is natural and realistic but on |g gy ss the other hand itis time-cofisuming and expensive eee eee ere) emma Laces _- ‘ms Group: Electronic focus group leads to comments which cuirements Prototyping: A prototype is» means generate idéas in less time since allusers participate at a of communication, evaluation and exploration time. On the other hand in traditional focus group. only Eat. prototype is presented to user by conducting few users only actively take part in discussion. Some leonstration and asking the participants to comment voices of users are suppressed due to the dominating nconcerning functionalities of a prototype. attitude shown by other participants. ‘ User-interface Prototyping: A model to demonstrate In electronic focus group, user experiences a homely an caly prototype is subjected to user to uncover user- environment and comfort levels of his own, whereas interface problems and issues. in traditional focus group, users are restricted to a * Usability Lab Testing: In a special laboratory, users at conference room. ‘ork are monitored, observed, evaluated and measured, | 6, Sales and Marketing: The feedback regarding ieee cme eer ee eee, suggestions or needs (both current and potential) thy areheplande te a uiven by a customer are collected by the company and measured at that point to establish usability of the representatives on a regular basis. oduct. common problem with verbal descriptionsare | 7. Customer or Technical Support Line: Information “covered by usability tests. Problems uncovered results containing daily life problems of acustomer is collected '» requirement modifications. However, lab testing is and analyzed by «unit that helps customers to overcome yp, SPSsNe to cteate and operate thele diticuties Card Sorting for Websites: Card sorting is a technique Example : Help desk, customer or technical support ‘Ss by websites to establish hierarchical goupiny o! | §, Electronic Mail or Bulletin Board: Suggestio » wing analysis techniques. isanaly ced by vathering and evaluating the information SPECTRUM ALL-IN-ONE JOURNAL FOR ENGINEERING STUDENTS =38 10. uw HUMAN COMPUT! Customer Group: In every periodic gathering. Improvements regarding software us: thi pe are discussed FE Suggested by a proup of customers Review of Competitor Analysis: Ideas, uncovered design requirements and identified tasks are assembled in onder to review competitors products or websites Customers Trade Show: The prototype or mockup Presented atthe trade show allows the customers to post their comments on it Alternative Media Analysis: The pattem of presenting, the information, process and the subject printed and broadcasted by the other media 1s analy ed. System Testing: New requirements and feedback from the current product testing are obtained which are necessary to accumulate. evaluate and implement. Q20. What techniques are used to collect the Answer : information from users? (Mode! Papers, 4a) | Doc.-11, Set-2, Q2(a) ‘The following kinds of techniques are used to collect the information from users, 1 Visiting user’s location in order to understand their work environment Establishing communication with users directly to gain Understanding about their problems, difficulties. wishes ete Observing the performance of user task and checking, about the problems and difficulties they are facing. Recording users task in order to illustrate and study the problems and difficulties. Gaining some knowledge of the corporation which requires system installation. Motivating users to express their thoughts openly to expose the uncovered information. Self working reveals the expressed or unknown problems, Conducting surveys and questionnaires in order to obtain ‘opinions of user in large sample. Setting target goals of testable behaviour in order to measure the progress. Q21. Explain the guidelines for designing conceptual Answer models. ‘Model Papert, Q4(b) OR What is meant by a conceptual model of user interface? Discuss the guidelines for designing conceptual models. Feb.-10, Set-1, a3(a) Conceptual Model For answer refer Unit-I1. Q18, Topic: Development of Conceptual Models. Guidelines for Designing Conceptual Models models, i Following are the guidelines for designing conceptual Focus on User's Mental Model Instead of Designer's Mental Model: Mental models of the user and designer are distinct. Both of them have different expectations and levels of knowledge. The designer focuses on visual sereen representation such as designing of interface, the kinds of objects and the interaction methods whereas user focuses on how tasks must be performed and how to fulfill the business objectives. 2 ER INTERACTION (UNTU-HY pg, Draw Physical Metaphors or Real-worg —~vel Metaphors that are widely applicable within anaes ane effective metaphors. Metaphors that arn ig: spptcable with an terface most not nee ae They can be employed into an interface by familiar and well known things. Already ea can be duplicated. Abide by Expectanciess Habits, Routing, Stereotypes: Create a system by avoiding Unfamt and new associations. Use already existing. fan associations Example: Meaning of colours already exist ‘well established such as red, green, blue. Provide System Responses Compatible with the ‘Actions: Responses must be compatible with the thereby improvising ation-response compatibility ay the systems. Example: Actions that will occur are reflected by yy command names. Making Invisible System Parts Visible: Evoluig, of accurate mental models speeds up the process. The processing can be made faster by making invisible par, of the system visible. Novice users often make assumptions and tend to develop faulty mental models Systems are composed of parts and processes in which person must make assumptions about which system parts must be made invisible and how it must work in order to make them visible. Provide Genuine and Accurate Feedback: Every time, ‘person must be kept updated with the current tasks and per epi actions, and ap 1. Provide a constant indication of system status to understand the internal process which tels in advance how long processing can take place. Provide noticeable results of actions. Show actions in progress. Present contextual informaticn as much as possible. Provide exact, structured, and clear error message. Prevent Inappropriate or Misleading or Irrelevant Information Irrelevant or unnecessary information results in a faulty ‘mental model, This information can be error messagt numbers, system status codes, screen controls ete Avoid Design Inconsistency The mastery on multiple models can be acquired bY design consistency which decreases the leaming of * ‘number of new concepts ‘Strengthening of a Conceptual Model by using Dect” mentation and Help System Documentation helps in assisting a user to lear mete about the syste. Analogies and consistencies explicitly explained in user documentation. This hel im enhancing the growth of new and experienced we" mental models WARNING: xerox/Photocopying ofthis book is a CRIMINAL act. Anyone found guily is LIABLE to face LEGAL proceedings

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