——
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.
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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
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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.
—
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| 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
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| ACCURACY
racesre vay (all
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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.
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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.
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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
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> 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
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o
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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,
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—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,
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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,
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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
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