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Hci Mid 2

The document outlines the Software Development Life Cycle (SDLC), detailing its phases: Planning, Analysis, Design, Implementation, Testing, Deployment, and Maintenance, each focusing on user needs and system functionality. It also discusses Shneiderman’s 8 Golden Rules of Interface Design and Norman’s 7 Principles for Simplifying Tasks, which aim to enhance user experience and reduce complexity. Additionally, it explains cognitive models, goals, and task hierarchies in Human-Computer Interaction (HCI), providing a structured approach to achieving user objectives.
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0% found this document useful (0 votes)
5 views5 pages

Hci Mid 2

The document outlines the Software Development Life Cycle (SDLC), detailing its phases: Planning, Analysis, Design, Implementation, Testing, Deployment, and Maintenance, each focusing on user needs and system functionality. It also discusses Shneiderman’s 8 Golden Rules of Interface Design and Norman’s 7 Principles for Simplifying Tasks, which aim to enhance user experience and reduce complexity. Additionally, it explains cognitive models, goals, and task hierarchies in Human-Computer Interaction (HCI), providing a structured approach to achieving user objectives.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1. Explain the activities in the software development life cycle (SDLC)?

The Software Development Life Cycle (SDLC) follows structured phases to ensure efficient
system design and development. According to the Human-Computer Interaction (HCI)
document, the activities involved in SDLC include:

1. Planning
o Identifying user needs, system objectives, and feasibility before
development begins.
o Establishing project scope, timeline, and resource allocation.
2. Analysis
o Understanding business functions and user interactions to define system
requirements.
o Developing conceptual models based on user behavior and expectations.
3. Design
o Creating interface layouts, navigation schemes, and usability standards.
o Ensuring clarity in screen design, proper color selection, and meaningful
feedback mechanisms.
4. Implementation
o Writing code, integrating interface components, and ensuring functionality
aligns with user expectations.
o Selecting appropriate interaction devices (keyboard, mouse, touchscreens,
voice recognition) to enhance usability.
5. Testing
o Performing usability evaluations, heuristic analyses, and cognitive
walkthroughs.
o Identifying design inconsistencies, responsiveness issues, and error-
prevention techniques.
6. Deployment
o Releasing the system to users, ensuring accessibility and effective interface
interaction.
o Providing necessary training materials, documentation, and support
mechanisms.
7. Maintenance
o Continuously monitoring user feedback, updating features, and refining UI
components.
o Addressing bugs, system optimizations, and making iterative improvements.
2)a) Shneiderman’s 8 Golden Rules of Interface Design

Ben Shneiderman formulated these rules to ensure user-friendly, efficient, and intuitive
interfaces:

1. Strive for Consistency


o Consistent layouts, terminology, and interactions help users develop
familiarity.
o Example: If a "Cancel" button is always at the bottom-right of a dialog box, it
should remain there across different screens to prevent confusion.
2. Enable Shortcuts for Frequent Users
o Provide experienced users with keyboard shortcuts, macros, and
customizable commands for faster interactions.
o Example: Using Ctrl + C and Ctrl + V for copy-pasting instead of navigating
through multiple menus.
3. Offer Informative Feedback
o Every action should produce feedback, whether it's a click, form submission,
or system error.
o Example: Progress bars during file downloads provide real-time updates rather
than leaving users uncertain.
4. Design Dialogs for Closure
o Users should always recognize the completion of tasks through confirmations
or success indicators.
o Example: An online payment process ending with “Transaction Successful”
reassures users that the purchase is complete.
5. Prevent Errors
o Minimize potential errors by restricting invalid inputs, providing hints, and
validating data before submission.
o Example: An email field ensuring correct formatting (e.g.,
name@example.com) before accepting input.
6. Permit Easy Reversal of Actions
o Allow users to undo actions, making experimentation and corrections easier.
o Example: An undo button in a design app lets users revert recent edits
instead of forcing them to start over.
7. Support User Control
o Users should always feel in charge, with options to pause, cancel, and
override automated processes.
o Example: A manual retry option for failed downloads instead of forced
automatic retries.
8. Reduce Short-Term Memory Load
o Humans can only retain limited information at a time, so interfaces should be
designed to minimize cognitive strain.
o Example: Autofill suggestions and dropdown selections reduce the need for
users to recall complex details.
2)b) Norman’s 7 Principles for Simplifying Tasks

Donald Norman’s principles focus on reducing complexity and making interactions more
natural:

1. Use Knowledge in the World & Head


o Provide visible cues and reminders instead of relying solely on user memory.
o Example: Autocomplete in search bars helps users recall previous searches
rather than typing everything manually.
2. Simplify Task Structure
o Break complex actions into manageable steps to avoid overwhelming users.
o Example: A step-by-step guide in tax-filing software simplifies the process
rather than presenting a massive form all at once.
3. Make Important Elements Visible
o Ensure users can easily find essential functions without excessive searching.
o Example: Prominent "Save" and "Submit" buttons help users complete
tasks quickly instead of being buried in menus.
4. Ensure Logical Mappings
o The relationship between controls and their effects should be intuitive.
o Example: Turning a volume knob right increases the sound, matching real-
world expectations.
5. Exploit Constraints
o Use physical and logical constraints to guide users naturally and prevent
errors.
o Example: Graying out inactive form fields prevents unnecessary or incorrect
input.
6. Design for Error Handling
o Assume users will make mistakes and provide easy recovery options.
o Example: A confirmation prompt before deleting files ensures accidental
deletions don’t occur.
7. Follow Standard Conventions
o Maintain industry norms for layouts, navigation, and interactions to ensure
familiarity.
o Example: A red “X” button in the corner to close windows, following
common UI expectations.
4. What is a Cognitive Model? Write About Goals & Task Hierarchies

A cognitive model is a framework that simulates how users think, reason, perceive, and
interact with computer systems. It helps designers predict user behavior and optimize
interfaces.

Goals in HCI

 Goals represent the intended outcome users wish to achieve during interaction.
 Example: A user’s goal in an online shopping app may be "Purchase a laptop."

Task Hierarchies

Task hierarchies break down complex interactions into structured steps so users can
accomplish goals efficiently.

Example Task Hierarchy: "Buying a Laptop Online"

1. Search for laptops


o Browse categories
o Use filters (price, brand, specifications)
2. Compare Specifications
o Analyze display size, RAM, processor speed, and user reviews
3. Select Product & Add to Cart
o Click "Add to Cart"
o Check available offers
4. Proceed to Checkout
o Confirm delivery details
o Apply discounts or coupons
5. Enter Payment Details
o Select payment method (Credit Card, PayPal, etc.)
o Verify and confirm purchase
6. Receive Order Confirmation
o See estimated delivery time
o Get receipt and tracking number

Objective Exam Answers

Multiple Choice Questions

1. D. All
2. A. Explores the potential design space for new designs
3. C. Blind undo
4. C. Error messages
5. A. Sovereign
6. B. Undo
7. B. A long command line to achieve a function
8. B. Linear
9. A. Short-term memory
10. B. Formative

DACCABBBAB

Fill in the Blanks

11. Calendar Interface


12. Keystroke Level Model
13. Evaluating a design by walking through tasks
14. Mind map
15. Direct manipulation
16. Selection by clicking on toggle switch
17. Task Analysis Grid (TAG)
18. Universal design
19. Verification as designing the right thing, Validation as designing the thing right
20. Design rationale

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