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Hci

The document covers various aspects of Human-Computer Interaction (HCI), including its definition, sensory memory types, cognitive models, design principles, and the roles of HCI professionals. It emphasizes the importance of user-centered design and the relationship between usability, performance, and other design goals. Additionally, it discusses communication models, stakeholder requirements, and the user-centered design process.

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0% found this document useful (0 votes)
3 views18 pages

Hci

The document covers various aspects of Human-Computer Interaction (HCI), including its definition, sensory memory types, cognitive models, design principles, and the roles of HCI professionals. It emphasizes the importance of user-centered design and the relationship between usability, performance, and other design goals. Additionally, it discusses communication models, stakeholder requirements, and the user-centered design process.

Uploaded by

stdeepak3614
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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1- HCI

Ans- Human-Computer Interaction (HCI) is a field of study focused on the design and
use of computer technologies, particularly the interaction between humans (users) and
computers. It combines principles from computer science, cognitive psychology, design,
ergonomics, and social sciences.

2- sensory memory.

Ans- Sensory memory is the first stage of memory in the Atkinson-Shiffrin model of
memory processing. It briefly holds sensory information—like sights, sounds, smells, and
touch—for a few milliseconds to a few seconds, just long enough for the brain to decide
whether to process it further.

Types of Sensory Memory:

1. Iconic Memory (Visual)

o Stores visual information.

o Duration: ~0.5 seconds.

o Example: You still "see" a flash of lightning even after it disappears.

2. Echoic Memory (Auditory)

o Stores sounds and auditory information.

o Duration: ~3–4 seconds.

o Example: You can repeat what someone just said, even if you weren’t fully
listening.

3. Haptic Memory (Touch)

o Stores tactile (touch) sensations.

o Duration: ~2 seconds.

o Example: Still feeling the pressure of a handshake after it's over.

Key Characteristics:

• Very short duration

• Large capacity (but only briefly)


• Unconscious processing (most of it is discarded unless attention is paid)

Function of Sensory Memory:

• Acts as a buffer for stimuli received through the senses.

• Allows the brain to select important information for further processing in short-term
memory.

• Filters out irrelevant or repetitive information.

Real-World Example:

You're shown a group of letters for a fraction of a second. Even after the screen goes blank,
you can briefly remember some of the letters—that's iconic memory in action.

Relation to HCI (Human-Computer Interaction):

• Designing interfaces should account for attention span and sensory limitations.

• Flashy popups or audio cues should be timed well, since sensory memory is brief.

• Notifications, sounds, and haptic feedback are designed with sensory memory in
mind.

3- cognitive model.

Ans- A cognitive model is a theoretical framework that explains how people think, learn,
remember, and make decisions. It represents mental processes like perception, attention,
memory, and problem-solving.

In HCI, cognitive models help predict user behaviour and design systems that match how
users process information.

Example:

The GOMS model (Goals, Operators, Methods, Selection rules) is a cognitive model used to
analyse user tasks and improve interface efficiency.
4- block diagram of HCI.

Ans- +----------------+ +-----------------+


| User |<--------->| Input Devices |
+----------------+ +-----------------+
| |
v v
+-------------------------------------------+
| Human-Computer Interaction |
+-------------------------------------------+
^ ^
| |
+----------------+ +-----------------+
| System Software|<--------->| Output Devices |
+----------------+ +-----------------+
|
v
+----------------+
| Computer/OS |

5- concept of designing.

Ans- Designing refers to the creative and systematic process of planning and creating
solutions—such as products, interfaces, or systems—that are functional, user-friendly, and
visually appealing.

In HCI (Human-Computer Interaction), Designing Means:

Creating systems and interfaces that:

• Meet user needs

• Are easy and efficient to use

• Provide a satisfying user experience (UX)

Key Concepts in Designing:


1. User-Cantered Design (UCD):

o Focuses on the users’ needs, preferences, and limitations at every stage.

2. Functionality:

o The design should help users achieve their goals efficiently.

3. Usability:

o The product should be easy to learn and use.

4. Aesthetics:

o A visually appealing interface enhances user experience.

5. Consistency:

o Elements (like buttons, fonts, layout) should behave similarly across the
interface.

6. Feedback:

o Users should get immediate responses from the system (e.g., confirmation
sounds or messages).

Types of Designing in HCI:

• Interface Design – Layout and behaviour of user interfaces.

• Interaction Design – How users interact with the system.

• Visual Design – Colores, typography, icons.

• Information Architecture – Organizing and labeling content logically.

Design Process Steps:

1. Understand user needs (research)

2. Plan and conceptualize

3. Create prototypes

4. Test and evaluate

5. Refine and finalize design


6- input output device in computer.

Ans- Input Devices:

Input devices are hardware used to send data or control signals to a computer.

Common Input Devices:

Device Function

Keyboard Enter text and commands

Mouse Pointing and clicking

Scanner Converts images or text to digital data

Microphone Captures sound

Webcam Captures live video input

Touchscreen Accepts touch-based input

Joystick Used in gaming for directional control

Barcode Reader Reads product barcodes

Output Devices:

Output devices are hardware used to convey information from the computer to the user.

Common Output Devices:

Device Function

Monitor (Screen) Displays visual output (text, video)

Printer Produces hard copies of digital data

Speakers Outputs audio (music, alerts, voice)

Headphones Personal audio output

Projector Displays computer screen to a large audience

Input/Output (I/O) Devices:

Some devices serve both input and output functions.


Device Function Example

Touchscreen Input via touch + Output via display

Modem Sends and receives data over the internet

Network Card Input/output for internet/data transfer

7- screen designing

Ans- Screen designing is the process of planning and creating the layout and visual elements
of a computer or mobile interface. It involves organizing content, buttons, icons, and
navigation elements to ensure the screen is clear, user-friendly, and efficient.

Key Elements of Screen Design:

• Layout: Logical arrangement of elements

• Consistency: Uniform design across screens

• Readability: Clear fonts and text

• Navigation: Easy-to-use menus and buttons

• Feedback: Visual or audio response to user actions

8- face to face communication.

Ans-

Face-to-face communication is the direct exchange of information between two or more


people in the same physical location, allowing for verbal and non-verbal cues like tone,
facial expressions, and body language.

Key Features:

• Immediate feedback

• Personal interaction

• Involves body language and gestures


• Builds trust and relationships

9- HCI professionals do

HCI professionals are experts who design, evaluate, and improve user interfaces and
interactive systems to ensure they are user-friendly, efficient, and accessible.

Roles May Include:

10- UX/UI Designers


11- Interaction Designers
12- Usability Analysts
13- Human Factors Specialists
14- Front-End Developers
15- Cognitive Scientists

10- universal design

Ans- Universal Design is the practice of creating products, environments, and systems
that are usable by all people, to the greatest extent possible, without the need for
adaptation or specialized design.

Key Principles:

• Accessible to people with diverse abilities

• Simple and intuitive to use

• Flexible in use

• Equitable and inclusive

11- six aspects of HCI

1. Ans- User
The person interacting with the computer, including their
skills, preferences, and limitations.
2. Task
The activities or goals the user wants to accomplish using
the system.
3. Context
The environment and conditions in which interaction takes
place (physical, social, cultural).
4. Interface
The point of interaction between the user and the computer
(hardware and software).
5. System
The computer system and software that processes inputs and
delivers outputs.
6. Feedback
Information returned to the user to confirm actions or
provide status updates.

12- Abowd and Beale Framework models with the help of diagram

Ans- This framework models HCI as an interaction between four


key components:
1. User (U): The human who interacts with the system.
2. System (S): The computer or software that the user
interacts with.
3. Input (I): The communication channel through which the
user provides input to the system.
4. Output (O): The communication channel through which
the system delivers output to the user.
The framework highlights the translation processes:
• The User performs an action that is encoded into an
Input for the System.
• The System processes this and produces an Output.
• The User then decodes this output as feedback.

13- Compare and contrast between various design goals.

Ans- Usability vs. Performance


• Usability
o Focus: How easy and intuitive a system/product is
for users.
o Goal: Minimize learning curve, reduce errors,
provide a pleasant user experience.
o Example: Simple, clear interfaces, helpful
feedback, accessibility features.
• Performance
o Focus: How fast and efficient a system operates
under different conditions.
o Goal: Minimize response time, maximize
throughput, optimize resource usage.
o Example: Fast loading times, efficient algorithms,
minimal lag.
• Contrast:
Usability may sometimes prioritize simplicity over speed
(e.g., adding steps for confirmation), while performance
optimization might require complexity (e.g., caching or
multi-threading). Balancing both is key.

2. Reliability vs. Flexibility


• Reliability
o Focus: Consistency and correctness of system
operation over time.
o Goal: Minimize errors, failures, crashes, and data
loss.
o Example: Error handling, redundancy, testing.
• Flexibility
o Focus: Ease of adapting the system to new
requirements or environments.
o Goal: Support extensibility, customization, and
future changes.
o Example: Modular architecture, configurable
parameters.
• Contrast:
Highly reliable systems may restrict changes to preserve
stability, while highly flexible systems might allow
changes that introduce risk of instability.

3. Security vs. Accessibility


• Security
o Focus: Protecting system and data from
unauthorized access or attacks.
o Goal: Authentication, encryption, data integrity,
and privacy.
• Accessibility
o Focus: Ensuring everyone, including people with
disabilities, can use the system.
o Goal: Compliance with standards (e.g., WCAG),
support assistive technologies.
• Contrast:
Security might impose strict access controls that could
hinder easy access for some users; accessibility requires
open, simple access that might conflict with complex
security measures.

4. Maintainability vs. Initial Development Cost


• Maintainability
o Focus: Ease of updating, fixing, and improving
the system after deployment.
o Goal: Well-documented, modular, clean code to
reduce future effort.
• Initial Development Cost
o Focus: Minimizing time, money, and resources
during initial creation.
• Contrast:
Investing more upfront for maintainability can increase
initial cost but reduce long-term cost; cutting initial cost
often leads to harder maintenance.

14- textual communication. And properties of grounding constraints?

Ans- Textual Communication


• Communication using written text (emails, chats,
documents, etc.).
• Enables asynchronous and recorded interaction.
• Lacks non-verbal cues like tone, gestures, facial
expressions.
• Relies on clarity, structure, and context to avoid
misunderstandings.
• Often used in professional and remote communication.

16- scenario-based design

Ans- Scenario-Based Design (SBD)


• Definition:
A design approach that uses stories or scenarios describing
how users might interact with a system or product in real-life
contexts.
• Purpose:
To understand user goals, tasks, and environments before
designing solutions.
• Key Elements:
o Scenarios: Narratives or stories about user activities
and interactions.
o Actors: Users or entities involved in the scenario.
o Context: The situation or environment where
interaction happens.
o Goals: What the user wants to achieve.
• Benefits:
o Helps designers empathize with users.
o Identifies requirements and potential problems early.
o Supports communication among stakeholders.
o Guides development and testing.
• Example:
A scenario for an online shopping app:
“Sarah wants to buy a birthday gift quickly. She opens the
app, searches for gifts under $50, reads reviews, adds a gift
to her cart, and checks out using saved payment details.”
17- user experience. And attributes of user experience.

Ans- User Experience (UX)


• The overall feel and satisfaction a user gets when
interacting with a product or system.
• Encompasses usability, accessibility, performance, design,
and emotional response.

Attributes of User Experience


1. Usability – How easy and efficient the product is to use.
2. Accessibility – How well it supports users with different
abilities.
3. Desirability – The emotional appeal and attractiveness.
4. Usefulness – How well it meets user needs and goals.
5. Credibility – Trustworthiness and reliability of the product.
6. Findability – How easily users can find information or
features.
7. Value – The benefit users gain from the product.

18- text-based communication

Ans- Text-Based Communication


• Communication that happens through written text, like
emails, chats, or messages.
• It is often asynchronous, allowing users to respond at their
own pace.
• Lacks non-verbal cues (tone, gestures), so clarity and context
are important.
• Common in digital and remote interactions.

19- socio-organizational issues and stakeholder requirements.

Ans- Socio-Organizational Issues


• Concerns related to people, culture, roles, and
communication within an organization.
• Includes power dynamics, workflows, collaboration, and
resistance to change.
• Important for successful system adoption and smooth
operations.

Stakeholder Requirements
• Needs and expectations of all people or groups affected
by a system (users, managers, clients, etc.).
• Can be functional (what the system should do) or non-
functional (performance, security).
• Capturing these ensures the system meets real-world
needs.
20- socio-organizational issues and stakeholder requirements.

Ans- Stakeholder Requirements Communication


• Purpose: Ensure clear, shared understanding of what
stakeholders need from a system or project.
• Methods:
o Meetings and interviews
o Workshops and brainstorming sessions
o Surveys and questionnaires
o Prototypes and demonstrations
o Documentation (specifications, user stories)
• Challenges:
o Different stakeholder priorities and vocabularies
o Misinterpretation or incomplete requirements
o Changing requirements over time
• Best Practices:
o Active listening and clarification
o Use simple, clear language
o Regular feedback and validation
o Visual aids (diagrams, mockups)
o Continuous engagement throughout the project

21- communication and collaboration models

Ans- Communication Models


• Frameworks describing how information is exchanged
between participants.
• Examples:
o Sender-Receiver Model: One-way transmission
of message.
o Interactive Model: Two-way communication
with feedback.
o Transactional Model: Simultaneous sending and
receiving, ongoing interaction.

Collaboration Models
• Ways people work together to achieve shared goals.
• Examples:
o Co-located Collaboration: Working together in
the same place.
o Distributed Collaboration: Working remotely,
often using digital tools.
o Synchronous Collaboration: Real-time
interaction (e.g., video calls).
o Asynchronous Collaboration: Interaction over
time (e.g., emails, forums).

22- user centered design process with the help of diagram and
example seven stages of Norman’s models with the help of
diagram.

Ans- User-Centered Design (UCD) Process


Focuses on designing products around users’ needs through
iterative stages.
Key Stages:
1. Understand Users — Research user needs and context.
2. Specify Requirements — Define what users need from
the product.
3. Design Solutions — Create prototypes or mockups.
4. Evaluate Designs — Test with users and gather
feedback.
5. Iterate — Improve design based on feedback.
6. Implement — Develop the final product.
7. Deploy and Monitor — Release and observe user
interaction.
css
CopyEdit
[Understand] → [Specify] → [Design] → [Evaluate] →
[Iterate] → [Implement] → [Deploy]
Example: Designing a mobile banking app starting from user
interviews to final release.

Norman’s Seven Stages of Action Model


Describes user interaction steps with a system:
1. Forming the Goal — What user wants to achieve.
2. Forming the Intention — Plan how to act.
3. Specifying the Action — Decide specific actions.
4. Executing the Action — Perform the actions.
5. Perceiving the State of the World — Observe system
response.
6. Interpreting the State — Understand what happened.
7. Evaluating the Outcome — Compare results with goal.
mathematica
CopyEdit
Goal → Intention → Action Spec. → Execution →
Perception → Interpretation → Evaluation
Example:
• Goal: Transfer money.
• Intention: Use mobile app to transfer.
• Action Spec.: Select “Transfer,” enter amount.
• Execution: Tap buttons.
• Perception: See confirmation message.
• Interpretation: Confirm money transferred.

23- human sensory memory.

Ans- Human Sensory Memory


• The briefest form of memory that holds sensory
information just long enough to be processed.
• Stores raw data from the senses (sight, sound, touch, etc.)
for a very short time (milliseconds to a few seconds).
• Types:
o Iconic memory (visual information) lasts about
0.5 seconds.
o Echoic memory (auditory information) lasts
about 2-4 seconds.
• Acts as a buffer allowing the brain to decide what
information to attend to for further processing in short-
term memory.
24- WIMP interface.

Ans- WIMP Interface


• Windows: Separate rectangular areas on screen to display
and organize information.
• Icons: Small graphical symbols representing files,
applications, or actions.
• Menus: Lists of commands or options pulled down or
popped up for selection.
• Pointer: On-screen indicator (e.g., mouse cursor) used to
select and manipulate objects.
Key Points
• Direct Manipulation: Users interact by pointing,
clicking, dragging.
• WYSIWYG (“What You See Is What You Get”):
Immediate visual feedback.
• Ease of Learning: Intuitive for novices due to graphical
metaphors.
• Limitations: Can become cluttered; less efficient for
expert users who prefer keyboard shortcuts.
3/3
o4-mini

25- Dialogue Design and presentation design.

Ans- Dialogue Design


• Focuses on how users interact with the system through a
sequence of actions and system responses.
• Involves designing the flow of communication—what
the system says, how users respond, and how the system
guides them.
• Goals: Clear, efficient, and error-free user interactions.
• Example: Designing the steps in an online checkout
process or a chatbot conversation.

Presentation Design
• Focuses on the visual layout and appearance of the user
interface.
• Includes choice of colors, fonts, spacing, icons, and
overall aesthetics.
• Goals: Make the interface attractive, readable, and easy
to navigate.
• Example: Designing the dashboard layout with charts,
buttons, and menus that look good and are easy to use.

26- Drag and Drop Collection.

Ans- Drag and Drop Collection


• A user interface technique where users select (drag) one
or more items and move (drop) them into a collection or
target area.
• Commonly used for organizing, grouping, or
transferring items (e.g., files into folders, emails into
categories).
• Enhances direct manipulation and makes interactions
intuitive.
• Key considerations:
o Clear visual feedback during dragging.
o Easy to select multiple items if needed.
o Smooth, responsive dropping behavior.
• Example: Dragging photos into an album or dragging
tasks into different status columns in a project
management tool.

27- cognitive task with the help of example.

Ans- Cognitive Task


• A task that involves mental processes such as thinking,
reasoning, decision-making, problem-solving,
remembering, and understanding.
• Requires attention, perception, memory, and judgment
rather than just physical action.

Example
• Using an online banking app to check your account
balance and decide how much money to transfer.
o You must remember your login info (memory).
o Interpret the displayed balance (perception).
o Decide the amount to transfer based on your
budget (decision-making).
o Plan the steps to complete the transfer (problem-
solving).

28- demonstrate the framework of HCI.

Ans- Framework of HCI


• Users: People who interact with the system, bringing
goals, skills, and context.
• Tasks: Activities users want to accomplish using the
system.
• System: The hardware and software enabling interaction.
• Context: The environment and conditions under which
interaction occurs (physical, social, organizational).
• Interaction: The communication between users and
system via input/output devices.
The framework shows how users perform tasks with the
system, influenced by context, to achieve goals effectively and
efficiently.

29- Scenario-Navigation design-Screen-


design.

Ans- Scenario
• A story or narrative describing how a user interacts with
a system to achieve a specific goal in a real context.
• Helps designers understand user needs, behaviors, and
environment.
• Example: “John wants to book a flight quickly on his
phone while waiting at the airport.”

Navigation Design
• The process of designing how users move through and
find information within a system or website.
• Focuses on menus, links, buttons, and structure to ensure
users can easily reach their goals.
• Good navigation is intuitive, consistent, and minimizes
user effort.

Screen Design
• Concerned with the visual layout and arrangement of
elements on a screen.
• Includes placement of text, images, buttons, forms, and
controls for clarity and usability.
• Aims to create an attractive, easy-to-understand interface
that supports the task flow.

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