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HCI Exam Questions and Concepts 2012

The document outlines the examination paper for the Bachelor of Science in Information Technology, specifically for the course BIT 2308 Human Computer Interaction. It includes various questions covering topics such as theories of perception, usability engineering, interface design principles, and evaluation techniques. Students are instructed to answer Question One and any two additional questions from the provided options.

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0% found this document useful (0 votes)
12 views5 pages

HCI Exam Questions and Concepts 2012

The document outlines the examination paper for the Bachelor of Science in Information Technology, specifically for the course BIT 2308 Human Computer Interaction. It includes various questions covering topics such as theories of perception, usability engineering, interface design principles, and evaluation techniques. Students are instructed to answer Question One and any two additional questions from the provided options.

Uploaded by

gordonogolo
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

UNIVERSITY EXAMINATIONS: 2011/2012

SECOND YEAR EXAMINATION FOR THE BACHELOR OF SCIENCE IN


INFORMATION TECHNOLOGY

BIT 2308 HUMAN COMPUTER INTERACTION

DATE: JULY, 2012 TIME: 2 HOURS

INSTRUCTIONS: Answer Question ONE and any other TWO

QUESTION ONE

a) Compare the constructivist and ecological theories of perception and give examples of how each
has influenced interface design. [4 Marks]
b) Differentiate the terms “gulf of execution” and “gulf of evaluation”. [4 Marks]
c) Design rationale is information that explains why a computer system is the way it is. List any six
benefits of design rationale. [3 Marks]
d) Describe three techniques used in participatory design. [3 Marks]
e) List and briefly explain Principles of Learnability. [5 Marks]

f) List Shneiderman’s Golden Rules [4 Marks]

g) Explain any five characteristics of HCI Design Patterns [5 Marks]


[2 Marks]
h) Explain any four problems associated with interface metaphors
QUESTION TWO
a) KCA university is designing an intranet system to ensure that sales staff always have the
most up-to-date information on products and special offers, and have immediate access to

1
Academic papers. Give a root definition for this system using the CATWOE elements. [5 Marks]
b) Describe the steps in the Usability Engineering Lifecycle [5 Marks]
c) Explain the way in which menus favour knowledge in the world over knowledge in the head.
[3 Marks]
d) Explain any four facilities included in an interactive system that allows users to recover from their
mistakes [4 Marks]
e) Describe any three essential differences between the HCI design model and the Software
Engineering design model. [3 Marks]

QUESTION THREE
a) Explain, using two examples, the principles of
i. Visibility [2 Marks]
ii. Affordance [2 Marks]

b) Describe, with the aid of a diagram, the Extended Human Information Processing model [6 Marks]
c) A database entry screen is being designed. The screen will display a form consisting of a
Large number of text boxes. The information to be entered will be in several categories,
Including personal details, account details and transaction information. Discuss ways in
which the Gestalt Laws of Perceptual Organization could be applied to enhance the
[6 Marks]
usability of this screen
[4 Marks]
d) Describe any four HCI goals
QUESTION FOUR
a) WinIT Ltd, a company with limited resources based in Nairobi wishes to evaluate the
usability of their web site. Discuss the approaches which could be taken in evaluating
their site WinIT Ltd, a company with limited resources based in Nairobi wishes to
evaluate the usability of their web site. Discuss the approaches which could be taken in
evaluating their site

b) Describe any two techniques for knowledge representation in an Adaptive Help System
c) Compare the characteristics of the following computer-based simulation techniques:
[10 Marks]
i. Horizontal prototyping
ii. Vertical prototyping
[4 Marks]
iii. Scenarios
[6 Marks]
2
3
QUESTION FIVE (20 Marks)
a) Interface evaluation is the process of assessing the usability of an interface and checking that it
meets user requirements. Briefly explain any two advantages and two disadvantages of laboratory
studies evaluation technique. [ 4 Marks ]
b) Cognition is the process by which we gain knowledge. List any six processes which contribute to
cognition. [ 6 Marks ]
c) Differentiate the terms Groupware and Computer Supported Cooperative Work (CSCW)
[ 4 Marks]
d) Using an illustration, describe the concept of Activity Theory from HCI perspective. [6 Marks ]

4
5

Common questions

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Participatory design techniques include workshops, where users and designers collaborate to brainstorm and prototype solutions; storyboards, which utilize visual narratives to map out interaction sequences from a user's perspective; and role-playing, which involves users and designers enacting scenarios to identify potential design issues. These techniques are significant as they involve users directly in the design process, ensuring that user needs and perspectives are integrated into the final product .

Gestalt Laws can enhance database entry screen usability through principles like proximity, grouping related text boxes for ease of recognition; similarity, ensuring consistent styling for elements within the same category; figure-ground distinction, utilizing clear background contrasts to highlight text boxes; and closure, incorporating borders or background shading to delineate grouped categories. These principles help users process information more effectively by providing visual cues that align with their natural perceptual tendencies .

Design rationale provides several benefits in system development: it improves communication among designers and stakeholders, preserves the reasons behind design decisions for future reference, enables traceability of decisions, aids in design consistency, supports decision-making by comparing alternatives, and facilitates user training by explaining design choices .

Principles of learnability in interface design include consistency, which aids users in predictability of interface actions; affordances, which help users understand possible actions and functions; feedback, providing users with information about their actions and system status; simplicity, avoiding unnecessary complexity that can hinder learning; and visibility, ensuring that important information is easily accessible .

Shneiderman’s Golden Rules include: 1) Strive for consistency, 2) Enable frequent users to use shortcuts, 3) Offer informative feedback, 4) Design dialog to yield closure, 5) Offer simple error handling, 6) Permit easy reversal of actions, 7) Support internal locus of control, and 8) Reduce short-term memory load. These rules guide designers in creating user-friendly interfaces by promoting intuitive interactions, efficient use, and effective feedback, thus enhancing overall usability .

Characteristics of HCI Design Patterns include reusability, allowing designers to apply proven solutions to recurring design problems; comprehensibility, making it easy for designers to understand the problem and solution; adaptability, enabling patterns to be adjusted to specific design contexts; and usability improvement, as they encode best practices for efficient design. These patterns are crucial as they foster consistent and effective interface design across various applications .

The Usability Engineering Lifecycle promotes effective interface design by providing a structured process that includes stages of planning, requirement analysis, iterative design, and testing. It emphasizes the continual refinement of user interfaces through user involvement and feedback, incorporating techniques like usability testing and prototyping to ensure that user needs are met and the interface is intuitive and efficient .

Constructivist theory posits that perception is a construct of the mind, influenced by experience and prior knowledge. This theory impacts interface design by encouraging designers to create customizable interfaces that accommodate user experiences and expectations. For example, constructivist principles support the use of familiar icons that leverage users' previous knowledge to facilitate learning and interaction. Ecological theory, on the other hand, suggests that perception is direct and relies on the affordances in the environment. This theory influences design by advocating for intuitive interfaces that reveal their functionality through clear affordances, such as buttons that look 'clickable'. Overall, the constructivist approach might lead to customizable dashboards, while ecological design fosters contexts that are instantly comprehensible without learning .

The 'gulf of execution' refers to the gap between a user's intention and the actions required to execute that intention within a system. It represents the challenges users face in translating their goals into specific actions. The 'gulf of evaluation', on the other hand, is the distance between the system output and the user’s ability to comprehend that output to make informed decisions. Essentially, the gulf of execution involves user challenges in doing what they want with the system, while the gulf of evaluation pertains to understanding what the system has done .

Problems with interface metaphors include potential user misunderstanding if the metaphor does not align with user experiences or expectations, over-simplification of complex systems that may lead to a lack of necessary functionality, cultural differences that can obscure metaphor comprehensibility across diverse user bases, and limitations in the evolution of metaphors when constrained by real-world analogies .

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