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Winsem2022-23 Cse4015 Eth VL2022230503029 Cat-1-Qp - Key

This document is the answer key for the Continuous Assessment Test 1 for the course Human-Computer Interaction (CSE4015) at the School of Computer Science and Engineering for the Winter Semester 2022-2023. It includes questions on topics such as human memory, I/O devices for specific applications, the importance of the human visual system in user interfaces, and methods for gathering user interface design requirements. The document also outlines various assessment questions and their corresponding answers related to user interface design and user experience.

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Sanidhya Rastogi
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0% found this document useful (0 votes)
12 views6 pages

Winsem2022-23 Cse4015 Eth VL2022230503029 Cat-1-Qp - Key

This document is the answer key for the Continuous Assessment Test 1 for the course Human-Computer Interaction (CSE4015) at the School of Computer Science and Engineering for the Winter Semester 2022-2023. It includes questions on topics such as human memory, I/O devices for specific applications, the importance of the human visual system in user interfaces, and methods for gathering user interface design requirements. The document also outlines various assessment questions and their corresponding answers related to user interface design and user experience.

Uploaded by

Sanidhya Rastogi
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
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School of Computer Science and Engineering

Winter Semester 2022-2023


Continuous Assessment Test – 1
Answer Key
SLOT: A1
Programme Name &Branch : B.Tech CSE
Course Name & code: Human-Computer Interaction CSE4015
Class Number (s): VL2022230503029, VL2022230503005, VL2022230503038,
VL2022230503118, VL2022230503042
Faculty Name (s): Dr. Navamani T M, Dr Swarnalatha P, Dr. Perepi Rajarajeshwari, Dr.
Shashank Mouli Satapathy, Dr Sivaprakash S
Exam Duration: 90 Min. Maximum Marks: 50

General instruction(s):
Specify if any printed material may be permitted
Any other specific instruction

Q.No Question Max CO BL


. Mark
s
1a. What is the difference between recognition and recall in 5 CO BL
relation to human memory? Discuss the implications of this for 1 2
VTOP interface design.
Ans.

There are two main methods of accessing memory:


recognition and recall. Recognition is the association of an
event or physical object with one previously experienced or
encountered, and involves a process of comparison of
information with memory, e.g. recognizing a known face,
true/false or multiple choice questions, etc. Recognition is a
largely unconscious process, and the brain even has a
dedicated face-recognition area, which passes information
directly through the limbic areas to generate a sense of
familiarity, before linking up with the cortical path, where data
about the person's movements and intentions are
processed. Recall involves remembering a fact, event or object
that is not currently physically present (in the sense of
retrieving a representation, mental image or concept), and
requires the direct uncovering of information from memory,
e.g. remembering the name of a recognized person, fill-in the
blank questions, etc.

Recognition is usually considered to be “superior” to recall (in


the sense of being more effective), in that it requires just a
single process rather than two processes.

b. What I/O devices would you use for the following system? 5 CO BL
Justify why conventional keyboard, mouse, CRT screen may 1 4
be less suitable
i)Healthcare Application
ii)Word Processor for Visually Disabled persons
Ans:
Healthcare Application-Keyboard, mouse, printer,monitor
Word Processor for Visually Disabled persons-Special
keyboards, touch screen

2a. Briefly explain how important is human visual system in user 5 CO BL


interfaces? 1 2
Ans.
• Visual cues: It is one of the most important ways to
improve visual perceptual. Using visual cues to
communicate and give directions to the user, it might
be something as simple as a little icon which helps the
user to relate to his everyday things. It is said that
visuals are processed in the brain at 60,000 times the
speed of text. Brain acknowledges and remembers
shapes may it be icons, images illustrations first
because simple visual images can be remembered and
recognized directly. Reading, instead, is a longer
process than identifying shapes, because the brain
needs to identify letterforms and decode words into
meaning.
• Directional arrows: To help with direction as whats
the next step user needs to perform. When it comes to
onboarding, check-out or even a simple carousel scroll,
giving the user the remaining steps he needs to
complete helps to visually perceptual any design.
• Spacing and kerning: Not only having a proper
spacing between 2 sentences; right spacing between
characters and paragraphs are also all very important
especially when it’s a context-heavy screen. Text
readability is the key to any website or product. Users
would not have the time to go through tons of content
which are not readable.
• Highlight the line: Not all sentences are of the same
importance in any given design, try highlighting the
parts of the sentence which gives the user more context
so that he need not go through the entire paragraph to
understand it.
• Eliminate visual distractions: Never distract the user
by design elements which are of no use, Avoid
unnecessary decorations in design. Remove as much of
visually confusing layouts as possible, especially when
it’s an interactive screen where the user needs to
perform actions. Encourage the user to use the
application more often by giving him what is required
keeping the design clear of distractions and clutter.
• Outline boundaries: Highlight elements like toasters,
pop-ups with a subtle shadow just to give the depth
between them. Even in input fields giving color
difference for error state and warning state, helps the
user to perceptual. Use contrast, design needs to
separate the foreground from the background, to
recognize objects that are viewed from an incredible
range of spatial orientation, and to accurately interpret
spatial cues.
• Break visual activities into small steps: When
working on an interactive screen, present one piece at
a time and hide unneeded pieces allowing the user to
focus on one element at a time reducing his cognitive
load.

b. Discuss at least two examples of applications where you can 5 CO BL


use Short Term Memory and Long Term Memory in 1 4
interactive designs.
Ans.
Short-term memory
Short-term memory or working memory acts as a
‗scratch-pad‘ for temporary recall of information. It is used to
store information which is only required fleetingly.Short-term
memory can be accessed rapidly, in the order of 70 ms. It also
decays rapidly, meaning that information can only be held
there temporarily, in the order of 200 ms. Short-term memory
also has a limited capacity. There are two basic methods for
measuring memory capacity. The first involves determining
the length of a sequence which can be remembered in order.
The second allows items to be freely recalled in any order.
Long-term memory
If short-term memory is our working memory or
‗scratch-pad‘, long-term memory is our main resource. Here
we store factual information, experiential knowledge,
procedural rules of behaviour – in fact, everything that we
‗know‘. It differs from short-term memory in a number of
significant ways. First, it has a huge, if not unlimited, capacity.
Secondly, it has a relatively slow access time of approximately
a tenth of a second. Thirdly, forgetting occurs more slowly in
long-term memory, if at all.
Long-term memory is intended for the long-term
storage of information. Information is placed there from
working memory through rehearsal. Unlike working memory
there is little decay: long-term recall after minutes is the same
as that after hours or days.
Long-term memory structure
There are two types of long-term memory: episodic
memory and semantic memory. Episodic memory represents
our memory of events and experiences in a serial form. It is
from this memory that we can reconstruct the actual events that
took place at a given point in our lives. Semantic memory, on
the other hand, is a structured record of facts, concepts and
skills that we have acquired. The information in semantic
memory is derived from that in our episodic memory.

Any two applications can be discussed with respect to


these memories
3. Discuss about the various methods to determine the 10 CO BL
requirements for designing user interface? Illustrate the 2 3
requirements gathering process for designing an interface for
Online Retail Application.
Ans:
Data gathering can be done using the following conventional
techniques:

• Interviews: Interviews are good for getting people to


explore issues. Semi-structured or unstructured interviews
are often used early on to elicit scenarios. In the context of
establishing requirements, it is equally important for
development team members to meet stakeholders and for
users to feel involved. This on its own may be sufficient
motivation to arrange interviews.

• Focus Groups: Focus groups are ideal for establishing a


consensus view and highlighting areas of conflict and
disagreement during the requirements activity. On a social
level it also helps for stakeholders to meet designers and
each other, and to express their views in public. It is not
uncommon for one set of stakeholders to be unaware that
their understanding of an issue or a process is different from
another’s even though they are in the same organization.

• Questionnaires: Questionnaires may be used for getting


initial responses that can then be analyzed to choose people
to interview or to get a wider perspective on particular
issues that have arisen elsewhere. Or the questionnaire
might be used to get opinions and views about specific
suggestions for the kind of help that would be most
appreciated.

• Direct Observation: Observation of participants in their


natural setting is used to understand the nature of the tasks
and the context in which they are performed. Sometimes the
observation is carried out by trained observers who record
their findings and report them back to the design team, and
sometimes the observation is carried out by or with a
member of the design team.

• Indirect Observation: Diaries and interaction logging are


used less often within the requirements activity. Interaction
logging on an existing system may be used to provide some
data about how a task is performed currently, but the
information is too tightly coupled with details of the existing
computer support to be particularly helpful if a completely
new system is planned.

• Studying Documentation: Manuals and other


documentation are a good source of data about the steps
involved in an activity and any regulations governing a task.
Such documentation should not be used as the only source,
however, as everyday practices may augment them and may
have been devised by those concerned to make the
procedures work in a practical setting. Taking a user-centred
view of development means that we are interested in the
everyday practices rather than an idealized account.

Researching Similar Products: By observing and analyzing


similar products, it is very easy to establish the requirements of your
own product
4a. Consider an organization executing the task of arranging blood 4 CO BL
donations for various hospitals through a web interface. 2 4
Determine the user scenario for this task. Write a short
scenario describing how the data for blood donation can be
collected and informed to the concerned persons through
online mode.
Ans:
Task analysis scenario has to be written in steps for the
blood donation application
b. Draw the Hierarchical Task Analysis (HTA) diagram for the 6 CO BL
above scenario. 2 6
Ans:
A neat HTA diagram has to be drawn depicting the above
steps
Do a keystroke level analysis for opening a word document 10 CO BL
5. and saving the document using a mouse as the pointing device. 3 4
Suggest any three methods for doing the operation and a
keystroke level analysis for each method
Ans.

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