Chapter 1

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1A) What is the advantage of the DVORAK keyboard over the QWERTY keyboard?
(1) “The DVORAK keyboard uses a similar layout of keys to the QWERTY system, but
assigns the letters to different keys. Based upon an analysis of typing, the keyboard is
designed to help people reach faster typing speeds.”
(2) It helps users to type faster than the QWERTY, 10-15% improvement in speed and reduction in fatigue
(3) DVORAK keyboard is designed to help achieve faster typing speed. Though it is biased towards right
handed people, the keys layout makes sure of the alternation between hands with keystrokes. It minimizes
number of keystrokes with weak fingers. The design curves the plane of the keyboard so it's concave.
QWERTY keyboard is not optimal for typing. This is the dominant layout.
(4) It assigns certain keys to the user to help improve speed. It tends to be more biasas towards right hand
users because most of the typing is with the right hand therefore most used keys are put on the right hand
side to improve speed.
(5)(6)(7)
 It is designed to help people reach faster typing speed. The layout is designed so that the most
common used keys are in the middle and that the weak fingers don’t need to be used as much and this
should increase people’s typing speed.
(8) Keyboard is designed to help people type faster. 70% of keystrokes are mades without reaching too far.
(9)
The letters that are used the most are on the home row instead of being spread out. The QWERTY
keyboard was designed to be slow.
(10) The Qwerty Keyboard was designed explicitly to slow down typists and keep typewriters from jamming.
The Dvorak Keyboard was designed for faster typing, with the most used letters on the right hand side and
nearer to the home keys.
(11) The Advantage of it is that it is designed to help people reach faster typing speeds, it is biased towards
right handed people. The layout of it is also designed so that majority of keystrokes alternate between hands
so therefore potentially increasing typing speed.
2A) Who invented the mouse?
(1)(2) He is Douglas Englebart.
(3) The mouse was developed around 1964 by Douglas C. Engelbart.
(4) The mouse was invented by Douglas C. Engelbart in 1964.
(5)(6) Douglas C. Engelbart
(7)
 The mouse was developed around 1964 by Douglas C. Engelbart
(8) Douglas Engelbert
(9)
Douglas C. Engelbart
(10)(11) The mouse was developed by Douglas C Engelbart.
3A) Which are the 3 most significant senses for the average person when it comes to interacting with a
computer?
(1)The three most significant senses when interacting with a computer would be vision, touch, auditory.
(2) (3) The 3 senses are: Touch, Feel and Smell.
(4) Sight, hearing and touch.
(5) Sight, Hearing, Touch
(6) Vision, Touch, Hearing
(7)
 Sight, touch, and hear
(8) Vision, Hearing, and Touch
(9) Sight, touch, sound
(10) Sight, Sound and Touch
(11)-
4A) A semantic network is one model of which type of human memory?
(1)A semantic network is a model of long-term-memory.
(2) It uses Norman’s model.
(3) Long term memory.
(4) Long-term Memory.
(5) Long term memory
(6) Long term human memory
(7)(8) Long Term Memory
(9)(10)(11)5A) According to the book what is an affordance?
(1)The psychological idea of affordance says that things may suggest by their shape and other
attributes what you can do to them, for example, a handle affords pulling or lifting; a
button affords pushing.
(2) (3) Accordance is described as things that may suggest, by their shape and other attributes, what you can do
to them; like a button requires to be pushed or a handle requires to be pulled or lifted.
(4) Affordance is the idea that how will users know where to click. Its how the users will associate certain
design or shapes to click on what they want done.
(5)(6) Associating objects by what you can do with their shapes. Ex, handle for lifting, button for pushing, etc
(7)
 that things may suggest by their shape and other attributes what you can do to them: a handle affords
pulling or lifting; a button affords pushing.
(8) Its psychological idea that things may suggest by their shape and other attributes what you can do to
them. Eg. Button pushing.
(9)(10) Something that suggests, by its shape or other attributes, its function.
(11) That things may suggest by their shape and other attributes what you can do to them.
6A) What are the three types of human memory discussed in this class?
(1)The three types of human memory are sensory memory, short-term-memory, and long-tem-memory.
(2) (3) (4) Sensory memory, short-term memory and long-term memory.
(5) Long term, Short term, Sensory memory
(6)
(7)(8) Sensory Memory, Short-Term Memory, and Long-Term Memory
(9) Long-term, short-term, sensory buffers
(10) Sensory, Long Term and Short Term
(11) Short term memory, Long term memory and sensory memory.
7A) Name Norman’s two gulfs.
(1)(2) They are gulfs of Execution and Evaluation.
(3)(4) Gulf’s of execution and gulf’s of evaluation.
(5) Gulfs of execution & Gulfs of evaluation
(6) Slips and mistakes
(7)
Gulf of execution and gulf of evaluation
(8) Execution and Evolution
(9)(10)(11) Gulfs of execution and gulfs of evaluation.
8A) Individuals differ. Some of these differences are short term, others are long term. Give one long-term
individual difference.
(1)(2) (3)(4) Forgetting occurs more slowly in long term memory.
(5)(6)(7) Page 28
(8) Retraival of long-term memory.
(9)(10)(11)-
9A) Why are people less able to distinguish fine detail in blue?
(1)(2) Because cones are that sensitive to blue light just 3-4%, very slow.
(3)(4)(5)(6)(7)(8) Because human eye, in components, has less blue nodes than any other color. Therefore, can distinguish
less of blue than other color.
(9)
The acuity for blue is low for humans since only about 2% of the eye is designed to pick up blue.
(10)(11)-------1B) Give two examples of metaphor when used in interface design.
(1)Two examples of a metaphor when used in interface design would be WIMP and/or
natural language. A WIMP interface is closely related to real world actions: touching,
manipulating the mouse, pressing buttons.
(2) (3)
1. Model-world metaphor has a interface which is a world of itself where the user can act and changes
state in response to the user actions.
2. Typewriter metaphor was heavily relied on when word processors were first introduced. The keyboard
resembles a typewriter well but the behavior is very different for a keyboard.
(4) Windows and Buttons
(5)(6) The word processor followed the type writer metaphor.
(7)
 widgets
 menus
(8)(9) Desktop, typewriter
(10) Dragging a file into a folder, turning a page in an eBook (on an iPad)
(11) The turtle dragging its tail on the dirt and slips and mistakes.
2B) a) When is metaphor useful in design and b) when does it break down?
(1)A metaphor is useful because of its familiarity, but, a long the same lines, a designer
Can easily fall into the trap of not revolutionizing the software.
(2) (3)(4)(5)(6) A metaphor is useful to help people get over the initial use of using something new. For example word
processors are similar to type writers, so if they can use a type writer then they might be able ot figure out a
word processor
b) when does it break down? It breaks down when the metaphor can not be related to a real world metaphor,
like popping a floppy disk in or printing a document.
(7)
 Metaphors are used quite successfully to teach new concepts in terms of ones which are already
understood. Metaphors are used to describe the functionality of many interaction widgets, such as
windows, menus, buttons and palettes.

A metaphor breaks down once the user has become familiar with the item and its no longer useful or needed. It
can also be a cultural bias as it portraits.
(8)(9)
A metaphor can make a concept clear to everyone involved in the design. It breaks down when the
metaphor is not accurate or it is not familiar to everyone.
(10) Metaphors are useful when the connection can be easily established (the click-and-drag example), but
break down when there’s nothing in the real world to suggest an action (formatting a disk)
(11) They are successful in teaching new concepts in terms of ones that are already understood and it breaks
down when it gets in the way of the user understanding the computer.
3B) What are the stages of the Norman model of interaction?
(1)Establishing the goal.
2. Forming the intention.
3. Specifying the action sequence.
4. Executing the action.
5. Perceiving the system state.
6. Interpreting the system state.
7. Evaluating the system state with respect to the goals and intentions
(2)
“When the plan, or part of the plan, has been executed, the user observes the computer interface to
evaluate the result of the executed plan, and to determine further actions.
The interactive cycle can be divided into two major phases: execution and evaluation.”
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(3)(4)(5)
1.
2.
3.
4.
5.
6.
7.
(6)







(7)
user establishes the goal
formulates intention
specifies actions at interface
executes action
perceives system state
interprets system state
evaluates system state with respect to goal
Establishing the goal
Forming the intention
Specifying the action sequence
Executing the action
Perceiving the system state
Interpreting the system state
Evaluating the system state with respect to the goals and intentions
Establishing the goal
Forming the intention.
Specifying the action sequence.
Executing the action.
Perceiving the system state.
Interpreting the system state.
Evaluating the system state with respect to the goals and intentions.
1.Establishing the goal.
2. Forming the intention.
3. Specifying the action sequence.
4. Executing the action.
5. Perceiving the system state.
6. Interpreting the system state.
7. Evaluating the system state with respect to the goals and intentions.
(8)
1. Establishing the goal
2. Forming the intention
3. Specifying the action sequence
4. Executing the action
5. Perceiving the system state
6. Interpreting the system state
7. Evaluating the system state with respect to the goals and intentions
(9) Core, input, task, output
(10)(11) The stages of the Normal model of interaction are 1. Establishing the goal. 2. Forming the intention. 3.
Specifying the action sequence. 4. Executing the action. 5. Perceiving the system state. 6. Interpreting the
system state. 7. Evaluating the system state with respect to the goals and intentions.
4B) Give one example of a device that is a more “direct” input device than a mouse, keyboard and display.
(1)A more direct input device would be an auditory command, or a touch command, like through
a touch screen.
(2) It is joystick.
(3) Touchscreen
(4) Touch screen
(5)(6)(7)
 Whole body tracking
(8) Touch screen, Scanner
(9)
Tablet, smartphone, or any device with a touchscreen.
(10)(11) A tablet because it uses a touchscreen.
5B) List the different interaction styles.
(1)(2) Visual, auditory, haptic, touch.
(3) command line interface
menus
natural language
question/answer and query dialog
form-fills and spreadsheets
WIMP
point and click
three-dimensional interfaces.
(4) command line interface
menus
natural language
question/answer and query dialog
form-fills and spreadsheets
point and click
three-dimensional interfaces.
(5)
1. Command line interface
2. Menus
3. Natural language
4. Question/Answer and query dialog
5. Form fills and spread sheets
6. WIMP
7. Point and click
8. Three dimensional interfaces
(6)
 command line interface
 menus
 natural language
 question/answer and query dialog
 form-fills and spreadsheets
 WIMP
 point and click
 three-dimensional interfaces.
(7)
 command line interface

menus

natural language

question/answer and query dialog

form-fills and spreadsheets

WIMP

point and click

three-dimensional interfaces.
(8) Command Line Interface, Menus, Questions/Answer Dialog
(9)(10)(11) The different types of interaction styles are command line interface, menus, natural language,
question/answer and query dialog, form-fills and spreadsheets ,WIMP, point and click ,three-dimensional
interfaces.
6B) It has been shown that ALL UPPERCASE typing is harder to read than Upper and Lower case typing.
Why?
(1)Having all uppercase lettering makes it difficult for the reader to differentiate the shape of the
words. As we learn to read phonically, we eventual start recognizing words by how they are shaped.
Words in all capitals is harder to differentiate.
(2) Because using lower case is easy to read shape of words. All uppercase is used for non words.
(3) All uppercase tends to start blurring out after reading a few lines because of the way our eyes perceive
writing. Big congested writing doesn’t seem to transfer well into our brain for fast reading.
(4) Because it is hard for the eyes to distinguish when a sentence has ended and new once has begun.
Therefore there seems to be not real stop of statements to helps the user get from each sentence what is
trying to be delivered.
(5) It is ambiguous and hard to differentiate when all the words are uppercase rather than upper an
lowercase.
(6)(7)
 The human being has be educated all his life to read and write in upper and lower case, switching to
an all uppercase typing makes the user step out of its comfort zone .
(8) Because of the word shape; low shape contrast
(9)(10) Because we’re used to upper and lower case, having just uppercase slows us down and makes us read
slow and choppy. Also screaming.
(11) this is largely because of the clues given by word shapes and is the principle behind ‘look and say’
methods of teaching
children to read. The company immediately recognized the value of the advice and she instantly rose
in their esteem!
7B) Why is haptic perception important in Virtual Reality?
(1)Haptic perception is important in relation to virtual reality, because a second
aspect of haptic perception is kinesthesis, which has to do with the awareness
of the position of the body and limbs.
(2) Because it is physical interaction which makes users feel more real.
(3) To feel in virtual reality is very important because it gives you a sense of the actual reality it is trying to
portray.
(4) Haptic perception is important because its part of our human senses to feel something. If we feel haptic
feedback we are more liking to let our mind fall into the virtual reality.
(5)(6) Haptic is defined as a touch sensation humans rely heavily on to interact with their environment, without
this perception the reality part of virtual reality becomes non existent
(7)
 Because users need to see the computer-generated objects which they need to manipulate but they have
no physical sensation of touching them.
(8) It provides feedback when an object is picked touched or picked up
(9)
The user has to know when they have interacted with an object that occurs in the virtual reality.
(10) Because if you try to interact with objects in the virtual world, you’d have to rely on sight alone, which
tends to be awkward.
(11) It is important means of feedback because it allows users to interact with objects in a virtual reality
world while still giving them the sense of touch. Most computer games don’t have that sense of perception so
it is important to have it.
8B) Graphical user interfaces have made computers as prolific as they are today.
For what one group of users is this not the case?
(1)For the visual-impaired a graphical user interface (GUI) is more of a hindrance than
A benefit.
(2) It is not for expert users who are doing remote thing like they are using linux servers.
(3)(4) For the Unix users
(5)(6) For advanced users, more advanced users prefer a more direct way to do what they have to do. For
example rather than moving the mouse to file, then print, then ok a simple single line command might
suffice.
(7)(8) Users with vision problems.
(9)
Users that grew up using DOS or other command interfaces.
(10) For what one group of users is this not the case? People who had trained on command line interfaces for
years.
(11) For what one group of users is this not the case?
9B) You are designing an interface in which responding with split second accuracy can make the difference
in safety and danger. Which human sense would be best used to alert the user, sight, sound or touch? Why?
(1)Sight would be the best sense to alert when dealing with split-second-reactions, because
light travels faster to the eye, than sound travels faster to the ears.
(2) I think the sound will be better because the respond time is fastest around 150ms.
(3) Sound because sound always is used for alerting.
(4) Sight because light travels faster than sound therefore it would reach the users attention faster.
(5) Sight, because sight is the most used.
(6)(7)
 In my opinion, sound would be the best sense to use in creating an alert because the user will be able
to distinguish the sound of an alert easier than any other sound or sight. It is human nature to
respond quickly when dealing with sound and alarms.
(8) Vision because whatever we see, we respond to it. Flashing lights? Danger, or caution. Speed indicates
the promptness, which in translation means awareness.
(9)
Sound because visuals can be ignored and require the user to be paying attention in order to recognize
there is a problem. Touch requires the user to be actively interacting with the system. Noise can get a
person’s attention faster than either of the other two methods.
(10) Sight, especially if it involves blinking in the periphery of the vision. Sound can be difficult to locate and
touch can be misleading (feeling your phone vibrate in your pocket when it hasn’t)
(11)10B) In terms of human memory why is a multiple choice question easier to answer than a fill-in-the-blank
question?
(1)A multiple-choice question is easier to answer, because our brains store information in an
index style, which the organization of the multiple choice question, sort of, resembles.
(2) Because in long term memory, with multiple choice, we can use recognition to know the stuff and get. It
is easier than recall information in long term memory.
(3) The human mind doesn't have to remember the whole correct answer. Soon as the eyes see the
resemblance to the right answer in the options it'll choose it. Fill in the blank must be a memorized
answer.
(4) It’s easier to answer because sometimes our long term memory is activated when looking at something
that we previously had store in our brain. It will bring back memories stored of when perhaps you read or
seen that particular material.
(5) It is easier to recall information that may be stored in short term memory then to try and remember a fill
in the blank, multiple choice questions allow for recognition of the answer.
(6)(7)
 Multiple choice answers are easier to answer because the answer is already displayed somewhere in
the text and the its easier for the human brain to identify it rather than filling in the blank with a self
made answer.
(8) Keyword association
(9) Recognition is easier than remembering information.
(10) Because the answer is already there.
(11) Because it allows you to recall other answers vs remembering straight off the top of your head.
11B) Given the theories of forgetting discussed in the book what are two reasons that might cause us to forget
a piece of information.
(1)The two main theories for forgetting is Decay and Interference. Decay is simply forgetting over
Time; it simply becomes recallable. Interference is gaining new information that, sort of,
overwrites the old information.
(2) They are decay and interference.
(3)(4)(5) Decay and interference
(6)(7)(8) Failure to recall
(9)(10)(11)12B) An expert makes a mistake doing something he has done hundreds of times. Is this a “slip” or an
“error?”
(1)This would be considered a “slip.” A slip is an unintended mistake: accidentally hitting the wrong
key, or bumping the wrong button. A mistake is an intended action that was… a “mistke!”
(2) This is a slip because he has done many times, meaning he knows the stuff but for some reasons he
makes a mistake.
(3) This is a slip because he knows how to do it the right way he just simply made a mistake.
(4) It’s a slip. Slip is when the user knows what they are doing but make a mistake.
(5) Slip
(6)(7)(8) Slip, because slips usually happen when go off-track from our routine.
(9) It is a slip because the expert knows to how to do the right thing but for whatever reason did the wrong
thing.
(10) that’s a slip.
(11) This is a slip because he did it formulating the right action but forgot to do it correctly.
13B) a) What does WYSIWYG stand for and b) what does it mean?
(1)WYSIWYG is an acronym the stands for What You See Is What You Get. It means
That the difference between the interface and what you get, or the result, is minimum.
(2) It is what you see is what you get. It means the interface that we can see what we are doing. Example:
Microsoft Word is and example for a text editor.
(3)
(4) What you see is what you get. It means that what you see on the screen should be what you get once you
print it out on paper.
(5) a)What you see is what you get
b) This means that the appearance of the document on the screen should be the same as its eventual
appearance on the printed page.
(6) What is displayed or output on the screen after an interaction is what you get. Simply this idea is used to
help provide some predictability in human computer interactions
(7)
 A) WYSIWYG stands for “what you see is what you get”
 B) this means that the appearance of the document on the screen should be the same as its eventual
appearance on the printed page.
(8) What You See Is What You Get and it means that appearance of the document on the screen should be
the same as printed page.
(9)
“What you see is what you get” means that the difference between the display and the actual finished
product will be minimal.
(10) What you see is what you get, the size of a document on the screen will be the size of the printed
document.
(11) It means what you see is what you get and it means its an interface that gives you what you get and it
means what it says on the buttons.
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1C) Why do companies like Google allow such playful office arrangements?
(1)The playful environment relaxes the employees, relieving stress, and giving the freedom
Be creative.
(2) To improve the motion of employees which will be productive for them. The reason is the emotion affect
to human thingking.
(3) Google has a playful office arrangement because of the different people they hire. Each person gets
creative from different experiences. Hearing, memory, sight, and many other factors play a part in getting
creative for their jobs. A loose environment helps give them room to get ideas for their job.
(4) To allow their employs to be innovative as they can start something in a playful mood but it turns out to
be a great idea. A lot of their great software today was created through these idea.
(5) Positive emotions enable us to think more creatively, solve complex problems, whereas negative
emotions pushes us into narrow, focused thinking. A problem that may be easy to solve when we are relaxed
will become more difficult if we are frustrated or afraid.
(6) To keep a happy employee, happy employee tends to think more than the unhappy employee. Unhappy
employees simply just do enough work asked to get the work done and then go home. Happy employees tend
to think more than just do enough work to go home.
(7)
 To help the flow of creativity among their employees and to make them feel more relaxed and stress
free
(8) To challenge creativity
(9)
It encourages their employees to be creative and they do not think of work as work. It doesn’t limit
their ability to think outside the box.
(10) If one of their workers gets stuck on a problem or a tricky bit of code, they can distract themselves while
thinking of a solution. It removes a stress and allows for creative thinking and movement.
(11) This allows them for the workers to be more creative and lets them work in an environment they want to
work in and feel comfortable in.
2C) Since an old-school mobile phone keypad has 12 (or so) keys that are roughly arranged in a 3 x 4 pattern
it presents a "Mode" problem... what is a “Mode” problem?
(1)A “mode” problem is when the user makes a mistake, because he/she doesn’t know which
mode the key is in. A “mode” problem can occur when a key, or something similar, has
been assigned multiple functions, but must be switched to different mode’s to activate that
function.
(2) It is hard to use.
(3) The mode problem is where the keypad has the 12 buttons with numbers and symbols but also
can be applied to the letters which are on the buttons in case one might have to text. With multiple
clicks, the letters can be reached.
(4)(5) A mode problem is when you have to input a character/number and the way you input it becomes a
problem like an old phone keypad has only 12 keys or so but there are 26 letters and 10 numbers to input
that would be a mode problem.
(6) A mode problem has to do with what the person does, to recover, or reacts in a situation that goes wrong
because of something that different in the person's usual interaction with something. A 3x4 keyboard is a
layout that is no longer used. So if the person were to mistype a number it might take them longer to find the
backspace button to recover from their mistake. If the same person where to use a phone keyboard layout
they knew they would recover much quicker because they were familiar with the mode. This is what presents
the mode problem.
(7)
 Mode problem is when a device can be programmed to do two or more things using the same input
device. For example: when using an old phone, the number pad was used to type the number faster,
but when switching into texting, the number pad was less efficient since the user would need to press
the same key several times in order to reach the specific target (ex: pressing the key “5” three times in
order to produce the letter “l”)
(8) Ability to switch between menus, go back and forth without pressing large amount of keys to complete
such a task.
(9)
The 3 x 4 pattern is also used by ATM’s and so the person has to remember 2 different finger
movements even though the interface appears to be the same.
(10) A mode problem occurs when the same button has different meanings based on the mode of input. For a
phone, that would be numbers in the “send to” field and text in the “body” field.
(11) It creates a mode problem because most of those phones had two modes for inputting data, the number
mode which allows for numbers when making calls and the letter mode when typing in a sms message
3C) If a person has only one eye what are the ways that he can use to judge how far an object is from him?
(1)A person with one eye can use size of objects to determine distance, as well as, overlapping
objects.
(2) (3)
(4) Texture and detail. As the texture and fine detail grow the closer the object is.
(5) The law of size constancy, objects overlapping, depth perception, size and height of the object in our field
of view
(6) That person will use long term memory to help judge depth perception from previous experiences. For
example if that same person were to drive on the same road over and over again, that person would be able
to associate depth perception on other objects in the road based off of previous experiences.
(7)(8) Proximity and Association
(9) Size, Sound, familiarity with surroundings
(10) Relative sizes vs known sizes and the eye can still focus a single lens.
(11) Because it separates the phone number in to parts and this allows people to remember the number
easier than if its all bunched together.
4C) In terms of human memory why would a menu interface be easier for a novice to use than a command
driven interface?
(1)A menu system categorizes the information making it easier for the user to recall the information.
(2) Because they do not have to use recall in long term memory to remember the stuff, they just see the menu
and use recognition that is easier for them.
(3) A menu interface is broken down into categories and tabs for easier recognition by the user. One can
easily go to the Insert tab in the word processer to insert a picture, a column, page breaks, etc. Command
driven interface is better for advanced users because they know what they are looking for already and know
where to locate it.
(4) Because a beginner user would find it easier to remember a sequential process of how to complete
something vs. learning certain commands. Also the user may is more likely to remember how something
looks and what it does.
(5) We can deduce that recognition is easier than recall and allow users to select commands from a set (such
as a menu) rather than input them directly.
(6) A menu interface helps provide a visual means that is well organized for a novice to interact with. If the
menu interface is well design it may even flow with a novice user’s though process. A command driven
interface requires some previous known knowledge to interact with and a novice user will probably will not
have.
(7)
 A menu driven interface is easier for a novice user because the predefined options are already layout
for them while a command driven interface needs to be created/ typed by the user, which the user
must have knowledge of what he/she is doing.
(8) Command Line requires memorization of codes and command while Menu, well, that’s already
implemented and all you have to do is select and click.
(9) Commands need to be memorized while a menu interface allows the user to interact with the software
with no knowledge of the commands.
(10) Commands take more hard memorization and with menus, the functions can be implied.
(11) Because a menu interface has drop down menus and its graphical which allows you to see things clearly
while a command driven interface you would have to remember all the commands you need to control the
interface.
5C) We can remember a phone number as “404 894 6743” rather than 4048946743. Why?
(1)Similar to the above, our memories work best if we break the information up into small groups.
(2) Because we group them into groups which will help our brain easier to remember.
(3) If we break the long increment of numbers down to multiple pieces it is easier to remember in our short
term memory. With rehersal, we implant the memorization of the three 3-digit short pieces in our long term
memory.
(4) Because it’s easier to break down the number and learn it and three parts. Once all the three parts are
learned it’s a sematic memory process everything just falls into place.
(5) 7 +- 2 rule is that we can remember 7+- 2 chunk of information therefore chunking information can
increase short term memory capacity
(6)(7)
 It is easier for a person to remember a small sequence of numbers (whether they are in groups of
three numbers or four ) than to remember a 10 digit number.
(8) Standard. Spaces or dashes have been used throughout industry. So even without dashes (-), we can
associate those digits to a phone number.
(9) 4048946743 is perceived as being 10 individual numbers while 404 894 6743 is perceived as 3 numbers
making it easier to remember
(10) Separating it out in easier-to-remember chunks.
(11) Because it separates the phone number in to parts and this allows people to remember the number
easier than if its all bunched together.
6C) Describe and explain the differences in Norman’s two gulfs.
(1)(2) Gulf of Execution: user’s formulation of actions, actions allowed by the system
Gulf of Evaluation:user’s expectation of changed system state, actual presentation of this state
(3)(4) The gulf of executions is the difference between the user’s formulation of the actions to reach the goal
and the actions allowed by the system, while evaluation on the other hand is difference between the
presentation of the system and expectation the users has.
(5) Gulf of execution: is the difference between the user’s formulation of the actions to reach the goal and the
actions allowed by the system. If the actions allowed by the system correspond to those intended by the usr,
the interaction will be effective.
Gulf of evaluation: is the distance between the physical presentation of the system state and the expectiation
of the user.
(6) If the intention is not appropriate, this is a mistake. For example if you are driving faster than the speed
limit intentionally to get to somewhere quickly.
If the action is not what was intended, this is a slip. For example if you forget to let off the gas going down
hill and you go past the speed limit.
(7)
 The gulf of execution is the difference between the user’s formulation of the actions to reach the goal
and the actions allowed by the system.

The gulf of evaluation is the distance between the physical presentation of the system state and the
expectation of the user. The more effort that is required on the part of the user to interpret the
presentation, the less effective the interaction.
(8) Gulf of execution describes the intention of the users and what system is actually allowing user to do.
Gulf of evolution defines perceiving and interpretetion of expectations and intentions of users.
(9)(10)(11) The gulf of evaluation is the distance between the physical presentation of the
system state and the expectation of the user. While the gulf of execution is the difference between the user’s
formulation of the actions to
reach the goal and the actions allowed by the system.
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1D) An expert (in a high risk job like air traffic control) has used an interface as a part of his job every day for
5 years. The “geniuses” back at the home office have decided to change the interface’s functionality. After
retraining, the expert can again function normally in his job under regular circumstances. Under what
circumstances might he revert to his old, more practiced use? (the answer isn’t “under irregular
circumstances”)
(1)The expert user would revert to his old way of use if faced with highly-stressful situations where he/she is
forced to react quickly. Therefore, the expert would be using muscle-memory, which is
More ingrained.
(2) it is reproactive. Some old memory will replace the new memory.
(3) For example: there might still be buttons in the same places as his old interface but they have new
functions now. The expert can easily revert back to his old ways because he might impulsively decide to hit
the button thinking of its old function and completely forgetting about its new function. With the expert’s
practice of the old interface, he might just slip back into old habits if he sees any of the old looks of the
previous interface.
(4) If he kept having to many errors. If slips occur he could stay with the current system but errors would
cause him to revert back to his old system.
(5) When there is interference.
(6) The expert may revert back to his old more practical use when a mode problem exists. What he has
learned from his retraining may replace some of his regular use but not all. For example the last interface he
learned from all of his mistakes, so if he were to make a mistake on the new interaction the expert may revert
back to a previous way of fixing that mistake. In the chance of an emergency were there was little time to
react the expert might be quicker to react in a way of a previous experience.
(7)(8) New doesn’t neccersarily means better. So, I would say because of practicality.
(9)
When the expert becomes stressed they would revert back to the way that they have done things the
longest which would be the older and now incorrect way of doing things.
(10) An expert user, in this case, an air traffic controller, might revert to old practices when somethings going
wrong. Panic has a way of making people revert to something they’re comfortable with and those years of use
on the old system are comfortable for an air traffic controller.
(11) He might revert to his old more practiced use when he is trying to do things in a way he feels more
comfortable doing. Since he used to doing it a specific way he is going to revert to the way he remembers how
to do it.
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Extra credit) Computer RAM is volatile (its contents are lost when the power is turned off) and a computer
cannot run without a program so… how is it possible for a computer to get started after being turned off?
(1)The start-up memory is stored in a non-volatile memory. This memory is accessed during the boot
process, which initiates start up of the computer.
(2) Information can be stored in non volatile storage like HDD or SSD, and the booting instruction is stored
in ROM which is not volatile.
(3)(4) It holds the important information in the ROM (Read Only Memory). This memory is not volatile. It can
only be read as to how the computer can boot up every time.
(5) However, many computers have small amount of non-volatile RAM, which retains its contents, perhaps
with the aid of a small battery. This may be used to store setup information in a large computer, but in a
pocket organizer will be the whole memory.
(6) The motherboard has a battery called the cmos battery that keeps the motherboard memory alive enough
for the computer to turn on and run through its steps to get to the operating system. This acts like the long
term memory in human memory, short term may be lost but the long term is always there.
(7)(8) ROM – Read Only Memory, which is stored on motherboard. This memory, not large, is powered by
battery and contains instructions which computer takes and initiate the sequence of booting.
(9)(10)(11) Most computers have a small amount of non volatile ram that retains its contents after being turned off
with the aid of a small battery leading to the work being saved when you turn the computer back on.
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