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HUMAN COMPUTER INTERACTION 800 Assignment

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DECLARATION iOF iORIGINALITY iRICHFIELD
GRADUATE iINSTITUTE iOFiTECHNOLOGY
i
Richfield iGraduate iInstitute iof iTechnology iplaces igreat iemphasis iupon iintegrity iand
iethical iconduct iin ithe ipreparation iof iall iwritten iwork isubmitted ifor iacademic ievaluation.
While iacademic istaff iteach iyou iabout ireferencing itechniques iand ihow ito iavoid iplagiarism,
iyou itoo ihave ia iresponsibilityin ithis iregard. iIf iyou iare iat ianystage iuncertain ias ito iwhat iis
irequired, iyoushouldispeak ito iyour ilecturer ibefore ianyiwritten iwork iis isubmitted.
You iare iguilty iof iplagiarism iif iyou icopy isomething ifrom ianother iauthor’s iwork i(E.g. ia
ibook, ian iarticle ior ia iwebsite) iwithout iacknowledging ithe isource iand ipass iit ioff ias iyour
iown. iIn ieffect iyou iare istealing isomething ithat ibelongs ito isomeone ielse. iThis iis inot ionly ithe
icase iwhen i you icopy iwork iword-for-word i(verbatim), ibut ialso iwhen iyou isubmit isomeone
ielse’s iwork iin ia islightly ialtered iform i(paraphrase) ior iuse ia iline iof iargument iwithout
iacknowledging iit. iYou iare inot iallowed ito iuseiwork ipreviously iproduced iby ianother istudent.
iYou iare ialso inot iallowed ito ilet ianybody icopy iyour iwork iwith ithe iintention iof ipassing iif ioff ias
ihis/her iwork.
Students iwho icommit iplagiarism iwill inot ibe igiven iany icredit ifor iplagiarised iwork. iThe imatter
imayialso ibe ireferred ito ithe iDisciplinary iCommittee ifor ia iruling. iPlagiarism iis iregarded ias ia
iserious icontravention iof ithe iinstitution’s irules iand ican ilead ito iexpulsion ifrom ithe iinstitution.
The ideclaration iwhich ifollows imust iaccompanyall iwritten iwork isubmitted iwhile iyou iare
ia istudentof iPostgraduate iDiploma iin iManagement iat iRichfield iGraduate iInstitute iof
iTechnology. iNo iwritten iwork iwill ibe iaccepted iunless ithe ideclaration ihas ibeen icompleted
iand iattached.
Full inames iof istudent iTIRHANI iCHAUKE…………………………………
Student iICAS inumber i401606170………………………...
Module: iHUMAN iCOMPUTER iINTERACTION i800…………………………………..
Declaration
1. Iiunderstand iwhat iplagiarism iis iand iam iaware iof ithe iinstitution’s ipolicyiin ithis iregard.
2. Iideclareithat ithis ...................................................... (E.g.
iessay,
ireport,
iproject,
iassignment,
Dissertation, ithesis, ietc.) iis imyown ioriginal iwork. iWhere iother ipeople’s iwork ihas ibeen iused
i(either ifrom ia iprinted isource, iInternet ior iany iother isource), ithis ihas ibeen iproperly
iacknowledged iand ireferenced iin iaccordance iwith idepartmental irequirements.
3. I ihave inot iused iwork ipreviously iproduced iby ianother istudent ior iany iother iperson ito
i hand i in i asimy iown.
4. I ihave inot iallowed, iand iwill inot iallow, ianyone ito icopy imy iwork iwith ithe iintention iof
ipassing iitioff ias ihis ior iher iown iwork.
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SIGNATURE iTIRHANI iCHAUKE i…………………………..
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Contents
DECLARATION iOF iORIGINALITY iRICHFIELD iGRADUATE iINSTITUTE iOF iTECHNOLOGY
............................................................................................................................................ 1
Declaration.......................................................................................................................... 1
1.1 Discuss ibriefly ithe iPACT iframework iand idemonstrate iin ipractical iterms ihow iit ican ibe
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applied ito idesigning iinteractive isystems. i20 imarks
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1.2 Identify iand idiscuss ifive iactivities iin ithe iinteraction idesign. i10 imarks ........................... 3
1.3 Identify iand iexplain ithe idata igathering imethods ithat iare iused iduring iuser ineeds ianalysis
3
2.2 Explain iwith iexamples ithe iusability idesign irules i10 imarks ........................................... 4
2.3 Critically idiscuss iusability ievaluation, igive itheir itypes iand icharacteristics. iWhat iare
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the ifive ibenefits iof iusability ievaluation? i20 imarks
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Usability iEvaluation iMethods .............................................................................................. 6
Reporting iUsability iTest iResults ............................................................................... 6
Running ia iUsability iTest ............................................................................................ 6
Recruiting iUsability iTest iParticipants....................................................................... 6
Usability iTesting ......................................................................................................... 6
First iClick iTesting....................................................................................................... 6
2.4 Explain ihow iusers ican ibe iinvolved iin iUser-Centred iDesign. i10 imarks ......................... 6
2.5 Discuss ithe ipros iand icons iof iinvolving iusers iin ithe iUser-Centered iDesign i10 imarks .... 7
References ...................................................................................................................... 9
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Question iOne i(40 iMarks)
1.1 Discuss ibriefly ithe iPACT iframework iand idemonstrate iin ipractical iterms ihow iit icanibe
iapplied ito idesigning iinteractive isystems. i20 imarks
PACT i(People, iActivities, iContexts, iTechnologies) i- iis ia imethod iused ito ianalyze iwith
iwhom, iwhat iand iwhere ia iuser iinteract iwith ia iuser iinterface. iIt ihelps ithe idesigners ito
iunderstand ithe icontexts ifrom ihow ia itechnology ishould ibe iimproved iand iwhich iway iin ia
igeneral iway. iIt ican ibeiapplied ito idesigning iinteractive isystem ibecause ithe idesigner
ican ibetter iunderstand ia iuser iand itheir iproblem iand ican iobserve ithem iwhile iusing ithe
itechnology iwhich ican igive ithe idesigners iidea iin icreating ia imeaningful iand iusable
iapplication.
PACT i(People, iActivities, iContexts, iTechnologies) iis ia imethod iused ito ianalyze iwith
iwhom, iwhat iand iwhere ia iuser iinteract iwith ia iuser iinterface. iIt ihelps ithe idesigners ito
iunderstand ithe icontexts ifrom ihow ia itechnology ishould ibe iimproved iand iwhich iway iin ia
igeneral iway. iIt ican ibeiapplied ito idesigning iinteractive isystem ibecause ithe idesigner
ican ibetter iunderstand ia iuser iand itheir iproblem iand ican iobserve ithem iwhile iusing ithe
itechnology iwhich ican igive ithe idesigners iidea iin icreating ia imeaningful iand iusable
iapplication.
1.2 Identify iand idiscuss ifive iactivities iin ithe iinteraction idesign. i10 imarks
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Establishing irequirements i- iestablishing iwhat iis irequired iof ithe iproduct iis
iimportant ito iensure ithat ithe iinteraction iis ithe ibest ipossible ifit ifor ithe iuser, iboth iin
iterms iof iwhat ithe iuser ineeds ito ido iwith ithe iproduct iand ihow ithey iexperience ithe
iinteraction.
Designing ialternatives i- iallow ithe idesigners ito iexplore idifferent iways iof
iinterpreting iandisatisfying ithe irequirements ifor ia iparticular iinteractive iproduct.
Prototyping idesigns i- idesigners iare inecessary ito i prototype ithe imost ipromising
idesigniideas ito imake ia ifirst, ioften irough, imodel iso ithat ithey ican itry ithem iout.
Evaluating iprototypes i- ievaluation iallows ithe idesigners ito iassess ithe
ilimitations iof iaiparticular idesign, ifind iout ito iwhat iextent ia iprototype imeets
irequirements ithat ihaveialready ibeen iidentified, iidentify irequirements ithat
ihave inot ialready iemerged, iand itoiestablish iwhat ichanges ineed ito ibe imade iso
ithat irequirements iare imet.
Implement iand ideploy iwhat iyou ihave ibuilt.
1.3 Identify and explain the data gathering methods that are used during user
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ineedsianalysis
1) Surveys i- iit ihelps ito ifind iout iperformance ideficiencies iin ispecific iareas iin
ieachifunction/department.
2) Observations i- imanager ior isupervisors iwatch iemployees ion ithe ijob ito iidentify
iperformance igapsiin itheir iskills/behavior.
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3) Interviews i- iallow iyou ito icollect iinformation ion iperformance igaps iwhile italking iwith
ieachiemployee ior ia igroup iof iemployees.
4) Customer ifeedback i- iis ithe imost iimportant iway ito igain iinsights ion ithe ineeds iof iyour
icustomer.
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Question iTwo i(60 iMarks)
2.1 Examine iwith iexamples ithe icore icharacteristics iof iuser–centered iapproach i10 imarks
Set ibusiness igoals. iDetermining ithe itarget imarket, iintended iusers, iand iprimary icompetition
iisicentral ito iall idesign iand iuser iparticipation.
Understand iusers. iAn iunderstanding iof ithe iuser iis ithe idriving iforce ibehind iall idesign.
Design ithe itotal icustomer iexperience. iEverything ia icustomer isees, ihears, iand itouches iis
idesigneditogether iby ia imultidisciplinary iteam.
Evaluate idesigns. iUser ifeedback iis igathered ioften iwith irigor iand ispeed iand idrives iproduct
idesign.
Assess icompetitiveness. iCompetitive idesign irequires ia irelentless ifocus ion ithe iways iusers
icurrentlyicarry iout ithe itasks iand ia idetermination ito imake idesigns iadd ivalue.
Manage ifor iUsers. iUser ifeedback iis iintegral ito iproduct iplans, ipriorities, iand idecision imaking.
2.2 Explain iwith iexamples ithe iusability idesign irules i10 imarks
Usability idesign irules i- iis ia imeasure iof ihow igood ia ispecific iuser iin ia ispecific icontext ican
iuse ia iproduct ior idesign ito iachieve ia idefined igoal ieffectively, iefficiently iand isatisfactorily.
iFor iexampleidesigners imeasure ia idesign's iusability ithroughout ithe idevelopment iprocess
ifrom iwireframes ito itheifinal ideliverable ito iensure imaximum iusability iof ithe ia iproduct
iapplication
Usefulness
Value: iThe isystem ishould iprovide inecessary iutilities iand iaddress ithe ireal ineeds iof
iusers.
Relevance: iThe iinformation iand ifunctions iprovided ito ithe iuser ishould ibe irelevant
ito itheiuser's itask iand icontext.
Consistency
Consistency iand istandards: iFollow iappropriate istandards/conventions ifor ithe
iplatform iandithe isuite iof iproducts. iWithin ian iapplication i(or ia isuite iof iapplications),
imake isure ithat iactions, iterminology, iand icommands iare iused iconsistently.
Real-world iconventions: iUse icommonly iunderstood iconcepts, iterms iand
imetaphors, ifollow ireal-world iconventions i(when iappropriate), iand ipresent
iinformation iin ia inatural iandilogical iorder.
Simplicity
Simplicity: iReduce iclutter iand ieliminate iany iunnecessary ior iirrelevant ielements.
Visibility: iKeep ithe imost icommonly iused ioptions ifor ia itask ivisible i(and ithe iother
ioptionsieasily iaccessible).
Self-evidency: iDesign ia isystem ito ibe iusable iwithout iinstruction iby ithe iappropriate
itarget iuser iof ithe isystem: iif iappropriate, iby ia imember iof ithe ipublic ior iby ia iuser iwho
ihas ithe iappropriate isubject-matter iknowledge ibut ino iprior iexperience iwith ithe
isystem. iDisplay idataiin ia imanner ithat iis iclear iand iobvious ito ithe iappropriate iuser.
Communication
Feedback: iProvide iappropriate, iclear, iand itimely ifeedback ito ithe iuser iso ithat ihe
isees itheiresults iof ihis iactions iand iknows iwhat iis igoing ion iwith ithe isystem.
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Structure: iUse iorganization ito ireinforce imeaning. iPut irelated ithings itogether,
iand ikeepiunrelated ithings iseparate.
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Sequencing: iOrganize igroups iof iactions iwith ia ibeginning, imiddle, iand iend, iso
ithat iusersiknow iwhere ithey iare, iwhen ithey iare idone, iand ihave ithe isatisfaction iof
iaccomplishment.
Help iand idocumentation: iEnsure ithat iany iinstructions iare iconcise iand
ifocused ionisupporting ithe iuser's itask.
Error iPrevention iand iHandling<
Forgiveness: iAllow ireasonable ivariations iin iinput. iPrevent ithe iuser ifrom imaking
iseriousierrors iwhenever ipossible, iand iask ifor iuser iconfirmation ibefore iallowing ia
ipotentially idestructive iaction.
Error irecovery: iProvide iclear, iplain-language imessages ito idescribe ithe
iproblem iandisuggest ia isolution ito ihelp iusers irecover ifrom iany ierrors.
Undo iand iredo: iProvide i"emergency iexits" ito iallow iusers ito iabandon ian iunwanted
iaction.iThe iability ito ireverse iactions irelieves ianxiety iand iencourages iuser iexploration
iof iunfamiliarioptions.
Efficiency
Efficacy: i(For ifrequent iuse) iAccommodate ia iuser’s icontinuous iadvancement iin
iknowledgeiand iskill. iDo inot iimpede iefficient iuse iby ia iskilled, iexperienced iuser.
Shortcuts: i(For ifrequent iuse) iAllow iexperienced iusers ito iwork imore iquickly iby
iproviding iabbreviations, ifunction ikeys, imacros, ior iother iaccelerators, iand iallowing
icustomization ioritailoring iof ifrequent iactions.
User icontrol: i(For iexperienced iusers) iMake iusers ithe iinitiators iof iactions irather
ithan ithe iresponders ito iincrease ithe iusers’ isense ithat ithey iare iin icharge iof ithe
isystem.
Workload iReduction
Supportive iautomation: iMake ithe iuser’s iwork ieasier, isimpler, ifaster, ior
imore ifun.iAutomate iunwanted iworkload.
Reduce imemory iload: iKeep idisplays ibrief iand isimple, iconsolidate iand
isummarize idata, iand ipresent inew iinformation iwith imeaningful iaids ito iinterpretation.
iDo inot irequire ithe iuserito iremember iinformation. iAllow irecognition irather ithan irecall.
Free icognitive iresources ifor ihigh-level itasks: iEliminate imental icalculations,
iestimations,icomparisons, iand iunnecessary ithinking. iReduce iuncertainty.
Usability iJudgment
It idepends: iThere iwill ioften ibe itradeoffs iinvolved iin idesign, iand ithe isituation,
isoundijudgment, iexperience ishould iguide ihow ithose itradeoffs iare iweighed.
A ifoolish iconsistency...: iThere iare itimes iwhen iit imakes isense ito ibend ior iviolate
isome iof itheiprinciples ior iguidelines, ibut imake isure ithat ithe iviolation iis iintentional iand
iappropriate.
2.3 Critically idiscuss iusability ievaluation, igive itheir itypes iand icharacteristics. iWhatiare
ithe ifive ibenefits iof iusability ievaluation? i20 imarks
Usability irefers ito ithe iquality iof ia iuser's iexperience iwhen iinteracting iwith iproducts ior
isystems, iincluding iwebsites, isoftware, idevices, ior iapplications. iUsability iis iabout
ieffectiveness, iefficiencyiand ithe ioverall isatisfaction iof ithe iuser.
It iis iimportant ito irealize ithat iusability iis inot ia isingle, ione-dimensional iproperty iof ia iproduct,
isystem,ior iuser iinterface. i‘Usability’ iis ia icombination iof ifactors iincluding:
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Intuitive idesign: ia inearly ieffortless i understanding i of i the iarchitecture i and
i navigation i of i theisite
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Ease iof ilearning: ihow ifast ia iuser iwho ihas inever iseen ithe iuser iinterface ibefore
icaniaccomplish ibasic itasks
Efficiency iof iuse: iHow ifast ian iexperienced iuser ican iaccomplish itasks
Memorability: i after i visiting ithe isite, iif ia iuser i can i remember ienough i to iuse iit
i effectively i inifuture ivisits
Error i frequency i and i severity: i how i often i users i make i errors i while i using i the
i system, i howiserious ithe ierrors iare, iand ihow iusers irecover ifrom ithe ierrors
Subjective isatisfaction: iIf ithe iuser ilikes iusing ithe isystem
Usability iEvaluation iMethods
Reporting iUsability iTest iResults
When ireporting iresults ifrom ia iusability itest, iyou ishould ifocus iprimarily ion iyour ifindings
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and irecommendations ithat iare idifferentiated iby ilevels iof iseverity. iInclude ithe ipertinent
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information ifromithe itest iplan iand ipresent ijust ienough idetail iso ithat ithe imethod iis
identifiable.
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Running ia iUsability iTest
Once iyou ihave iplanned iyour itest iand irecruited iyour itest iparticipants, iit’s itime ito iget
ready ito iconductiyour itest. i To ido iso, iyou’ll iwant ito
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Recruiting iUsability iTest iParticipants
It iis ivital ito irecruit iparticipants iwho iare isimilar ito iyour isite iusers ifor iyour iusability
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testing. iDepending ion ithe isite ior iproduct, iyou imay ihave imultiple ipotential iusers
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groups. iTry ito iinclude irepresentatives iof iall ithese igroups ior ioptimally, iperform itesting
with ieach igroup iseparately iif iyou ir
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Usability iTesting
Usability itesting irefers ito ievaluating ia iproduct ior iservice iby itesting iit iwith irepresentative
iusers.
First iClick iTesting
First iClick iTesting iexamines iwhat ia itest iparticipant iwould iclick ion ifirst ion ithe iinterface
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in iorder ito icomplete itheir iintended itask. i It ican ibe iperformed ion ia ifunctioning iwebsite, ia
prototype ior ia iwireframe.
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2.4 Explain ihow iusers ican ibe iinvolved iin iUser-Centred iDesign. i10 imarks
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Design iis ibased iupon ian iexplicit iunderstanding iof iusers, itasks, iand ienvironments; iis idriven
iand irefined iby iuser-centered ievaluation; iand iaddresses ithe iwhole iuser iexperience. i The
iprocess iinvolves
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users ithroughout ithe idesign iand idevelopment iprocess iand iit iis iiterative. iAnd ifinally,
ithe iteamiincludes imultidisciplinary iskills iand iperspectives.
The ifollowing iare ithe igeneral iphases iof ithe iUCD iprocess:
Specify ithe icontext iof iuse: iIdentify ithe ipeople iwho iwill iuse ithe iproduct, iwhat ithey
iwill i useiit ifor, iand iunder iwhat iconditions ithey iwill iuse iit.
Specify irequirements: iIdentify iany ibusiness irequirements ior iuser igoals ithat imust ibe
imet iforithe iproduct ito ibe isuccessful.
Create i design i solutions: i This i part i of i the i process i may i be i done i in i stages,
i building i from i airough iconcept ito ia icomplete idesign.
Evaluate idesigns: iEvaluation i- iideally ithrough iusability itesting iwith iactual
2.5 Discuss ithe ipros iand icons iof iinvolving iusers iin ithe iUser-Centered iDesign i10 imarks
User-centered idesign i(UCD) iis ia iprocess ior iset iof itools iused ito idesign ia iservice ithat
ifocuses ion iwhat iusers ineed iat ithe ivery ibeginning iand icontinues ithroughout
idevelopment iuntil ilaunch.
Typically, iservices iare idesigned ifrom ia itechnical iand ibusiness iperspective, iwith
iconsideration ifor iusers iadded iin ilater. iInstead, iUser-centered idesign iensures ithe iservice
ifocuses ion iwhat iusers ineed ibefore ibalancing ithis iwith ithe itechnical iand ibusiness
irequirements.
The igoal iof iuser-centred idesign iis ithe idevelopment iofusable isystems i(Gould iand iLewis
i1985, iKarat i1997).One iof ithe iprinciples iof iuser-centred idesign iis ithe iearlyand icontinual
ifocus ion iusers,iand iit iis igenerally iagreedthat iusability iis iachieved ithrough ithe
iinvolvement iofpotential iusers iin isystem idesig
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Advantages iof iUser iCentered iDesign
More ieffective iand isafer iproducts
Users ifeel isense iof iownership iin iproducts
There iis iless iof ia irequirement ito iredesign iand iintegrate iproducts iinto ithe ienvironment
More iassistance iin iusers iexpectation iof iproducts
Disadvantages iof iUser iCentered iDesign
User-centric idesign iis iexpensive
Difficulty ito itranslate icertain itypes iof idata iinto idesign
Products itakes imore itime
Item imay ibe itoo icomplicated iand ispecific ifor ipublic iuse ileading ito ibecoming
imoreiexpensive
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