HCI short Q's Flashcards

1
Q

Discuss the role of emotions in designing engaging experiences in human-computer interaction.

A
  1. Emotional Design: HCI design should aim to evoke positive emotions (enjoyment, satisfaction) and minimize negative ones (frustration, anger).
  2. User Engagement: Positive emotions increase user engagement, leading to longer and more frequent use of the product.
  3. Cognitive Impact: Emotions influence how users perceive and process information, affecting their decision-making and overall experience.
  4. Design Considerations: Incorporate elements that appeal to emotions, such as aesthetics, rewards, and personalized experiences.
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2
Q

1.2 Briefly Discuss the limitations of human working memory in Human-Computer interaction?(10Marks)

A
  1. Limited Capacity: Holds a small amount of information (around 7 items).
  2. Short Duration: Information fades quickly without active use.
  3. Interference: New information or distractions disrupt memory.
  4. Processing Limitations: Struggles with complex tasks.
  5. Individual Differences: Memory capacity varies among people.
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3
Q

2.1 Discuss the impact of system response time on user satisfaction.(10Marks)

A
  1. Perceived Performance: When a system respond quickly, people think it works better and feel happier. If it’s slow, they get frustrated.
  2. Productivity and Efficiency: Fast responses help people finish their tasks quickly and easily. Slow responses make it hard to get things done and can be annoying.
  3. User Engagement: When things respond quickly, people like using them more. If it’s slow, they don’t want to use it as much and might stop enjoying it.
  4. Perceived System Reliability: If something is slow, people might think it’s broken or unreliable, making them trust it less.
  5. User Expectations: People expect things to work fast, especially with today’s technology. When things are fast, people are happier using them.
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4
Q

2.2 Briefly discuss the benefits and drawbacks of using VR helmets.(10Marks)

A

Benefits of VR Helmets:
1. Very immersive, making experiences feel real.
2. Fun and interactive learning in schools.
3. Helps treat phobias, anxiety, and PTSD.
4. Allows remote teams to work together in real-time.

Drawbacks of VR Helmets:

  1. Expensive, especially high-end models and necessary equipment.
  2. Can cause headaches, eye strain, and motion sickness.
  3. Limits how much you can move around.
  4. Might lead to social isolation by disconnecting from the real world.
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5
Q

2.3 Differentiate resolution and color depth in bitmap displays.

A
  1. Resolution: The number of pixels (dots) in a display. Higher resolution means sharper images.
  2. Color Depth: The number of bits used to represent the color of each pixel. Higher color depth means a wider range of colors.
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6
Q

3.1 Discuss the steps she would take to achieve hergoal.

A
  1. Understand input-output channels in HCI.
  2. Identify target users and their needs.
  3. Map input-output channels to human senses.
  4. Consider the context of use.
  5. Design for simplicity and intuitiveness.
  6. Prototype and iterate.
  7. Evaluate and refine.
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7
Q

3.2 Explain the different types of reasoning that John can use to address the conflicting requirements in his project. How do these types of reasoning relate to problem solving, and how can they help John arrive at the best approach for his project?

A

Deductive Reasoning:
1. To decide which ideas are bad, so he can pick good ideas that follows the rules and avoids problems.

Inductive Reasoning:
2. For looking at patterns in different things that they can want, helping him find one solution that can solve many problems.

Abductive Reasoning:
3. For looking for what might happen with each idea, so he can choose the idea that will work best.

By using these three ways of thinking, John can figure out the best solution for his project. This way, the final choice is smart, practical, and avoids problems.

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8
Q

Explain the different types of text entry and positioning devices that Samantha could consider using, including their strengths and weaknesses. Which types of devices would be most suitable for Samantha’s task of entering data into spreadsheets, and why? How can the suitability of these devices be evaluated in different contexts, and what factors should be considered when selecting a device for a specific task oruse?

A
  1. Ergonomic Keyboards: Reduce strain and improve comfort for extended use.
  2. Speech Recognition Software: Enables hands-free data entry, ideal for reducing strain.
  3. Trackballs: require less hand movement than a mouse and are suitable for precision tasks.
  4. Touchpads: Offer smooth and precise control, integrated into laptops.
  5. Graphics Tablets: Provide precise input for drawing and graphic design.

The most suitable devices for Samantha would be ergonomic keyboards and speech recognition software to minimize strain and discomfort
Samantha must consider this when choosing a text entry or positioning device: task requirements, user preferences, ergonomics, cost, and environment.

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9
Q

Discuss the different aspects of human-computer interaction that you would need to consider to ensure the usability and user experience of the application

A
  1. User-Centered Design: Involve healthcare professionals in the design process to understand their needs and workflows.
  2. Information Architecture: Organize content logically and intuitively for quick access.
  3. Visual Design: Use a clean design with clear visuals and legible typography.
  4. Interaction Design: Create intuitive interactions that align with healthcare workflows.
  5. Usability Testing: Conduct thorough testing with healthcare professionals to identify and fix usability issues.
  6. Security and Privacy: Implement robust measures to protect sensitive patient data.
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