HCI CCET-2
TWO MARKS
1 & 16. State the characteristics of affordance.
Affordance refers to the perceived and actual properties of an object that determine how it can be
used. Characteristics include:
• It suggests the operation (e.g., a button affords pressing).
• Enhances usability through intuitive design.
• Depends on users’ prior experience and expectations.
2 & 17. De ne prototyping with respect to HCI.
Prototyping in HCI is the process of creating early, simpli ed versions of a system to test design
ideas. It helps in:
• Evaluating usability and user feedback.
• Identifying design aws early.
• Iterative development and re nement.
3 & 18. Illustrate the signi cance of Screen Design in HCI.
Screen design impacts user experience directly. Its signi cance includes:
• Enhances readability and navigation.
• Reduces user errors with clear visual hierarchy.
• Improves task ef ciency and satisfaction.
4 & 19. List the various tools part of Layout.
Tools in layout design include:
• Grids and alignment tools
• Spacing and margin settings
• Grouping and layering controls
• Color and font style selectors
5 & 20. Highlight the importance of learnability.
Learnability determines how easily a user can begin effective interaction. Importance:
• Reduces training time
• Encourages user adoption
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• Enhances overall usability
6 & 21. De ne robustness.
Robustness refers to the system’s ability to support users in achieving their goals despite errors or
unexpected situations.
• Ensures error recovery
• Provides helpful feedback
• Maintains data integrity
7 & 22. Draw a neat sketch of client-server architecture.
(Drawing required. Description below)
• Client: Sends requests
• Server: Processes and sends responses
• Connected via a network (e.g., internet)
8 & 23. Mention the importance of task conformance.
Task conformance ensures that the system supports all user tasks without forcing workarounds.
Importance:
• Improves task ef ciency
• Enhances user satisfaction
• Reduces cognitive load
9 & 24. List the building blocks of a X Windowing system.
• X Server
• Window Manager
• X Clients (Applications)
• Display Hardware
10 & 25. Draw the MVC architecture.
(Drawing required. Description below)
• Model: Manages data and logic
• View: Displays information
• Controller: Handles user input
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11 & 26. Mention four multi sensory channels.
• Visual (sight)
• Auditory (hearing)
• Tactile (touch)
• Olfactory (smell)
12 & 27. List any four user disabilities.
• Visual impairment
• Hearing loss
• Motor disabilities
• Cognitive impairments
13 & 28. Summarize the concept of Earcons.
Earcons are abstract, structured audio messages used to represent functions or actions in the
interface.
• Provide auditory feedback
• Improve accessibility
• Represent errors, noti cations, or actions
14 & 29. Give examples for Multi modal systems.
• Voice-controlled smart assistants (e.g., Alexa)
• Touchscreen kiosks with voice output
• VR systems using gesture and speech input
15 & 30. Summarize the structure of Speech.
Speech structure includes:
• Phonemes: Smallest sound units
• Syllables: Combined phonemes
• Words & Sentences: Form meaningful communication
• Prosody: Intonation, rhythm, and stress
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7 MARKS AND 8 MARKS
1.Explain the Universal Design Principles in detail (8 marks)
Universal Design in HCI ensures that interfaces are usable by as many people as possible,
regardless of age, ability, or background. The seven key principles are:
1. Equitable Use
◦ Design is useful and marketable to people with diverse abilities.
◦ Example: An automatic door opens for everyone, not just wheelchair users.
2. Flexibility in Use
◦ Accommodates a wide range of individual preferences and abilities.
◦ Example: A website offering both keyboard and mouse navigation.
3. Simple and Intuitive Use
◦ Easy to understand regardless of the user's experience, knowledge, or language
skills.
◦ Example: Icons with clear labels and visual cues.
4. Perceptible Information
◦ Communicates necessary information effectively, regardless of sensory abilities.
◦ Example: Using visual indicators, sounds, and vibrations for alerts.
5. Tolerance for Error
◦ Minimizes hazards and adverse consequences of accidental actions.
◦ Example: “Undo” and con rmation options to prevent irreversible actions.
6. Low Physical Effort
◦ Can be used ef ciently and comfortably with minimal fatigue.
◦ Example: Touchscreens with responsive inputs and minimal force requirements.
7. Size and Space for Approach and Use
◦ Appropriate size and space for use, regardless of body size, posture, or mobility.
◦ Example: Interfaces accessible from both standing and seated positions.
Universal design not only improves accessibility but also enhances usability for all users.
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2. Illustrate the four appearing information strategies part of HCI system design (8 marks)
Effective HCI design involves strategies for presenting information clearly. The four main strategies
are:
1. Information Presentation
◦ Focuses on how data is visually or audibly presented to the user.
◦ Should be clear, concise, and formatted for quick understanding.
◦ Includes charts, graphs, icons, and auditory cues.
2. Information Access
◦ Ensures users can easily retrieve the data they need.
◦ Involves search tools, lters, navigation menus, and help systems.
◦ Should support different user expertise levels.
3. Information Arrangement
◦ Refers to how data is spatially or hierarchically organized.
◦ Group related items, use consistent layouts, and maintain alignment.
◦ Good arrangement helps reduce cognitive load.
4. Information Interaction
◦ Involves how users manipulate and interact with information.
◦ Supports clicking, dragging, typing, or voice input.
◦ Feedback and responsiveness are crucial for clarity and con dence.
These strategies help create intuitive, responsive, and user-centered interfaces that support ef cient
task completion.
3.Explain the various User Actions and Control Measures of HCI (8 Marks)
In Human-Computer Interaction (HCI), user action and control refer to how users interact with a
system and the mechanisms provided to support, guide, and manage those interactions effectively.
Here are the key aspects:
1. User Actions in HCI
These are the ways users engage with the interface:
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• Input Actions
◦ Includes typing, clicking, touching, speaking, or gesturing.
◦ Systems must be responsive to multiple input modes (e.g., mouse, keyboard,
touchscreen).
• Navigation
◦ Moving between screens, menus, or functions.
◦ Clear navigation aids (like breadcrumbs and tabs) improve usability.
• Selection and Manipulation
◦ Users select items, move objects, or adjust settings.
◦ Drag-and-drop, sliders, and buttons are common controls.
• Feedback Seeking
◦ Users expect feedback after actions (e.g., a message after submitting a form).
◦ Timely and relevant feedback ensures con dence and clarity.
2. Control Measures in HCI
These are system features that enhance user control and minimize errors:
• Undo and Redo Options
◦ Allow users to reverse or repeat actions safely.
◦ Critical for reducing anxiety and promoting exploration.
• Con rmation Dialogs
◦ Prevent accidental actions by asking for user con rmation (e.g., “Are you sure you
want to delete?”).
• Customization and Preferences
◦ Users can adjust settings (e.g., font size, color scheme, layout).
◦ Increases comfort and accessibility.
• Error Prevention and Recovery
◦ Use constraints and validation (e.g., disabling unavailable options or validating
forms).
◦ Offer meaningful error messages with suggestions for recovery.
• Consistent Controls
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◦ Buttons, menus, and icons should behave consistently throughout the system.
◦ Builds trust and predictability in user actions.
• Shortcuts and Ef ciency Tools
◦ Expert users bene t from shortcuts, macros, or command lines.
◦ These tools support ef ciency without complicating the interface for beginners.
15 MARKS
1. Explain the Various Principles as Part of Learnability (15 Marks)
Learnability in HCI refers to how easy it is for users to learn and become pro cient in using a
system. A system with high learnability minimizes the learning curve, allowing users to accomplish
tasks quickly and effectively.
Key Principles of Learnability:
1. Predictability
◦ Users should be able to anticipate what will happen before taking an action.
◦ Example: Clicking a "Save" icon should clearly imply that the data will be stored.
2. Synthesizability
◦ Users should be able to understand the effects of past actions.
◦ Example: Con rmation messages or status bars that indicate successful actions.
3. Familiarity
◦ Systems should build on users’ prior experiences and real-world metaphors.
◦ Example: Using a trash can icon to represent “delete.”
4. Generalizability
◦ The user should be able to apply knowledge gained in one part of the system to
another.
◦ Example: If Ctrl+C copies text, similar shortcuts should work in different areas.
5. Consistency
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◦ Interface design should be consistent in layout, behavior, and language across all
modules.
◦ Example: Uniform menu placement and similar navigation structures.
6. Minimal Memory Load (Recognition over Recall)
◦ Minimize the need for users to memorize information by displaying options or
guides.
◦ Example: Dropdown menus with prede ned values.
7. Explorability
◦ Users should feel safe exploring the interface without fear of making irreversible
mistakes.
◦ Example: Providing undo/redo options or preview modes.
8. Feedback and Guidance
◦ Systems should provide clear feedback for every user action and guide users through
tasks.
◦ Example: Progress bars, tooltips, and instructional messages.
Importance of Learnability:
• Reduces training time
• Enhances user satisfaction
• Encourages user con dence and engagement
• Lowers support and maintenance costs
2. Explain the various principles as part of Flexibility (15 Marks)
Flexibility in Human-Computer Interaction (HCI) refers to a system’s ability to cater to a wide
range of user preferences, experiences, needs, and tasks. A exible system adapts to various
interaction styles and user capabilities.
Key Principles of Flexibility:
1. Multimodal Interaction
◦ Allows users to interact using different modes (e.g., voice, touch, gesture, keyboard).
◦ Increases accessibility and convenience.
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2. Customizability
◦ Users can modify the interface according to their preferences (e.g., themes, layout).
◦ Improves comfort and ef ciency.
3. Adaptability
◦ The system adapts to the user’s behavior, learning patterns, and context.
◦ Example: Adaptive menus showing frequently used options.
4. User Control
◦ Gives users the freedom to choose how they interact with the system.
◦ Includes options like shortcuts, undo/redo, and work ow adjustments.
5. Accessibility Options
◦ Ensures that users with disabilities can access and use the system.
◦ Example: Screen readers, adjustable font sizes, alternative text for images.
6. Alternative Task Paths
◦ Users can accomplish tasks in multiple ways (e.g., keyboard vs. mouse).
◦ Supports novice and expert users alike.
7. Personalization
◦ Interface adapts to individual user preferences over time.
◦ Enhances user satisfaction and engagement.
8. Context-Sensitive Assistance
◦ Help and tips adjust based on what the user is doing.
◦ Reduces the learning curve.
Importance of Flexibility:
• Accommodates a wide user base.
• Supports varying levels of expertise.
• Enhances usability and productivity.
• Promotes inclusivity and user satisfaction.
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