HMI VIVA - HMI Viva Peparation PDF

Title HMI VIVA - HMI Viva Peparation
Author Anne Rajan
Course Human Machine Interaction
Institution University of Mumbai
Pages 9
File Size 300.7 KB
File Type PDF
Total Downloads 44
Total Views 160

Summary

What are the mistakes performed while designing a computer system? Module 2 System designers may think for various input operations using mouse click or drag and drop file objects, camera to click photo etc. Designers may have assumed that end user knows everything about system and understand all ne...


Description

1. What are the mistakes performed while designing a computer system? Module 2 System designers may think for various input operations using mouse click or drag and drop file objects, camera to click photo etc. - Designers may have assumed that end user knows everything about system and understand all necessary actions required to use the system. - Developers may deliver only targeted task of system and may overlook some important functions required for system design that may cause the failure and usability of the system - General errors by developer’s assumptions about end user, o End user knows everything o Understanding about complex operations o End users behaviour may be ignored. - If system designer overlooks end user’s skill and knowledge, it leads to poor system design.

Q2. Explain the benefits of heuristic evaluation.

Q3. Explain different types of interfaces in HCI. Module  Graphical User Interface (GUI) A type of interface that allows users to interact with a computer system through graphical icons.  Human-Computer Interaction (HCI) The term used to describe the communication between people and computer systems. HumanComputer Interface The interface that allows the person and the computer to communicate  Menu Driven Interface The type of interface that allows people to interact with a computer system by presenting the user and allowing them to work through a series of menus.  Command Line Interface (CLI) A Command Line Interface is an entirely text based interface that allows the user to communicate with the system by typing in a command. However the computer will only execute specific predefined commands. Before GUI's were developed, CLI's were the most widely used form of interface.  Touch Sensitive Interface More widely known as touchscreens, touch sensitive interfaces are popular and are used extensively in mobile devices. Commands are issued and data is input via a finger or stylus pen. As well as tapping, over actions with the finger are recognised by touch sensitive interfaces, such as pinching and swiping.  Voice Driven Interface Also called voice recognition, this type of interface can be used to issue commands to a computer system and enter data into it. Voice driven interface is popular because it is the natural way for people to communicate.

Q4 What are the seven principles of universal design? 1.Equitable Use  The design must be usable for wide variety of audience.  Similar type of access for all range of audiences.  Proper security, privacy should be provided. 2. Flexible in Use As per wide variety of audiences we need to get users behavior like pace of user 3. Simple and intuitive  The design must be simple and intuitive with regards to language, experience of user, user lifestyle and expectations.  System design should not be complicated unnecessarily.  If possible, system must provide prompt messages and feedbacks. 4. Perceptible info  The design must provide useful information and communicate this to user easily and quickly.  Information can be represented in multiple ways (Like audio, video, images etc.)  Important information must be highlighted.  The design must be supported on all types of devices. 5. Tolerance for Errors  Minimising effects happened due to some errors.  The harmful situations are avoided or bypassed.  Potential conditions must be shown with warnings and errors.  The system must be safe from system failure and data loss. 6. Low Physical Efforts  The system must be comfortable to use and should not give physical stress to user while using system.  The system must maintain natural position of user, for making him comfortable with system.  The redundant actions must be avoided for minimising work of user. 7. Size and space for approach and use  Any user can use system without any problems, any height, any weight, any colour etc.  The system must be reachable for all types of users 5. What are the seven steps of action and three processing levels? Stage 1 : Setting goal of action Execution a. Stage 2 : Set up Plan of Action b.Stage 3 : Specifying an action to be performed c.Stage 4 : Performing the action Evaluation a.Stage 5 : Identify the state of external world b.Stage 6 : Interpreting the state of external world c.Stage 7 : Evaluation of output. Level 1 : Visceral Level - This is initial level of processing available information - In this step of processing human reacts to audio visual actions and other aspects of a product. - The external look and touch feel of the product will dominate the user at this visceral level. - Visceral design often refers to creating best user interface and graphical appearance. - The developer can have creative skills of a visual and graphical designs, it creates lot of impact to users. - Once this level is approved, we proceed towards actual work. - If this level is not designed properly, other levels will need more effort for product acceptance.

Level 2 : Behavioral Level - The emotional brain is important while making decision. - It is very difficult to work with complex systems, than working on simple environments. - It decides the behavior and feedback given by the product. - For example, a dialog box with an error message inform user about next step of action. - ON and OFF mark on an electrical switch can simply explain its operation. Level 3 : Reflective Level - The final level of processing is analysis and reflection of all experiences is done in reflective level. - All experience and its meaning is stored in human brain. - This level mainly deal with analyzing past user experiences and future requirements to plan for goal. - Then based user preferences, we choose a methods to execute plan.

Q7 Name any three important human characteristics in design. 1.Perception a. Perception is awareness and understanding of the surrounding elements and objects through the physical sensation of our various senses. b. We tend to match objects or sensations perceived with the past knowledge or experience. c. The goal in design is to utilize perceptual capabilities so GUI can be arranged in the most meaningful way. 2.Memory and Mental Models Memory is not the stable of human characteristics, as the people may have long term memory and short term memory. Short term memory tends to forget everything after some interval of time. 3.Movement control  Once data is received and understood, we must take appropriate action based on input received.  In some cases, the response is some movement or action.  In computer systems, movements include such activities as pressing key on keyboard or moving the screen pointer. 4.Skill Screen design must allow developer to improve skilful performance. 5.Sensory Storage (SM)  Sensory storage is the buffer memory storage in systemin which the automatic processing collected from our senses takes place. Q6. Explain the steps in constructing a persona. 1.Identify user behavioural patterns. 2.Arrange interview as per user behaviour. 3.Recognise user behavioural patterns. 4.Generate various user characteristics and relevant goals. 5.Check for completeness of goals. 6.Explain all attributes and behaviour of user. 7.Design various persona 11. Name any five computer devices. Module 1 I) Alpha-Numeric Keyboard: a) Chord Keyboards: c) Handwriting Recognition: II)POINTING DEVICES: a) Mouse: c) Lightpen: e) Joysticks:

b) Phone Pad & T9 Entry: d) Speech Recognition: b) Track Ball: d) Touch screen:

8. Explain human interaction speeds in HMI. Module 2

I) Reading: 1. Reading is the process of looking at a series of written symbols and getting meaning from them. 2. The average adult, reading English prose in the United States, has a reading speed in the order of 250– 300 words per minute. 3. This reading speed can be substantially increased when using rapid serial visual presentation (RSVP). 4. People with little practice can read at 400 words per minute, while those with even less than one hour of practice can easily read at speeds of 600 to 800 words per minute or faster about 180 words per minute. II) Listening: 1. Listening is the conscious processing of the auditory stimuli that have been perceived through hearing. 2. People comfortably can hear words that are spoken at from 150 to 160 words per minute. 3. This is generally the recommended rate for those who are preparing "books on tape," or for narration in videos. 4. A speed of 210 words per minute results in no loss in comprehension. III) Speaking: 1. Speaking is the action of conveying information or expressing one's feelings in speech. 2. People tend to dictate to computers at about 105 words per minute. 3. Even so, there will be some misrecognition by the speech recognizer. 4. Average speaking rate is 25 words per minute when doing transcription. 5. New users had an average speaking rate of 14 words per minute. IV) Keying: 1. The fastest typists can enter well over 150 words per minute. 2. Average typing speed is considered to be about 60-70 words per minute. 3. The fastest typist typed at only 40 words per minute, the slowest at 33 words per minute. V) Handwriting: 1. Handwriting refers to a person's writing created with a writing utensil such as a pen or pencil. 2. On average, people write (handprint) at about 31 words per minute for memorized text, and about 22 words per minute when copying text. 9. Name the three most important senses in HCI. I) Vision: 1. Human vision is a highly complex activity with a range of physical and perceptual limitations, yet it is the primary source of information for the average person. 2. Vision begins with light. 3. The eye is a mechanism for receiving light and transforming it into electrical energy. 4. Light is reflected from objects in the world and their image is focused upside down on the back of the eye. 5. The receptors in the eye transform it into electrical signals which are passed to the brain. II) Hearing: 1. The sense of hearing is often considered secondary to sight, but we tend to underestimate the amount of information that we receive through our ears. 2. The auditory system can convey a lot of information about our environment. 3. It begins with vibrations in the air or sound waves. 4. The ear receives these vibrations and transmits them, through various stages, to the auditory nerves. 5. The auditory system performs some filtering of the sounds received, allowing us to ignore background noise and concentrate on important information. 6. We are selective in our hearing. III) Touch:

1. The third and last of the senses that we will consider is touch. 2. Although this sense is often viewed as less important than sight or hearing, we can’t imagine life without it. 3. Touch provides us with vital information about our environment. 4. The apparatus of touch differs from that of sight and hearing in that it is not localized. 5. We receive stimuli through the skin. 13. Explain the WIMP interface. WIMP stands for windows, icons, menus and pointers. This is the default interface style for the majority of interactive computer systems in use today, especially in the PC and desktop work station area. Example o Microsoft Windows for IBM PC o Mac OS o Xwindows for UNIX. 14. What is goal directed design process? I) Research Phase: 1. Research Phase mainly focuses on market survey, conducting user interviews and user observation. 2. This phase will help to understand gap between user and developer. 3. This phase will generate actual user information. II) Modelling Phase: 1. The output of research phase is converted to user model. 2. User model includes information flow and work flow. 3. This phase will help to understand user in details. III) Requirement Definition Phase: 1. This phase is very important phase. 2. This phase is used for requirement collection. 3. This phase is used to provide the connectivity between the user, models and product framework. IV) Framework Phase: 1. Framework Phase is used to provide actual product design and framework for the system behaviour. 2. It also proposes product interaction framework. V) Refinement Phase: 1. Refinement Phase mainly emphasizes on details of system and product implementation. 2. It helps to create story board at very high level of details. VI) Support Phase: 1. This phase tries to meet all future requirements. 2. Application and design level support is provided. 3. This phase will perform UAT to make sure that all developmental goals are fulfilled 15. What is prototyping and what is its importance in HCI? Module 2 A prototype is a draft version of a product that allows you to explore your ideas and show the intention behind a feature or the overall design concept to users before investing time and money into development. The most important advantage of a prototype is that it simulates the real and future product. It can help attract customers to invest in the product before allocating any resources needed for implementation. You can test the design's correctness before it comes into production and you can discover design errors.

17. Explain the importance of storyboards in UI designing?

Storyboarding is a process that allows the developers to step into the shoes of a user with a set mentality and character to look at the application that they are developing. This helps them understand and define the need for the application properly. Importance of Storyboarding in UX Design at Different Stages in the Design Process ● Identifying the Need: Once a team of developers identifies the needs of a potential user, it can work in a direction to add only the needed functionality to the application interface. The unnecessary design and functional elements are thereby removed to make space for an optimized application user experience ● Experience the Fluidity/Glitches of the Application: The post-production scenes of a storyboard will clearly depict any major/minor glitches that a user might face while using the application. This process can also act as a test for the application interface within a controlled environment. ● Design a Functional Order: The storyboard design experience allows the developers to prioritize the certain elements of the application as per the user’s need. This allows them to put the functions of a multifunctional application in order. ● Tackle a Diverse Audience: With the storyboard design, you can look at the application design from the point of view of different people. The process is especially helpful in case the team of developers aims to target a diverse population with people from various ethnicities and ages. The process also helps in creating a buffer where they can easily eliminate any elements from the application interface that may trigger any particular type of audience 18. What are the design standards in HCI ● Strive for Consistency. ● Cater to Universal Usability. ● Offer Informative feedback. ● Design Dialogs to yield closure. ● Prevent Errors. ● Permit easy reversal of actions. ● Support internal locus of control. ● Reduce short term memory load. 21. What are steps in designing good GUI? Keep the interface simple. The best interfaces are almost invisible to the user. They avoid unnecessary elements and are clear in the language they use on labels and in messaging. Create consistency and use common UI elements. By using common elements in your UI, users feel more comfortable and are able to get things done more quickly. It is also important to create patterns in language, layout and design throughout the site to help facilitate efficiency. Once a user learns how to do something, they should be able to transfer that skill to other parts of the site. Be purposeful in page layout. Consider the spatial relationships between items on the page and structure the page based on importance. Careful placement of items can help draw attention to the most important pieces of information and can aid scanning and readability. Strategically use color and texture. You can direct attention toward or redirect attention away from items using color, light, contrast, and texture to your advantage. Use typography to create hierarchy and clarity. Carefully consider how you use typeface. Different sizes, fonts, and arrangement of the text to help increase scanability, legibility and readability. Make sure that the system communicates what’s happening. Always inform your users of location, actions, changes in state, or errors. The use of various UI elements to communicate status and, if necessary, next steps can reduce frustration for your user.

Q22. Name any five principles of interface design.

I) Clarity: 1. Clarity is the most important element of user interface design. 2. It means the information content is conveyed accurately. 3. Clarity must be reflected in the concepts, languages and vision including: a. Visual Elements. b. Functions. c. Metaphors. Example: Tooltip is used to explain the functionality of buttons. II) Consistency: 1. Consistency means the design and behavior across every part of the system should be similar. 2. A system should look, act, and operate the same throughout. 3. Similar components should: a. Have a similar look. b. Have similar uses. c. Operate similarly. 6. Example: The Microsoft Office user interface is consistent for all applications such as Word, Excel, PowerPoint etc. III) Responsiveness: 1. Responsive means a couple of things, basically responsive means fast. 2. That is the system must quickly respond to the request made by the user. 3. Responsive also means the interface provides some form of feedback. 4. Knowledge of results, or feedback, increases confidence. 5. Example: Instead of gradually loading the page, Gmail shows a progress bar when you first go to your inbox. This allows for the whole page to be shown instantly once everything is ready. IV) Efficiency: 1. Efficiency means achieving maximum productivity with minimum effort. 2. A good interface should allow user to perform functions faster and with less effort. 3. Efficiency minimize eye and hand movements and other control actions. Example: Providing buttons to accomplish each of some functions in the photo controls. V) Forgiveness: 1. Users are bound to make mistakes when using your software or website. 2. A forgiving interface is one that can save your users from costly mistakes. 3. Human errors that are inevitable must be tolerated and forgiven. 4. Disastrous error must be provided strong protection. 5. Error must be supported with productive, effective and positive messages. Example: Trashed the wrong email by mistake? Gmail lets you quickly undo your last action. 30. What are the different types of mobile applications? Module 5 Native mobile apps: Native mobile apps are designed to be “native” to one platform, whether it's Apple iOS, Google's Android, or Windosws Phone. ... Hybrid mobile apps: These apps can be installed on devices just like native apps, but they run through web browsers. ... Web apps: 31. Explain the different elements of mobile design. Module 5 #1. Width: Plan for 480px. ... #2. Layout: Design for one column. ... #4. Type: Make it bigger. ... #5. Images: Optimize for small screens. ... #6. Touch targets: Big and brief. ... #7. Whitespace: Let your email breathe

23. Explain the concept of direct manipulation in GUI. Module 3 1. Direct Manipulation is a human–machine interaction style. 2. Direct Manipulation involves continuous representation of objects of interest. 3. It is used to describe graphical systems. 4. The system is portrayed as an extension of the real world. 5. Objects and actions are continuous visible. 6. Actions are rapid and incremental with visible display of results. Example for direct manipulation: Driving an automobile The scene is directly visible through the front window and performance of actions such as braking or steering has become common knowledge in our culture. To turn left, the driver simply rotates the steering wheel to the left. The response is immediate and the scene changes, providing feedback to refine the turn. In the above example, a driver looking at an object directly manipulates the scenario by his sudden action, which can be referred as direct manipulation. PROBLEMS WITH DIRECT MANIPULATION: 1. Direct manipulation is not always feasible. c. Graphics capability of system may b...


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