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1) Define HCI Human-Computer Interaction is a discipline concerned with the design, evaluation and implementation of interactive computing systems

for human use and with the study of major phenomena surrounding them. 2) Explain the GOMS rule GOMS is a method for examining the individual components of a user experience in terms of the time it takes a user to most efficiently complete a goal. GOMS is an acronym that stands for Goals, Operators, Methods, and Selection Rules (Card, Moran, & Newell, 1983). Goals specify what the user wants and intend to achieve. Operators are the building blocks for describing human-computer interaction at t he concrete level. Methods are programs built with operators that are designed to accomplish goals. Selection rules predict which method will be used. For example if the mouse is w orking, select point to an item on the screen, if not choose open option in the file menu. The GOMS ha 6 operators namely a. K-Keystroke b. P-Pointing c. H-Homing d. B-Button pressing e. S-Mental selection f. R-System response 3) State and explain the 3 categories of HCI rile sets that are observed when de signing an interface. 4) What is ergonomics? Ergonomic is a scientific discipline concerned with understanding of interaction s among humans, and other elements of a system and the profession that applies t heory, principles, data and methods to design in order to optimise human wellbei ng and overall system performance. Ergonomics is the study of work and the tools, equipment and work methods used t o perform work. 5) Identify the various benefits of ergonomics 1. Increased savings Fewer injuries More productive and sustainable employees Fewer workers compensation claims 2. Fewer employees experiencing pain Implementing ergonomic improvements can reduce the risk factors that lead to discomfort. 3. Increased productivity Ergonomic improvements can reduce the primary risk factors for MSDs, so workers are more efficient, productive, and have greater job satisfaction. 4. Increased morale Attention to ergonomics can make employees feel valued because they know thei r employer is making their workplace safer. 5. Reduced absenteeism Ergonomics leads to healthy and pain-free workers who are more likely to be e ngaged and productive. 6) Highlight the various fields of ergonomics. a) Physical ergonomics is concerned with human anatomy, and some of the anthropo metric, physiological and bio mechanical characteristics as they relate to physi cal activity. b) Cognitive ergonomics is concerned with mental processes, such as perception,

memory, reasoning, and motor response, as they affect interactions among humans and other elements of a system. (Relevant topics include mental workload, decisi on-making, skilled performance, human-computer interaction, human reliability, w ork stress and training as these may relate to human-system and Human-Computer I nteraction design.) c) Organizational ergonomics is concerned with the optimization of socio-technic al systems, including their organizational structures, policies, and processes.( Relevant topics include communication, crew resource management, work design, de sign of working times, teamwork, participatory design, community ergonomics, coo perative work, new work programs, virtual organizations, telework, and quality m anagement.)[2] d) Environmental ergonomics is concerned with human interaction with the environ ment. The physical environment is characterized by: climate, temperature, pressu re, vibration, light. 7) Define the term user interface as used in HCI The user interface is the means by which people(the users) interact with a parti cular machine, device and computer programs. The user interface provide the mean s of a) Input, allowing the users to control the system b) Output, allowing the system to inform the users also referred to as feedback 8)State and describe any 6 types of user interfaces a) Graphical user interface which accepts input via devices such as the computer keyboard and mouse and provide articulated graphical output on the computer mon itor. There are two different principles used in GUI namely object-oriented inte rfaces and application oriented interfaces. b) Command line interfaces the user provides the input by typing a command strin g with the computer keyboard and the system provide output by printing text on t he computer monitor. c) Tactile interfaces replaces other forms of output with haptic feedback method s. Used in computerised simulators. d) Touch interfaces are graphical user interfaces using touchscreen displays as a combined input and output device. e) Attentive user interfaces manage the user attention deciding when to interrup t the user, the kind of warnings and the level of detail of the message presente d to the user f) Web-based user interfaces accept input and provide output by generating web p ages which are transported via the internet and viewed by the user using a web b rowser program. 9) Describe the following interaction styles and give advantages and disadvantag es of each. a) Command entry Command language is the earliest form of interaction style and is still being us ed, though mainly on Linux/Unix operating systems. These "Command prompts" are u sed by (usually) expert users who type in commands and possibly some parameters that will affect the way the command is executed. Command language places a cons iderable cognitive burden on the user in that the interaction style relies on re call as opposed to recognition memory. Commands as well as their many parameteri sed options have to be learned by heart and the user is given no help in this ta sk of retrieving command names from memory. Advantages Flexible. Appeals to expert users. Supports creation of user-defined "scripts" or macros. Is suitable for interacting with networked computers even with low bandwidth. Disadvantages Retention of commands is generally very poor. Learnability of commands is very poor.

Error rates are high. Error messages and assistance are hard to provide because of the diversity of po ssibilities plus the complexity of mapping from tasks to interface concepts and syntax. Not suitable for non-expert users. b) Menus & navigation A menu is a set of options displayed on the screen where the selection and execu tion of one (or more) of the options results in a state change of the interface. Using a system based on menu-selection, the user selects a command from a prede fined selection of commands arranged in menus and observes the effect. If the la bels on the menus/commands are understandable (and grouped well) users can accom plish their tasks with negligible learning or memorisation as finding a command/ menu item is a recognition as opposed to recall memory task (see recall versus r ecognition). To save screen space menu items are often clustered in pull-down or pop-up menus. Advantages Ideal for novice or intermittent users. Can appeal to expert users if display and selection mechanisms are rapid and if appropriate "shortcuts" are implemented. Affords exploration (users can "look around" in the menus for the appropriate co mmand, unlike having to remember the name of a command and its spelling when usi ng command language.) Structures decision making. Allows easy support of error handling as the user s input does not have to be pa rsed (as with command language). Disadvantages Too many menus may lead to information overload or complexity of discouraging pr oportions. May be slow for frequent users. May not be suited for small graphic displays. c) Form-fill and spread sheets The form fillin interaction style (also called "fill in the blanks") was aimed a t a different set of users than command language, namely non-experts users. When form fillin interfaces first appeared, the whole interface was form-based, unli ke much of today s software that mix forms with other interaction styles. Back t hen, the screen was designed as a form in which data could be entered in the pre -defined form fields. The TAB-key was (and still is) used to switch between the fields and ENTER to submit the form. Thus, there was originally no need for a po inting device such as a mouse and the separation of data in fields allowed for v alidation of the input. Form fillin interfaces were (and still is) especially us eful for routine, clerical work or for tasks that require a great deal of data e ntry. Advantages Simplifies data entry. Shortens learning in that the fields are predefined and need only be recognised . Guides the user via the predefined rules. Disadvantages Consumes screen space. Usually sets the scene for rigid formalisation of the business processes. e) Direct manipulation Direct manipulation captures the idea of direct manipulation of the object of int erest, which means that objects of interest are represented as distinguishable ob jects in the UI and are manipulated in a direct fashion. Direct manipulation sys tems have the following characteristics: Visibility of the object of interest. Rapid, reversible, incremental actions.

Replacement of complex command language syntax by direct manipulation of the obj ect of interest. Advantages Visually presents task concepts. Easy to learn. Errors can be avoided more easily. Encourages exploration. High subjective satisfaction. Recognition memory (as opposed to cued or free recall memory) Disadvantages May be more difficult to programme. Not suitable for small graphic displays. Spatial and visual representation is not always preferable. Metaphors can be misleading since the the essence of metaphor is understanding an d experiencing one kind of thing in terms of another (Lakoff and Johnson 1983: p. 5), which, by definition, makes a metaphor different from what it represents or points to. Compact notations may better suit expert users.

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