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HCI CT_2 Answer key

PART A

1. D
2. A
3. D
4. B
5. A
6. C
7. A
8. C
9. A
10. A

PART B

11. diagram(1.5M)

 What is needed(2.5M)
 Analysis
 Design
 Prototype
 Implement&Deploy

12. Strive for consistency (4M)


2. Enable frequent users to use shortcuts,
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load

13.
 Tools for layout (4M)
 User action and control
 Appropriate appearance
14.
 Observability allows the user to evaluate the internal state of the system by means
of its perceivable representation at the interface.
 Evaluation allows the user to compare the current observed state with his intention
within the task–action plan, possibly leading to a plan revision.
15.
Here the prototype is not discarded and serves as the basis for the next iteration of design. In this
case, the actual system is seen as evolving from a very limited initial version to its final release.
Evolutionary prototyping also fits in well with the modifications which must be made to the
system that arise during the operation and maintenance activity in
the life cycle.

16. User interface management systems are the final level of programming support tools,
allowing the designer and programmer to control the relationship between the presentation
objects of a toolkit with their functional semantics in the actual application

17
 Visual impairment
 Hearing impairment
 Physical impairment
 Speech impairment
 Dyslexia

PART C

18.
 Requirement Gathering and analysis − All possible requirements of the system to be
developed are captured in this phase and documented in a requirement specification
document.

 System Design − The requirement specifications from first phase are studied in this
phase and the system design is prepared. This system design helps in specifying
hardware and system requirements and helps in defining the overall system architecture.

 Implementation − With inputs from the system design, the system is first developed in
small programs called units, which are integrated in the next phase. Each unit is
developed and tested for its functionality, which is referred to as Unit Testing.

 Integration and Testing − All the units developed in the implementation phase are
integrated into a system after testing of each unit. Post integration the entire system is
tested for any faults and failures.

 Deployment of system − Once the functional and non-functional testing is done; the
product is deployed in the customer environment or released into the market.

 Maintenance − There are some issues which come up in the client environment. To fix
those issues, patches are released. Also to enhance the product some better versions are
released. Maintenance is done to deliver these changes in the customer environment.
19.
 Universal design is about designing systems so that theycan be used by anyone in any
circumstance.
 Multi-modal systems are those that use more than onehuman input channel in the
interaction.
These systems may, for example, use:
– speech
– non-speech sound
– touch
– handwriting
– gestures.
 Universal design means designing for diversity,
including:
– people with sensory, physical or cognitive impairment
– people of different ages
– people from different cultures and backgrounds.

20.
 Architectures of windowing systems
 Client server Architecture
 X-Window system Architecture

21.
Evaluation tests the usability, functionality and acceptability of an interactive system.
 Evaluation may take place:
– in the laboratory
– in the field.
 Some approaches are based on expert evaluation:
– analytic methods
– review methods
– model-based methods.
 Some approaches involve users:
– experimental methods
– observational methods
– query methods.
 An evaluation method must be chosen carefully and must be suitable for the job.

22.

Usability engineering encourages incorporating explicit usability goals within the design process,
providing a means by which the product’s usability can be judged. Iterative design practices
admit that principled design of interactive systems alone cannot maximize product usability, so
the designer must be able to evaluate early prototypes and rapidly correct features of the
prototype which detract from the product usability.

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