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WORKBOOK ACTIVITY

3123
HUMAN COMPUTER INTERACTION

Table of Contents

TOPICS

PAGES

ACTIVITY 1:

ACTIVITY 3:

Introduction
to
Human
Interaction
Introduction
to
Human
Interaction
The Design Process

ACTIVITY 4:

The Design Process

14

ACTIVITY 5:

The Design Process

15

ACTIVITY 6:

The Design Process

16

ACTIVITY 7:

Evaluation Techniques

17

ACTIVITY 8:

Evaluation Techniques

18

ACTIVITY 9:

Evaluation Techniques

21

ACTIVITY 10:

Evaluation Techniques

23

ACTIVITY 11:

Universal Design

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ACTIVITY 12:

Universal Design

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ACTIVITY 2:

Computer

Computer

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13

ACTIVITY 1: Introduction to Human Computer


Interaction
Duration: 2 Hours
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Learning Outcomes
This Tutorial encompasses activities 1A, 1B, 1C, 1D and 1E.
By the end of this tutorial session, you should be able to:
1. List example of command line interface in real life application.
2. Define advantages and disadvantages of WIMP.
3. List features of Question/answer and query dialog.
4. Define applications of 3D interfaces technology.
5. List the best practices for navigation on the mobile web.

Activity 1A:
Discuss and list three example of software that used command line interface in real life
application.

1. Mac OS X
2.Linux
3.Command line interface

Activity 1B:
WIMP interface stands for Window, icon, menu and pointer. In a group discuss the
advantages and disadvantages of WIMP interface.

Advantages and Disadvantages of WIMP


Advantages
Disadvantages

This type of user is easy to


use,especially for a beginner

Consider WIMP to be ill-suited for


multiple applications

You do not have to learn complicated


commands

Widget model is not suitable for the


implementation of post-WIMP
interactions

They let you exchange data between


different software applications

Can not be used in scene where


graphics lay on top of each other

There are usually good help facilities


provided with WIMP interfaces

Programmers can not use widgets to


implement a radar image that contains
flight elements on top sectors

Activity 1C:
List features of Question/answer and query dialog.

Features of Question/answer and query dialog


1. A simple mechanism for providing input to an
application in as specific domain
2. User is asked a series of question
3. Mainly with yes/no responses or multiple choice
4. Next question/action depends on test answer

Activity 1D:

In a group discuss applications of 3D interfaces technology.

In 3D user interaction the human interacts with a computer or other device


with an aspect of three-dimensional space. This interaction is created thanks
to interfaces, which they will be the intermediaries between human and
machine.

Activity 1E:
Todays smartphone owners use their phones to perform specific tasks such as checking
locations of destinations, public transit schedules, and bank balances. While internet

browsing on handheld devices does occur when many people prefer to surf the web from
the comfort of their home or office.
In a group discuss the best practices for navigation on the mobile web.

Because smartphone will save time and costs because they did not have to queue at the
bank or while queuing to buy tickets for public transport

ACTIVITY 2: Introduction to Human Computer


Interaction
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Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activities 2A and 2B
By the end of this tutorial session, you should be able to:
1. Explain the role of ergonomics in interface design
2. Understand and identify the role of interaction.

Activity 2A
1. Open website as follow http://www.exmouth-view.co.uk/.

2. Discuss in a group and identify the problem of using the website.

3. Discuss the use of color using in the website.

4. Discuss the arrangement of the text, menu and image in the website.

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5. Create re-designs (hand sketches) the better interface of the website. Give a
suggestion on identified problem.

Activity 2B
Identify the activities in model of interaction and understand the framework.

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Normans model of interaction is perhaps the most influential in HCI. The interactive cycle
can be divided into three phases:
form goal
execute
evaluate
These can then be subdivided into further stages, giving seven in all.
Seven Stages of Action
establishing the goal
forming the intention
specifying the action sequence
executing the action
perceiving the system state
interpreting the system state
evaluation the system state with respect to the goals and intentions

1. In a group, choose ONE everyday devices or computer application. Do a discussion


and answer each of the question :

Determine the function of the device?

Tell what actions are possible?

Does the system perform the action and meet the goal?

Tell what state the system is in?

Is the system frustrating to use or easy to use?

2. Fill in the blank with appropriates process according to the framework.

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Presentation

O
output

Observation

core

task

I
input

Performance

Articulation

3. Present your result of discussion.

ACTIVITY 3: The Design Process


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Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 3A
By the end of this tutorial session, you should be able to:
1. Explain the principles to support usability in interactive systems design.

Activity 3A
Complete the table given with correct definition for the principles and give an example for
each principle.

NO.
1

PRINCIPLES
LEARNABILITY :
The ease with which new
users can begin effective
interaction and achieve
maximal performance.

Predictability

DEFINITION

EXAMPLE

Support for user to


determine the effect
of future action
based on past
interaction history

Operation visability

can see

avail actions(e.g menu vs


command shell grayed menu

items)
-assessing the effect -In a Windows system, to move a
of past actions
file from one directory to another
directory, the user drags the visual
Synthesizability
icon of the file from the original
directory to the destination
directory where it remains visible
-immediate vs. eventual honesty
-how prior
In the design of GUI, the regions
knowledge applies
on the screen which denote buttons
Familiarity
to new system
should be shaded to give a
threedimensional appearance
-guessability; affordance
extending specific
drawing circles ! drawing
ellipses. applications should
interaction
offer the Cut/Copy/Paste
Generalizability
knowledge to new
Consistency

situations
likeness in
behaviour arising

-Always place the Quit command


as the last item in the leftmost
menu.
-QWERTY and DVORAK

from similar

keyboards

input/output

situations or task
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objectives

Dialog Initiative

Multithreading

FLEXIBILITY :
Multiplicity of ways in
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which the users and


system exchange
information.
Task
migratability

Substitutivity

-freedom from
system imposed
constraints on input
dialogue

For safety reasons, it may be


necessary to prohibit the user from
the freedom to do potentially
serious damages
- direct manipulation is user preemptive
-system vs. user pre-emptiveness
-ability of system to -windowing system with an
support user
audible bell. You are editing a
interaction for more program when a beep indicates
than one task at a
that a new electronic mail message
time
has arrived.
- a windowing system support a
multi-threaded that is interleaved
amongst a number of overlapping
task. Each window can represent a
different task, for example text
editing in one window, file
management in another and
electronic mail in yet another
windows.
-concurrent vs. interleaving;
passing
responsibility for
task execution
between user and
system

in such cooperative way.


-allowing
-Allow users to input margin for a
equivalent values of letter in inches or centimetres
input and output to -Representation multiplicity
be substituted for
illustrate flexibility for state
each other
rendering
-representation multiplicity; equal
modifiability of the
user interface by

Customizability

multimodality
-user can perfectly able to check
his spelling.
this task also is perfectly suited
to automation.
It is not desirable to leave this
task completely to computer...
-spell checking is best Performed

user (adaptability)

opportunity
-users ability to adjust the form of
input and output
- automatic customization of the
user interface by the system

or system
3

Observability

(adaptivity)
-ability of user to
evaluate the

brows ability; defaults;


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ROBUSTNESS :
The level of support

Recoverability

internal state of the


system from its
perceivable
representation
-ability of user to

reachability; persistence; operation

take corrective

recovery; commensurate effort

has been

determining successful

recognized
-how the user
perceives the rate
of communication
with the system
-degree to which
system services
support all of the
user's tasks

assessment of goals

Responsivenes
s
Task
Conformance

reachability; forward/backward

action once an error

provided to the user in


achievement and

visibility

Stability

-task completeness; task adequacy

ACTIVITY 4: The Design Process


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 4A

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By the end of this tutorial session, you should be able to:


1. Identify design rationale technique using design space analysis

Activity 4A
Semester break is just around the corner. You and six other friends are planning to have a
vacation to the interesting travel destination. Referring to the situation, produce a graphic
solution using design space analysis (QOC notation) to indicate transportation method to
your selected destination.
i)

State the problem


Transportation
ii) Identify the options
Bas
Car
iii) Describe the criteria
Bas :Widely Spaces
:Expensives
Car :Limited Space
:Cheap
iv) Sketch the QOC diagrams and choose your favorite option

BAS

Expensives
Widely Spaces

TRANSPORTATION
CAR

ACTIVITY 5: The Design Process

Cheap
Limited Spaces

Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 5A
By the end of this tutorial session, you should be able to:
1. Identify the design rules to improve interface design based on the given scenario.

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Activity 5A
Select a suitable example for each of the following environments.
i)

ii)

Web Application Systems


HTML
JAVASCRIPT
HTTP
Programming environments
UNIX or DOS command-line interfaces
SQL
Programming and scripting languages

a. Snap shot the interface design selected and find where the interfaces does meets the
Schneidermans Eight Golden Rules that you had learned.

Enable Frequent Users To Use Shortcuts

Design dialogs to yield closure

b. Suggest potential interface design improvements and recommendations.

ACTIVITY 6: The Design Process


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 6A
By the end of this tutorial session, you should be able to:
1. Identify the design rules to improve interface design based on the given scenario.

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Activity 6A
In a group, you are required to select a suitable example for each of the following
environments.
i)

ii)

iii)

Auto Teller Machine (ATM)


Wizards
Receipt
Repair Manuals
Getting cash from an ATM
Voice answering systems
Alert dialogs
Ringing Telephone
Alarm of all sorts
Multimedia Environments
Text
Audio
Animation

a. Snap shot the interface design selected and find where the interfaces does meets the
Schneidermans Eight Golden Rules that you had learned.

Offer Informative Feedback

Permit Easy Reversal Of Actions

b. Suggest potential interface design improvements and recommendations.

ACTIVITY 7: Evaluation Techniques


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 7A
By the end of this tutorial session, you should be able to:
1. Understand to evaluate the design by expert techniques using review-based
evaluation

Activity 7A

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Step 1: Open two existing Interactive system from website.


i.

www.psmza.edu.my

ii.

www.psis.edu.my

Step 2: Explore each website chosen using its navigation provided within 15 minutes.
Step 3: Make some comparison between the systems. Explain the PRINCIPLES OF
LEARNABILITY
Step 4: Describe how interfaces influence the user on element below:
i.

Strive for consistency

Consistent sequences of actions should be required in similar situations;


identical terminolgy should be used in prompts, menus and help screens;
and consistent command should be employed throughout.

ii.

Offer informative feedback

For every operator action, there should be some system feedback. For
frequent and minor actions, the response can be modest, while for
infrequent and major actions, the response should be more substantial.

iii.

Enable frequent users to use shortcuts

As the frequency of use increases, so do the users desires to reduce the


number of interactions and to increase the pace of interaction.
Abbreviations, function keys, hidden commands, aand macro facilities are
very helpful to an expert user.

ACTIVITY 8: Evaluation Techniques


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 8A
By the end of this tutorial session, you should be able to:
1. Understand how to develop a questionnaire for query techniques

Activity 8A

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Types of questions in questionnaire design are:

3.

1.

Open format questions (multiple choices)

2.

Likert questions

Dichotomous questions

Step 1: Open www.nst.com.my as a reference for your research. All the questions should
be referring to the website.
Step 2: Use Microsoft Word to create the questionnaire.
Step 3: The title of research is THE USABILITY AND FUCTIONALITY OF A WEBSITE.
Insert the question wording for category below:
a) Demographic information ( 5 questions )
b) Usability of the system ( 10 questions )

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c) System Design (5 questions )

Example: Likert questions


Step 4: Properly arrange the questions.
Notes: the practical exploration is based on website chosen

ACTIVITY 9: Evaluation Techniques


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 9A
By the end of this tutorial session, you should be able to:
1. Understand how to evaluate a web system based on Experimental Evaluation

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Activity 9A

Complete the experimental evaluation below:


1. There are many factors considered in experimental design. Give the simple explanation &
example for all the factors below:
Participants:
Participant should be chosen to match the expected user population as closely as
possible
Example:
Sample size must be large enough to be considered to be representative of the
population

Variables:
characteristic changed to produce different conditions
Example:
interface style, number of menu items

Hypotheses:
prediction of outcome of an experiment
- framed in terms of independent variables (IV) and dependent variables (DV)
Example:
error rate will increase as font size decreases

Experimental design (Analysis of data):


each subject performs under only one condition
Example:
> Experimental condition - Variables has been manipulated
> Control - ensure that the manipulation is responsible for any differences that are
measured

2.

You are required to design an experiment to test whether the learning style of
Soft skill will improve students assessment in university

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Based on the given scenario state the following:


i)

Participants

ii) Hypothesis

iii) Independent variable

iv) Dependent variable

ACTIVITY 10: Evaluation Techniques


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 10A
By the end of this tutorial session, you should be able to:
1. Understand how to evaluate an interactive system

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Activity 10A
Step 1: You are required to develop a simple web design prototype by using Microsoft
PowerPoint. The title of web page is Dynamic Tuition Centre.
Step 2: Your prototype must include the items below:
-

Texts

Graphics

Company Logo

Menu Buttons

Hyperlink (navigation for each button)

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Example of Interactive System


Step 3: Create hyperlink for each button
Highlight the button > right click > choose HYPERLINK >PLACE IN THIS DOCUMENT >
select the slide number
i.

Highlight the button

ii.

right click > choose HYPERLINK

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iii.

PLACE IN THIS DOCUMENT

iv.

select the slide number

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Step 3: The lecturer will evaluate the prototype after finish (Evaluation Method : Think
Aloud)

ACTIVITY 11: Universal Design


Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 11A, 11B and 11C
By the end of this tutorial session, you should be able to:
1. Define alternative mode of human computer interaction:
o Sound in the interface
o Touch in the interface
o Handwriting recognition

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o Gesture recognition
2. Design an appropriate interface design by using the alternative mode
3. Describes the accessibility guidelines and standards
4. Demonstrate the accessibility features in user interfaces : biometric access control,
narrator

Activity 11A
1. In a group, design an interface of the email application. The interface would only
cater for the main page of the email and compose page. The application needs to
include the entire following alternative mode:
a. Sound in the interface
b. Touch in the interface
c. Handwriting recognition
d. Gesture recognition

2. Prepare and present a presentation which consists:

a.

Visual image(s) of the interface


b. Explanation of how the usage of the alternative mode would improve the
design of the email application.
c. Demonstration for each of the alternative mode being used in the application.

Activity 11B

Follow the procedure.


Step 1: Launch the website browser.

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Step 2: Go to http://www.w3.org/standards/webdesign/accessibility
Step 3: Understand the article to help for design website accessibility.
Step 4: Search another website and list the rules for website accessibility.

Activity 11C
1. In a group, demonstrate the accessibility features in user interfaces:
a.

Biometric access control

b.

Narrator

2. Prepare and present a presentation which consists:

a. Introduction
b. Example of software
c. Show how it work

ACTIVITY 12: Universal Design


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Duration: 2 Hours
Learning Outcomes
This Tutorial encompasses activity 12A and 12B.
By the end of this tutorial session, you should be able to:
1. Describe the differences between mobile computing and wearable computing.
2. Understand the important of both computing to Human to complete their task.
3. Understand the important of emerging technologies towards user in the society.

Activity 12A
In a group discuss the following issues:
a. How wearable computing differs from mobile computing?
b. What is the difference between wearable computing and mobile computing?
c. Why do we need sensors for wearable computing?

Activity 12B
1. In a group discuss the following issue:
a. The impacts of emerging technologies towards user interface in the society.

2. Prepare and present a presentation which consists:


a. Introduction
b. Example of emerging technologies
c. Impacts of emerging technologies towards user interface in the society.

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