Human Computer Interaction Paper 2022 July
Question 1
i) Identify two types of users of the system other than welfare recipients. [2 marks]
- Government Officials: These users would be responsible for managing and monitoring the system, ensuring payments are processed accurately and efficiently, and addressing any issues that may arise.
- Bank Officials: As the system involves financial transactions, bank officials would be involved in facilitating the payments, verifying account information, and potentially handling loan applications related to the welfare program.
ii) Build a persona (a model of a user) by incorporating common characteristics of a typical welfare recipient. Explain your reasons [5 marks]
Name: Asela Bandara
Age: 42
Occupation: Unemployed, single parent
Technological Literacy: Limited experience with smartphones, primarily uses feature phones for calls and SMS.
Socioeconomic Status: Low income, relies on government assistance to support family.
Needs:
- A user-friendly interface that caters to limited technological expertise.
- Clear and concise information about payment schedules, amounts, and eligibility criteria.
- Easy access to support and assistance in case of technical issues.
Reasons: Asela represents a typical welfare recipient who may not have extensive experience with smartphones or complex online systems. The design should consider factors like digital literacy, age, and socioeconomic background. This persona highlights the need for a simplified interface that prioritizes ease of use and accessibility.
iii) Design the global structure of the user interface (for the welfare recipient) of the above application (it is sufficient to show only the first three levels). [8 marks]
A possible structure is:
Level 1: Home
- Level 2: My Profile:
- Level 3: View Profile
- Level 3: Edit Profile
- Level 3: Change Password
- Level 2: Payments:
- Level 3: View Payment History
- Level 3: Upcoming Payment Schedule
- Level 3: Report Payment Issue
- Level 2: Support:
- Level 3: FAQs
- Level 3: Contact Us
iv) What are the important considerations you must have when you extend your interfaces to provide a loan facility from a bank to start a small business? Describe with suitable examples. [5 marks]
Extending the interface to include a loan facility introduces complexities that require careful consideration to ensure usability and accessibility for all users, particularly those with limited technological literacy:
Considerations:
- Clear Information Architecture: The interface should be structured to present loan-related information in a clear and easy-to-navigate manner. For example, using familiar terms and avoiding technical jargon can improve understanding.
- Simplified Application Process: The loan application process should be streamlined and easy to understand, with clear instructions and visual cues to guide the user. For example, breaking down the application into smaller, manageable steps can reduce cognitive load.
- Accessible Language and Support: The language used should be accessible to users with varying literacy levels. Providing multilingual support and clear explanations for financial terms can further enhance usability.
- Security and Privacy: Robust security measures should be in place to protect sensitive financial data. This includes secure login protocols, data encryption, and clear communication about data privacy policies.
v) Design your interface and interaction strategy to manage the varying user interactions due to the essential nature of the system. Your strategy must minimize the learning time, maximize the usage of the system and UX during the process, and prevent errors so that efficient and effective transactions can be experienced by the stakeholders. [5 marks]
The design of the interface and interaction strategy should prioritize:
- Simplicity and Clarity: The interface should be clean and uncluttered, with a focus on essential information and actions. Consistent layout and visual cues can aid navigation and understanding.
- Visual Hierarchy and Affordances: Visual hierarchy can guide the user's attention to important elements. For instance, using larger font sizes for key information or highlighting call-to-action buttons. Clear visual affordances, such as button shapes and icons, can intuitively suggest their functionality.
- Error Prevention and Recovery: Implementing input validation mechanisms to prevent common errors, such as incorrect data formats. In case of errors, providing clear and informative error messages with guidance on resolution is crucial.
- Feedback Mechanisms: Providing immediate feedback for all user actions. For example, displaying a confirmation message after a successful transaction or a progress bar during a process.
- Multi-Modal Interaction: Consider incorporating features like voice-based navigation or text-to-speech functionality, which can be particularly beneficial for users with limited literacy or those who prefer auditory interaction. This can make the system more accessible and user-friendly.
By adhering to these principles, the system can cater to a diverse user base with varying levels of technological proficiency, ensuring a positive user experience and facilitating efficient and effective welfare management.
Question 2
i) Evaluating the LearnOrg Interface Design:
Positive Aspects:
- Visibility of System Status: The interface prominently displays important system status information, such as the deadline for adding examiners and moderators ("This function will be automatically locked after the date of 'Submission of Examiners & Moderators'"). It also indicates the availability of the function for a "selected semester" and provides a specific deadline ("2023-08-04"). This aligns with Nielsen's heuristic of providing clear system status visibility to the users.
- Recognition Rather Than Recall: The interface presents course information like "Code," "Course Description," "CA%," and "Duration" directly. This minimizes the need for users to recall information from memory, potentially improving efficiency and reducing errors, aligning with Nielsen's emphasis on recognition over recall.
Negative Aspects:
- High Cognitive Load: The interface presents a dense table with multiple data points for each course. This could lead to high cognitive load, especially for users unfamiliar with the system or those dealing with many courses. Shneiderman and Plaisant's golden rule emphasizes reducing short-term memory load, and this interface appears to contradict that principle. Users might struggle to process and utilize the displayed information effectively.
- Lack of Clear Error Prevention and Handling: The interface lacks visible mechanisms for error prevention. For instance, it's unclear if the system validates examiner information (like email addresses) or prevents the addition of the same examiner twice for the same course. Clear error messages and preventative measures are crucial for a robust system, as highlighted in Shneiderman and Plaisant's golden rule and Nielsen's heuristics.
- Potentially Poor Flexibility and Efficiency: The repetitive use of "Add" buttons for each examiner slot and the lack of bulk actions (like adding multiple examiners at once) might hinder flexibility and efficiency for users. Frequent users, as highlighted in Shneiderman's golden rule, might find this interface design less efficient.
ii) Redesigning the LearnOrg Interface:
Proposed Redesign:
- Simplified Course Listing: Instead of a table, present courses as individual cards with essential information clearly displayed. Each card can expand to reveal more details and examiner/moderator sections. This approach would reduce visual clutter and cognitive load, aligning with the principle of "Aesthetic and minimalist design".
- Search and Filter Functionality: Include a prominent search bar to quickly find specific courses. Filters for semester, department, etc., can further refine the course list. This aligns with the principle of "Flexibility and efficiency of use".
- Improved Examiner/Moderator Addition: Implement an autocomplete feature for examiner/moderator names or IDs, drawing from a database. This aids "Recognition rather than recall" and allows for validation (e.g., checking for duplicates) to prevent errors.
- Bulk Actions: For adding multiple examiners/moderators, provide a bulk upload option using a CSV file or similar. This caters to the needs of "frequent users" and enhances efficiency.
- Clear Feedback Mechanisms: Implement clear visual cues and messages to indicate success, errors, or warnings during interactions. For example, a green checkmark for a successfully added examiner, a red warning icon for duplicates, etc. This aligns with the golden rule of providing "Informative Feedback".
Design Sketches:
iii) Analyzing Dropdowns with Fitts' Law:
The statement "Dropdowns are not a good choice for enhanced UX" has merits, especially when considered in the context of Fitts' Law.
Fitts' Law states that the time to acquire a target is a function of the distance to the target and the size of the target. It can be expressed as:
Mt = a + b log2(D/S + 1)
Where:
- Mt = Movement Time
- a and b are empirically determined constants
- D = Distance to the target
- S = Size of the target
Analysis:
- Best Case: A dropdown with very few options, located close to the user's pointer position, might have a short movement time. In this scenario, the distance (D) is small.
- Worst Case: A long dropdown menu with many options located far from the pointer would have a significantly longer movement time. This is because the distance (D) is large, and the target size (S) for each individual option within the dropdown is small.
- Average Case: Most dropdowns fall somewhere in between, but the inherently small target size of individual options and the potential for long scrolling within a dropdown often leads to slower interactions.
Better Alternatives to Dropdowns:
- Segmented Controls: For a small, fixed set of mutually exclusive options, segmented controls offer larger target areas and direct visibility, leading to faster selection times.
- Search-Based Selection: For large lists, a search box with autocomplete (as suggested for examiners/moderators) provides a more efficient way to find and select items.
- Button Grids: If options can be visually represented, a grid of buttons with clear labels and icons can enhance discoverability and selection speed.
In conclusion, while dropdowns can be suitable in certain situations, carefully considering Fitts' Law and exploring alternative UI widgets often leads to a better user experience.
Question 3
i) Enhancing Universal Usability of UoM Moodle Interface
To enhance the universal usability of the University of Moratuwa's Moodle interface, the design proposal focuses on improving accessibility, intuitiveness, and responsiveness. Here's a structured approach:
Assumptions:
- Diverse User Base: Users include students, faculty, and administrative staff with varying levels of technical expertise and accessibility needs.
- Device Variety: Users access Moodle from a range of devices including desktops, tablets, and smartphones.
- Content Complexity: The platform hosts diverse content types such as text, videos, and interactive elements.
Design Proposal:
Enhanced Navigation and Structure:
- Intuitive Menu System: Implement a simplified, consistent menu with clear labels and hierarchical organization. Use large, easily clickable icons and text to cater to users with visual or motor impairments.
- Search Functionality: Introduce a robust search feature with auto-suggestions and filtering options to help users quickly locate content and resources.
Accessibility Improvements:
- Keyboard Navigation: Ensure all functionalities are accessible via keyboard shortcuts for users with mobility impairments.
- Screen Reader Compatibility: Enhance ARIA (Accessible Rich Internet Applications) landmarks and roles to ensure compatibility with screen readers.
- Contrast and Font Size Options: Provide adjustable contrast settings and font size options to accommodate users with visual impairments.
Responsive Design:
- Mobile-Friendly Layout: Implement a responsive design that adjusts seamlessly to different screen sizes and orientations, ensuring usability across all devices.
- Touchscreen Optimization: Enhance touch interactions for users on tablets and smartphones by increasing button sizes and spacing.
Personalization Features:
- Customizable Dashboard: Allow users to personalize their dashboards with widgets and shortcuts to frequently used tools and courses, improving their efficiency.
- Language and Localization Options: Offer multiple language options and regional settings to cater to the diverse linguistic backgrounds of users.
Interactive Elements and Feedback:
- Real-Time Feedback: Implement real-time feedback mechanisms such as notifications and alerts to keep users informed about updates, deadlines, and messages.
- Interactive Tutorials: Provide interactive onboarding tutorials and tooltips to help users understand and navigate new features.
Universal Usability Issues Addressed:
- Ease of Use: Simplified navigation and intuitive interface design address the issue of usability for users with varying levels of technical skill.
- Accessibility: Enhancements in keyboard navigation, screen reader compatibility, and adjustable visual settings ensure the platform is accessible to users with disabilities.
- Device Compatibility: Responsive design and touchscreen optimization address the issue of usability across different devices and screen sizes.
- Personalization: Customizable dashboards and language options enhance the user experience by allowing individuals to tailor the interface to their preferences and needs.
By implementing these design enhancements, the Moodle interface at the University of Moratuwa will be better equipped to meet the diverse needs of its users, improving overall accessibility and usability.
ii) Multi-Modal Interaction Interface for Online Education
This example proposes a multi-modal interaction interface combining speech recognition and digital pen input to create a more natural online education experience:
Scenario: A teacher is explaining geometry concepts during a live online class.
Modalities:
- Speech Recognition: The teacher speaks naturally, explaining concepts. The speech is converted to text, appearing in real-time on students' screens as subtitles.
- Digital Pen Input: The teacher uses a digital pen and a touch-sensitive tablet to draw diagrams directly within the online whiteboard feature. This action allows for:
- Real-time annotations on shared documents or presentations.
- Mathematical formula input.
- Freehand drawing for visual explanations.
Interface:
- A typical video conferencing layout is utilized, but with an integrated digital whiteboard.
- Real-time speech-to-text subtitles appear below the video feed.
- The teacher can switch between drawing tools, colours, and line thicknesses for the pen input, similar to common presentation software.
Interaction:
- Teacher: Explains concepts verbally while simultaneously drawing diagrams or writing formulas using the digital pen. The combination of verbal explanations with visual aids caters to different learning styles.
- Students: Students can ask questions verbally, with the speech-to-text functionality providing a text version in the chat. They can also use the digital pen tool if they have access to a tablet, allowing them to engage more actively in problem-solving activities during the session.
Implementation Decisions:
- Use a robust speech recognition engine with a focus on educational vocabulary.
- Integrate a digital whiteboard application that seamlessly synchronizes pen strokes across all participant screens.
- The system could allow for saving and sharing of annotated sessions for later review by students.
This multi-modal approach caters to diverse learning styles and provides a richer, more engaging, and natural online learning experience.
iii) Key Factors Defining Futuristic User Experience Beyond 2030
While predicting the future of technology is inherently uncertain, we can see insights into current trends and research that offer a glimpse into potential future user experiences.
- Ubiquitous and Pervasive Computing: This highlights the trend towards ubiquitous and pervasive computing, with computers becoming increasingly integrated into everyday objects and environments. Beyond 2030, this trend may lead to truly ambient intelligence, where computing is seamlessly interwoven into our surroundings, anticipating our needs and responding to our implicit commands. Imagine a world where your home environment automatically adjusts lighting, and temperature, and even suggests music based on your mood and preferences.
- Tangible and Gesture-Based Interaction: Advancements in gesture keyboards and touch-sensitive screens demonstrate the move towards more natural and intuitive interaction methods. This trend may evolve into richer gesture-based interfaces and tangible user interfaces. For example, instead of using a mouse and keyboard, you might manipulate virtual objects in 3D space using hand gestures or interact with data projected onto any surface.
- Context-Aware and Personalized Experiences: This emphasizes the importance of understanding user context in HCI. Future user experiences are likely to be highly personalized and context-aware. Devices will leverage artificial intelligence and machine learning to understand individual preferences, habits, and current context, tailoring interactions and information delivery accordingly. Imagine a shopping experience where digital displays recommend products based on your style, past purchases, and even your current emotional state.
Factors Influencing the Growth Timeline:
- Advancements in artificial intelligence, particularly in natural language processing and machine learning.
- Development of new materials and manufacturing processes for more flexible and adaptable devices.
- Societal acceptance of new technologies and evolving privacy concerns.
These factors will shape the development and adoption of future technologies, influencing the pace at which these user experiences become a reality.
Question 4
i) How is Augmented Reality different from Virtual Reality? Briefly explain. [5 marks]
Augmented reality (AR) adds digital information to a user's real-time environment, while virtual reality (VR) creates an entirely artificial environment. Unlike VR, which seeks to replace the real world, AR aims to enhance the user's perception of their existing environment by overlaying digital elements onto it. This means that AR users can still perceive the real world, with virtual objects superimposed or composited onto it. One example of an AR application is the use of AR in education to create interactive and immersive learning experiences.
ii) What is a Brain Computer Interface (BCI)? Briefly explain using an example. [5 marks]
A brain-computer interface (BCI), also known as a brain-machine interface (BMI), establishes a direct communication pathway between the brain's neural activity and an external device, often a computer or robotic system. BCIs aim to restore, augment, or enhance human cognitive or sensory-motor functions. As an example, researchers have successfully developed systems that enable paralysed individuals to control robotic limbs using their thoughts.
iii) What is the purpose of microfluidic skin in HAPTX Gloves? Answer in one sentence. [5 marks]
iv) What is Immersive Interaction? Briefly explain. [5 marks]
An immersive experience bridges the gap between the virtual and physical worlds. One way to create an immersive experience is through the use of virtual reality, which creates an immersive environment where users can interact with 3D objects as if they were real. Immersive experiences can also be achieved through a combination of virtual reality and augmented reality. Disney Holotiles, for example, use VR and AR to create an immersive experience in which the user can feel like they are walking, running, and moving around a virtual environment.
v) State two key features of Microsoft HoloLens2, that enhance HСІ. [5 marks]
Comments
Post a Comment