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Human Computer Interaction Unit-4 - Copy

Multimodal Interaction allows users to communicate with systems through various input methods, enhancing natural and flexible user experiences. Evaluation techniques like Heuristic Evaluation and the DECIDE framework help assess usability and improve interface design. HCI principles guide the software development process, emphasizing usability, accessibility, and user satisfaction.

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0% found this document useful (0 votes)
2 views10 pages

Human Computer Interaction Unit-4 - Copy

Multimodal Interaction allows users to communicate with systems through various input methods, enhancing natural and flexible user experiences. Evaluation techniques like Heuristic Evaluation and the DECIDE framework help assess usability and improve interface design. HCI principles guide the software development process, emphasizing usability, accessibility, and user satisfaction.

Uploaded by

zebatasneem2418
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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HUMAN COMPUTER INTERACTION UNIT-4

1. Give a Brief Summary about Multi Model Interaction.


Multimodal Interaction refers to a human-computer interaction method where users can
communicate with a system using multiple modes or input methods—such as speech,
touch, gesture, eye movement, handwriting, and facial expressions—either simultaneously
or alternatively.

The goal is to make interaction more natural, flexible, and efficient by mimicking the way
humans interact with each other in the real world.

Key Features:

1. Multiple Input Modes:

o Examples include voice commands, keyboard input, mouse clicks, touch


gestures, stylus drawing, or body movements.

2. Redundancy & Flexibility:

o Users can choose their preferred method of input or combine them (e.g., saying
“delete this” while pointing at a file).

3. Natural Communication:

o It bridges the gap between human behavior and machine understanding for a
smoother, more intuitive experience.

4. Increased Accessibility:

o Especially useful for people with disabilities or in environments where one input
mode (e.g., touch) may not be practical.

Applications:

• Smart assistants (using voice + touch),

• AR/VR systems,

• Automotive controls (voice + gesture),

• Healthcare, and

• Gaming consoles (e.g., Xbox Kinect, Nintendo Wii).

Advantages:
HUMAN COMPUTER INTERACTION UNIT-4

• Improved usability and user satisfaction

• Greater accessibility

• Context-aware interactions

• Error tolerance by using multiple confirmation channels

Disadvantages

• High system complexity

• Expensive hardware and setup

• Conflicts between multiple inputs

• Requires more processing power

• Difficult to design and maintain

2. What are the techniques of Evolution.


Evaluation is the process of assessing a user interface to determine how effectively,
efficiently, and satisfactorily it supports users in completing tasks. The goal is to identify
usability issues before, during, or after system development.

There are several techniques of evaluation, but two important ones are:

1. Heuristic Evaluation
Heuristic Evaluation is an expert-based inspection method where usability specialists
evaluate a system based on a set of established usability principles, known as heuristics.

Process:

1. Multiple experts independently examine the interface.

2. Each expert uses a checklist of heuristics (e.g., Nielsen’s 10 Usability Heuristics).

3. Experts identify usability problems, rate their severity, and suggest improvements.

4. Findings are compiled, compared, and analyzed collectively.

Advantages:

• Cost-effective
HUMAN COMPUTER INTERACTION UNIT-4

• Quick feedback

• Doesn’t require real users

• Effective for early-stage designs

Limitations:

• Depends on expertise of evaluators

• May miss context-specific usability issues

• Not a substitute for user testing

2. DECIDE Evaluation Framework


The DECIDE framework is a structured approach to planning and carrying out usability
evaluations. It helps teams organize, execute, and analyze evaluations methodically.

DECIDE Stands For:

Step Meaning

D Determine the goals of the evaluation

E Explore the questions the evaluation must answer

C Choose the evaluation methods

I Identify the practical issues (time, tools, users, budget)

D Decide how to deal with ethical issues

E Evaluate, interpret, and present the collected data

Purpose:

• Ensures no key step is skipped in the evaluation process

• Helps select the right evaluation technique (e.g., surveys, usability testing, interviews)
HUMAN COMPUTER INTERACTION UNIT-4

• Encourages ethical and practical consideration

Advantages:

• Provides a systematic and repeatable method

• Ensures the evaluation is aligned with goals and user needs

• Helps in decision-making with clear documentation

Limitations:

• Requires planning and effort

• Not a method by itself — it's a framework to guide the use of methods

3. Discuss about HCI In Software Process.

Human-Computer Interaction (HCI) is a crucial part of the software development


process. It focuses on designing systems that are usable, accessible, and user-friendly.
HUMAN COMPUTER INTERACTION UNIT-4

When integrated into the Waterfall Model, HCI ensures the final product meets both
technical and human expectations.

1. Requirement Analysis
HCI focuses on understanding user needs, goals, tasks, and the environment.
Techniques like user interviews, surveys, and task analysis are used.
Both functional and usability requirements are gathered at this stage.

2. System Design
Focus on designing the user interface, navigation, and interaction flow.
UI mockups, wireframes, and user journey maps are created.
HCI principles like consistency, visibility, and error prevention are applied.

3. Implementation
The interface design is converted into working screens by developers.
Front-end code is written with accessibility and usability in mind.
HCI ensures interactive elements behave as expected by users.

4. Testing
Usability testing is conducted with real users or experts.
Techniques include heuristic evaluation, task-based testing, and A/B testing.
The goal is to identify and fix usability problems before deployment.

5. Deployment
The system is released to users along with help tools, guides, or onboarding support.
HCI ensures the deployment phase is smooth and not overwhelming for users.
User feedback begins to shape future improvements.

6. Maintenance
Post-deployment, user behavior and feedback are continuously monitored.
Updates are made to improve usability or adapt to new user needs.
HCI supports long-term system success through iterative enhancements.
HUMAN COMPUTER INTERACTION UNIT-4

4. Write a detailed note on design rules and principles to support


Usability.

Design rules (or usability rules) are guidelines that help designers improve the usability of
systems and products. Usability means how effectively, efficiently, and satisfactorily a user can
interact with a system. These rules include principles, standards, guidelines, and design patterns
which aim to make the interface user-friendly and efficient.

Types of Design Rules:


Design rules can be abstract or concrete. Abstract rules explain general usability concepts.
Concrete rules offer specific instructions for implementation.

1. Principles
Principles are high-level, conceptual guidelines that help designers understand how to create
usable systems. They are not strict instructions but general ideas to support good interaction
design.

2. Standards
Standards are formal design rules developed by recognized organizations. They are often
mandatory, especially in safety-critical systems like medical or aviation software.

3. Guidelines
Guidelines are more flexible than standards. They offer recommendations based on research
and experience. Designers can choose to apply them depending on the context.

4. Design Patterns
Design patterns are reusable solutions for recurring design problems. They help designers avoid
reinventing the wheel and ensure consistency across different parts of the interface.

Usability Principles:

1. Learnability
Refers to how easily new users can begin effective interaction and reach expert performance. A
system should be easy to understand and use without prior experience.

2. Flexibility
Refers to the different ways a user can interact with the system. This includes supporting both
novice and expert users, allowing shortcuts, and enabling personalization.
HUMAN COMPUTER INTERACTION UNIT-4

3. Robustness
Describes how well the system supports users in achieving goals and recovering from errors. It
includes helpful feedback, undo options, and guidance.

4. Predictability
Means the system should behave in ways the user expects. Actions should lead to expected
results, which helps reduce confusion.

5. Consistency
Ensures similar operations have similar results. Users can learn faster if the system behaves
consistently in all areas.

6. Generalizability
Refers to the user’s ability to apply knowledge learned in one part of the system to other areas.
It improves overall usability and reduces training time.

5. Explain the software life cycle – same as 3 answer

6. Explain about Shneiderman’s eight golden rules of Interface


Design.

Ben Shneiderman proposed eight golden rules that help improve user interface design by
making systems more usable, efficient, and user-friendly. These rules provide foundational
guidance for designing interactive systems.

1. Strive for Consistency


Designs should follow a uniform pattern. Similar operations should behave in similar ways.
Prompts, menus, and terminology should be consistent throughout the system to reduce user
confusion.

2. Enable Frequent Users to Use Shortcuts


Provide ways for experienced users to perform actions faster through function keys,
abbreviations, hidden commands, or macros. This improves speed and efficiency.
HUMAN COMPUTER INTERACTION UNIT-4

3. Offer Informative Feedback


Every user action should produce feedback. Minor actions can get brief responses, while major
or complex actions should provide more detailed feedback to keep users informed.

4. Design Dialogs to Yield Closure


Group tasks into logical steps with clear beginnings and endings. Once a task is complete, the
system should provide a message or confirmation to signal successful completion and readiness
for the next step.

5. Offer Simple Error Handling


Systems should be designed to prevent errors. When errors do occur, they should be easily
understood and corrected using clear messages and recovery options.

6. Permit Easy Reversal of Actions


Users should be able to undo mistakes. This makes them feel safer when exploring the interface
and encourages learning. Reversals can apply to simple commands or whole processes.

7. Support Internal Locus of Control


Users should feel that they are in control of the system. The interface should allow them to
initiate actions rather than just respond to system prompts.

8. Reduce Short-Term Memory Load


Interfaces should avoid making users remember too much information at once. Use simple
layouts, visible options, and avoid requiring memorization of codes or sequences.

7. Explain about Universal Design.

Universal design is the process of designing interactive systems, products, and


environments that can be accessed, understood, and used by all people, regardless of
their age, ability, disability, or background. It aims to make designs inclusive so that they
HUMAN COMPUTER INTERACTION UNIT-4

can be used by the widest range of users without requiring any adaptation or specialized
setup.
The goal is to ensure that systems can be used:
a) To the greatest extent possible
b) In the most independent and natural way
c) In a variety of situations
d) Without needing modifications
Universal design involves two approaches:
1. User-aware design: Extends standard designs to accommodate as many users as
possible.
2. Customisable design: Allows users to personalize the interface to reduce challenges.
Universal Design Principles:
a. Equitable Use
The design is useful and marketable to people with diverse abilities.
b. Flexibility in Use
The design accommodates a wide range of individual preferences and abilities.
c. Simple and Intuitive Use
The design is easy to understand, regardless of the user’s experience, knowledge, or
focus level.
d. Perceptible Information
The design communicates necessary information effectively, regardless of user sensory
limitations or environmental conditions.
e. Tolerance for Error
The design minimizes risks and unintended consequences of accidental actions.
f. Low Physical Effort
The design can be used efficiently and comfortably with minimum fatigue.
g. Size and Space for Approach and Use
Appropriate space is provided for users to approach and use the design, regardless of
body size, posture, or mobility.
HUMAN COMPUTER INTERACTION UNIT-4

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