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Assignment # 01

Course Code: CS 685

Course Title:
Human Computer Interaction

Class BS IT 6 (A or B) Evening

Assignment Date Thursday, March 19, 2020

Submission Deadline: Friday, March 27, 2020

Student Name:

Arid Number:
Late Assignments will dealt as per policy given in the course outline
I can take either quiz or in class viva for this assignment by calling any one on
the white board to solve any question of the assignment.

Submit your assignment through Google Classroom (only) otherwise not


acceptable.
Plagiarism (Copying) is strictly discouraged.

Your name, roll number, section and assignment number should be clearly
written at the first page of the assignment (attach above page (1) with your
assignment).

Q.No.1 Points 8+4=12

ATM an automated teller machine is an electronic telecommunications device that


enables us to perform financial transactions, such as cash withdrawals, deposits,
funds transfers, or account information inquiries, at any time and without the need for
direct interaction with bank staff.

Mental Model:
Users develop an understanding of a system through learning and using it
Every User have Knowledge of an interactive system about:
 How to use it?
 How system work?

a) First, elicit your own mental model about ATM, Write down how you
think an ATM works. Then answer the following questions in your own
words (according to your understanding).

I. How much money are you allowed to take out using ATM?
II. What is on your card?
III. How is the information used?
IV.What happens if you enter the wrong number?
V. Why are there pauses between the steps of a transaction?
VI.What happens to the card in the machine?
VII. Do you count the money? Why?

b) Every one of you having experience of using ATM, Are there any interface
features revealed as being particularly problematic? If yes what design
recommendations do you suggest?

Q.No.2 Points 04

Below are a number of proposed interactive products. What do you think are the key
usability goals and user experience goals for each of them?
1. A mobile device that allows young children to communicate with each other
and play collaborative games.
2. A video and computer conferencing system that allows students to learn at
home.
3. An Internet application that allows the general public to access their medical
records via interactive TV.
4. An online community that provides support for people who have recently been
bereaved (i.e. sorrow).

Q.No.3 Points 04

A large software company has decided to develop an upgrade of its web browser.
They begin by carrying out an extensive study of people's actual use of web browsers,
talking to lots of different kinds of users and observing them using their browsers.
One of their main findings is that many people do not use the bookmarking feature
effectively. A common finding is that it is too restrictive and underused.
Moreover:
1. It is easy to lose web addresses by placing them accidentally into the wrong
folders.
2. It is not easy to move web addresses between folders.
3. It is not obvious how .to move a number of addresses from the saved favourite
4. List into another folder simultaneously.
5. It is not obvious how to reorder web addresses once placed in folders.
Based on above scenario write at least two assumptions for making use of web
browsers more effectively?

Q.No.4 Points 04

What conceptual models are the following applications based on and how:
1. 3D video game, say a car-racing game with a steering wheel and tactile, audio,
and visual feedback
2. The Windows environment
3. A web browser

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