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Final Paper

Course: Human Computer Interaction

Submitted to: Ma’am Amber Sarwar


Submitted by: Wajid Manzoor
Roll number: Fui/Furc/F-17 BSCS-070
Date: 08 February 2021
Question #01: (10 Marks)
Explain common interaction styles with the help of real-world examples. Also explain the rationale
for each interaction style against each example.
A. Choose any interface of any domain and Perform WIMP analysis.

 COMMAND LINE INTERFACE

Surge is Command line interface. Surge has been built from the ground up for native web
application publishing and is committed to being the best way for Front-End Developers to put
HTML5 applications into production.
 MENUS
 NATURAL LANGUAGE
 QUESTION/ANSWER AND QUERY DIALOGUE
 FORM-FILLS AND SPREADSHEETS
 WIMP
 POINT AND CLICK
 THREE–DIMENSIONAL INTERFACES
A. Choose any interface of any domain and Perform WIMP analysis.
WINDOW:
Opened window of excel is the example of Window.
ICON:
This pc, recycle bin, download is the example of icons.
MENU:
In the excel window File, home, insert, page layout, formula, data, view, help are the example of menus.
POINTER:
Arrow in the bottom is the example of pointer.

Question#02: (10 Marks)


Differentiate between three approaches of prototyping. Apply ‘throw-away’, ‘incremental’ and
‘evolutionary prototype’ on the interface selected in Question 1 (part A). Also highlight how
approaches of prototyping vary.

Rapid or throw-away Evolutionary prototype-


Incremental
Throwaway prototyping is a Evolutionary prototyping is a In an incremental
method of development that software development prototyping model, product
employs technical mechanisms method where the developer features are added into each of
for reducing risk in a project.  or development team first several prototypes. ...
constructs a prototype. After Requirements and Architectural
Design on paper. receiving initial feedback Design can be done up front
from the customer, and then
Throw away after feedback. subsequent prototypes are each prototype developed as the
produced, each with project progresses. Customer
Reduce risk in a project by additional functionality or release doesn't happen until all
quickly stepping through the improvements, until the final the planned features have been
 Rapid Throwaway:
 Incremental:

Incremental is step by step or we can say that we divide the project into modules. And in the last
we merge all modules and form a complete project.
 Evolutionary prototype-

Evolutionary will show the complete project in the end. In the start we show the prototype which
is also code or software based. We just make changes in that and prepare our final product.
Question #03: (10 Marks)
Apply Jakob Nielsen’s (Usability Heuristics) and Gestalt Principles on the interface selected in
question 1 (part A).

Gestalt Principles…………
 Proximity:
In excel image which we called window in case of WIMP. All group related items together which we
called the proximity. There is different section in the excel window. All sections are on same
location. This organises information and reduces clutter.

 Similarity:
These things show similar behaviour.

 Continuity:
In the following screen shot cells shows continuous behaviour. Which is from A, B, C, D, ………

 Alignment:

Alignment states that nothing should be placed arbitrarily /illogically/ randomly. Each item should
have a visual connection with something else on the page. This menu page from MS word shows that
all file related option i.e., info, save, print, share is placed in same order

 Repetition:

Some aspect of the design throughout the piece like colour, shape, texture, sizes, line thickness are
followed i.e., you can see blue colour and contrast with light blue colour– for consistency and
unity/harmony.

 Contrast:

In mailing sections every icon is visually different to make user easily differentiate between their
functions as contrast state that if two items are not exactly the same, then make them very different –
to add visual interest
Question #04: (10 Marks)
Apply Usability evaluation process on the interface selected in question 1 (part A).

Usability Evaluation ?
Usability Evaluation focuses on how well users can learn and use a product to achieve their goals.
It also refers to how satisfied users are with that process.
To gather this information, practitioners use a variety of methods that gather feedback from users about
an existing site or plans related to a new site.
Usability refers to the quality of a user's experience when interacting with products or systems, including
websites, software, devices, or applications. Usability is about effectiveness, efficiency, and the overall
satisfaction of the user.
It is important to realize that usability is not a single, one-dimensional property of a product, system, or
user interface. ‘Usability’ is a combination of factors including:
I have used interface of excel so I describe usability goals and user experience goals, respectively.

Usability goals

• Effectiveness
Excel is effective in making word documents and making word reports, it is an effective tool to make
changing to document file worldwide

• Efficiency
Excel can make the changing easily so we can say this interface is effective and can complete the task
that you want to perform.

• Safety
Excel is safe platform it reminds you to save your document before closing the excel.
along with that it allows you to auto save the document on your pc and on computer or pc or on the cloud
in one drive.

• Utility
Excel is a very versatile platform that allows you to enter table images and video links which help it to
improve its utility . It can perform multiple tasks under one platform.

• Learnability
Each function and each icon are placed and following gestalt principles, so user case easily find related
icons close to each other which makes it easy to use and hence make it easy to learn.

User experience goals

Satisfying
Excel is satisfying to use because it is easy and get your work done efficiently. Giving the user a scene of
satisfaction.

Pleasurable
Excel is pleasurable to use. By adding different font style etc.

Rewarding
Will give reward in case of making best interface.

Fun
Look attractive and never something difficult.

Provocative
Use proactive approach in making interface.
Question#05: (10 Marks)
Apply basic tool of Visual Design on your FYP (final year project)
Nelson’s Principles:
It fulfills Principle no 2:
Match between system and real world:
Because all the words and phrases used in the login interface are familiar by the
user. User can easily understand the language and understand how to operate.

It fulfills principle no 6:
Consistency and standards:
Because user can easily understand how to operate proper conventions are used.

It fulfills principle no 7:
Flexibility and efficiency:
As both experience and inexperienced person/user can operate Intelligent Poultry
farm system.

It fulfils principle no 10:


Help and documentation:
As in this login form steps listed are not too large user has to enter his username
and password then user can simply login to the system.

4 psychological principles:
Principle no 2 apply:
Login interface follows principle 2 as same things are grouped together.

Principle no 3 apply:
As similar things are kept near and following gestalt principles applied
1. Similarity: it states that when things are same they grouped together.
2. Proximity: it states that the things that are similar are placed near or together
and the things that are not similar are placed far.

Principle no 4 apply:
Login interface also fulfills principle no 4 as with the previous knowledge user can
easily understand and operate this interface

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