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MR : Boateng Johnson

ID : 10849464

Subject: CSIT303 Human Computer Interaction

Benefits

a) 1. The design with latency has the ability to broaden the view of participants as each of them
use the keyboards

2. At every instance the participants to determine the time spent will typing with the
keyboard with latency

Detriments
1. The disadvantage is delay of the experiment
2. They is a possibility a participant will opt-out of the experiment due to confusion

b) 1. Give participants incomplete sentences to complete this way you can determine how
fast participant thinks
2. increase the latency of the keyboard , to observe the patience of the participants
3. Minimize the time period and set the alerts at particular interval

c) The potential issue with this experiment design is that applying high latency to keyboard
increases the chances of getting confusion

Solution : minimizing the time period for the experiment using keyboard design with
different key alignment

Open-ended question
d) What is the general experience with the keyboard and is there anything they would like us to
change?
Which participant excelled in the overall experiment?
Closed-ended questions
How fast they remember the previous words they just typed ?
How easy can they spot a spelling mistake and correct wrong grammar ?

e) Ethical Evaluation
Without latency:
The keyboard without latency will have the advantage of fast typing and complete the
sentences given faster without any delay

With latency:
When latency is applied there is a high chance wrongly spelling words due to the frustration
that participant would face
SECTION B

B1.

a) Independent variable : mobile phone

Dependent variable : sleep is depending on the effect of mobile phone use before bedtime

b) Independent variable: input medium since it determines the how effectively a chatbot can
respond or have a conversation

Dependent variable : the chatbot accuracy is dependent on the input medium for its effectiveness.

c) Independent variable: virtual reality since it can be used in the study and many diseases like
human brain and how blood pressure affects the human body in the virtual world so virtual reality is
the independent variable

Dependent variable: the improving health outcomes for older adults is the dependent variable
since the outcome of study of the diseases with the virtual reality is used in the treatment and
improving of the health of older adults

d) Independent variable: video game is the independent variable since it has the tendency to affect
behavior

Dependent variable: violent behavioral is then dependent on violent video gameplay

e) Independent variable: social media use impacts the mental health of teenagers

Dependent variable: mental health of the teenagers is the dependent variable as social media has
the potential of changing the way teenagers perceive the real world

B2.

a) Internal consistency: is an important property in design interface where similar operations


should be performed in similar manner and similar and similar format to make it less
confusing for users to adapt to or use A good example in video conferencing application
making the exit application of to a conference app more and clearly visible for users to see

External consistency: refers to the consistency where design of an interface is consistent


across multiple systems of an application an example is Microsoft product. Once you know
Microsoft teams it would be much easier to reuse the same knowledge to start using zoom
or google classrooms

b) Affordance: is the characteristic feature of an object to prompt for what action can be done
on it an example is when you see the card slot on an ATM machine it prompt you to take an
action like inserting your ATM card into the cash machine

B3
a) Physical constraints : refers to the ability to restrict a user’s action using a Physical
object example of constraining a cash machine physically is installing CCTV camera’s
around the cash machine to deter criminals
b)
1. A good experiment provides unbiased estimates of the factor of effects and
associated uncertainties
2. A good experiment gives results that is easy to interpret
3. A good experiment should be simple as possible
4. A good experiment should include plan for analysis and reporting of the results

C) 1. Visceral : this is where users assumption to first look and feel of your design which
informs behavioral levels
2. Behavioral: This is where users accesses how your design helps them achieve their
goals and how easily is it to use the design and also determines how satisfied they are with
your design with the minimum effort required to use it

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