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FACULTY OF COMPUTER

ENGINEERING, INFORMATICS
AND COMMUNICATIONS

KAVARA GIBSON

R196689Q

HSE (SOFTWARE
HSE412 ENGINEERING)

Assignment
a) The challenges and considerations in designing for mobile and wearable devices in
HCI?
Overload: Differently than technology, that has been facing a continuous miniaturization
process, humans still have a finite and limited processing capacity. Thus the number of
concurrent activities they can perform is limited, posing a special challenge to designers of
wearable devices. Mobile interfaces may hinder the user’s primary task if they do not
properly consider the human cognitive capabilities during the design process.

Limited screen size: Mobile and wearable devices have smaller screens compared to
traditional desktop computers, which poses a challenge in designing interfaces that are
visually appealing and easy to interact with on smaller displays. To engage users, the look
and feel of mobile and wearable devices should enable customization, considering varied
aspects as the users’ sensitivities, wishes and interests. Customization in size, color and
appearance aids users to feel more comfortable wearing the device and to integrate it to their
normal outfit.

Variability in device capabilities: Mobile and wearable devices come in various forms, sizes,
and capabilities. Designers need to consider the differences in hardware specifications, such
as processing power, screen resolution, and sensor availability, while ensuring consistent user
experiences across different devices.

Poor responsiveness: Users tend to be less patient when they are on the move than when at a
desktop, as such it is important to provide them feedback in near real time, ensuring high
levels of system responsiveness. Ensuring high responsiveness helps users to complete their
tasks more efficiently and productively.

Various input methods: Mobile and wearable devices support a range of input methods,
including touchscreens, physical buttons, voice commands, and gestures. Designers must
consider the interaction techniques that are most suitable for the device and its context of use.

User friendliness: Respects the mental model of the end user, proposing options that facilitate
the interaction, in an easy and intuitive approach. In case of errors, recovery should be made
available.
Limited battery life: Mobile and wearable devices are often powered by batteries, which have
limited capacity. Designers need to optimize the interface and interactions to minimize power
consumption and extend the device's battery life.

Fashion: Can strongly affect the perception of comfort and desirability of a wearable device.
It refers to how stylish the technology is, helping to make the device more (or less)
ubiquitous, integrating it in to a conventional landscape.

Contextual-awareness: The scenarios in which the wearable device will be used must be
clearly understood and considered during the design process. The comfort perceived by users
is strongly affected by the device purposes. Understanding well the context is a key factor in
the design process, as device’s properties can be affected, for instance by cultural differences.
They are essential criteria to consider and to reach users’ acceptance. Mobile and wearable
devices are used in various contexts, such as while walking, driving, or in noisy
environments. Designers should consider the specific contexts of use and design interfaces
that are usable and appropriate for those situations.

Interruptions and multitasking: Mobile devices are frequently used in situations where users
are often interrupted or engaged in multitasking. Designers should consider how to design
interfaces that can handle interruptions gracefully and support efficient multitasking.

Connectivity and network limitations: Mobile devices rely on wireless connectivity, which
can vary in reliability and speed. Designers need to consider how the interface adapts to
different network conditions and ensure that essential functionality remains available even
when the device is offline.

Privacy and security: Mobile and wearable devices often collect and transmit personal data.
Designers must consider privacy and security concerns and design interfaces that provide
users with control over their data and ensure secure interactions. Exclusive communication
channels can ensure privacy and discretion (Lee & Lim, 2011). Users must be able to choose
their desired level of privacy in parts of or in all collected data with respect to access by
users’ groups.
Environmental factors: Mobile and wearable devices are used in various environments,
including outdoor and indoor settings. Designers need to consider factors like lighting
conditions, ambient noise, and physical constraints, and design interfaces that are legible,
accessible, and usable in different environmental conditions.

Device heterogeneity: Mobile and wearable devices are part of a diverse ecosystem, with
different operating systems, screen sizes, and form factors. Designers should consider the
fragmentation of the device landscape and design interfaces that are adaptable and responsive
to the specific characteristics of each device.

b) Five examples of context-aware applications and how they adapt to users’ changing
environments and needs
Personalized news and content delivery: applications that show content such as movies or
news articles to users according to their interests and preferences. They adjust by looking at
the user's past reading and viewing choices, keeping track of subjects that they are interested
in, and making recommendations for certain kinds of information.

Smart home automation: Applications that manage a smart home's lighting, temperature, and
security systems, among other elements. They modify automatically to improve comfort,
convenience, and energy economy based on whether the user is there or not.

Adaptive mobile learning: Educational applications that modify the course material and speed
according to the user's progress, learning style, and degree of understanding. They adjust by
assessing how well the user is performing, determining problem areas, and offering
customised exercises or learning materials to meet specific requirements.

Location-based services: Applications that offer tailored suggestions according to the user's
present location. They can adjust by using beacon or GPS technology to determine the user's
location and deliver services or information that are pertinent to that particular place.

Health and fitness apps: These applications track their users' activities steps taken, calories
burned and offer recommendations and customised feedback. They modify by looking at the
user's patterns of activity and making necessary goal or workout recommendations based on
the user's development.
c) The concept of user interface prototyping in HCI:
Making a model or early version of a user interface design is called user interface
prototyping. To collect input, assess usability, and make wise design choices, a representation
of the suggested interface must be created. Prototyping's primary goals are as follows:

Test usability: By performing user testing sessions, prototypes allow designers to assess the
interface's usability. Early in the design process, designers can spot possible usability
problems and address them by watching how users engage with the prototype. Analyse
various design concepts and interactions to determine their advantages and disadvantages.

Feedback gathering: By using prototypes, designers can present their ideas to stakeholders
and users and get early and ongoing input from them, which helps them to make
improvements to the design. These stakeholders' feedback can be used to improve the design
and bring it into line with the requirements and expectations of the users.

Iterate and Refine Interaction Design: By using prototyping, designers may quickly test
different solutions and make adjustments to their work. Designers can improve usability,
usefulness, and user happiness by refining the interface design and addressing concerns
through several prototype iterations.

Validate Decisions: Verify that the design satisfies user needs and advances the project's
objectives. Designers may see and illustrate the suggested functionality and interactions with
prototypes, which offer a physical embodiment of the interface design. This aids in the
comprehension of the design concept by clients and stakeholders and enables them to make
wise decisions.

Enhance Communication: By visualising design concepts, you can help stakeholders,


designers, and developers communicate more easily.

Reduce Development Risks: To reduce risks during development, recognise any problems
early in the design phase and take appropriate action.

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