Insem Hci
Insem Hci
[5 Marks]
• Error prevention: The system prevents user errors or helps correct them.
Google's search engine interface is a good example — clean, simple, with a prominent search bar and
minimal distractions. Even a first-time user can perform a search without instructions.
A poor design ignores how people think and behave. It is inconsistent, confusing, non-intuitive, and
can make even simple tasks frustrating. It often fails to provide feedback or support for error
correction.
An online form that clears all data when one field is entered incorrectly, without showing what went
wrong, is a poor design.
User Satisfaction Users feel confident and satisfied when using a well-designed interface.
Ease of Learning New users can learn to use the system quickly without training.
Cost Savings Reduces the need for helpdesk support, user training, and maintenance.
Better User
A pleasant design encourages continued use of the system or product.
Retention
In Human-Computer Interaction (HCI), Input/Output (I/O) channels are the sensory and response
mechanisms that humans use to interact with a computer system. These channels are based on
human perception and motor abilities, and understanding them is crucial for designing effective
interfaces.
These are the ways humans send information to the computer, primarily through physical
interaction or sensory perception.
a) Visual Input
• Users rely on this for fast recognition of icons, menus, notifications, etc.
b) Auditory Input
c) Tactile/Kinesthetic Input
• Examples:
These channels allow the computer to send information back to the human, making communication
two-way.
a) Visual Output
b) Auditory Output
c) Haptic Output
• Designers must consider user limitations, such as visual impairment, hearing loss, or motor
disabilities.
Real-Life Examples
• ATM Machines:
→ Visual instructions + audio prompts + tactile keypad.
• Mobile Phones:
→ Touch (input), screen display (visual), vibration (haptic), and ringtone (audio).
• Smart Assistants (Alexa, Siri):
→ Voice input and spoken output (auditory channels).
What is Reasoning?
Reasoning is the mental process through which humans or intelligent agents derive conclusions,
make decisions, solve problems, or predict outcomes based on given facts, knowledge, or evidence.
In simple terms, reasoning helps to connect known facts (premises) to arrive at new information or
conclusions. It plays a central role in:
• Human thinking,
• Problem solving,
Reasoning is not just about recalling information, but about using logic to make sense of situations
and arrive at new insights.
• Used in intelligent systems like chatbots, decision-making agents, and expert systems.
1. Deductive Reasoning
Definition:
Deductive reasoning is a logical process where the conclusion is drawn from general principles or
known facts. If the premises are true, the conclusion is guaranteed to be true.
Nature:
Example:
Advantage:
Limitation:
2. Inductive Reasoning
Definition:
Inductive reasoning is the process of observing specific instances and making general conclusions
from them. The result is likely or probable, but not guaranteed.
Nature:
Example:
Advantage:
Limitation:
Human memory is the mental system that helps us to store, organize, and recall information. It is
essential for all human activities — like learning, speaking, problem-solving, and using devices.
In Human-Computer Interaction (HCI), memory plays a major role because it affects how users
interact with systems: how they remember commands, icons, menus, layouts, etc.
Good system design works with the limitations of human memory, not against them.
• Affects how quickly users recall functions (like Ctrl+S for saving).
• Good design reduces memory load using visual cues, repetition, and structure.
1. Sensory Memory
This is the initial stage of memory. It briefly stores information from our senses (sight, sound, touch)
— usually for less than 1 second.
Example: When a flash message disappears, but we still remember what it said.
• Usage: For tasks like mental math, reading a sentence, or entering a password.
Design Tip: Reduce memory load by showing options instead of making users remember them.
It stores:
• Knowledge
• Personal experiences
Main Characteristics:
What is Emotion?
• Usability perception
• Error tolerance
• Task completion
• Overall satisfaction
• Cognitive abilities
• Physical abilities
• Preferences
No two users are the same. Hence, interfaces must be designed inclusively.
1. Age Differences
o Elderly users may face difficulty with speed, precision, or memory-based tasks.
2. Technical Experience
o Experts prefer faster access using shortcuts, customization, and compact views.
o For example, red color can mean error in one culture and celebration in another.
4. Physical Abilities
o Some users may have visual impairments (e.g., color blindness, low vision).
o Others may have mobility issues (e.g., difficulty using mouse or keyboard).
5. Cognitive Abilities
o Use of consistent layouts and step-by-step flows helps them navigate smoothly.
• A government website might serve both senior citizens and tech-savvy youth.
→ It should offer a simple mode and an advanced mode.
• A reading app may allow font size and contrast adjustments for visually impaired users.
What is Interactivity?
Interactivity refers to the degree of communication and response between the user and a computer
system.
It describes how users give input to a system (e.g., click, type, swipe) and how the system responds
(e.g., displaying a result, showing feedback, changing the screen). A highly interactive system actively
engages the user and makes the interface feel responsive, natural, and intelligent.
Characteristics of Interactivity:
1. Two-way communication
2. Continuous Feedback
4. Responsiveness
o The system must react quickly to user input to maintain flow and trust.
Examples of Interactivity:
The context of interaction refers to the environment, situation, and user-related factors in which
the interaction happens. It includes everything that influences how the user interacts with the
system and how the system should behave.
Understanding the context helps in designing interfaces that are relevant, efficient, and user-
friendly.
1. User Context
o Example: A child using an app needs larger buttons and simpler words.
2. Physical Context
o Example: A mobile app used while walking should have fewer distractions and large
touch areas.
3. Social Context
4. Device Context
o Refers to the type of hardware used (desktop, mobile, smart TV, kiosk).
o Each device has different screen size, input methods, and power limitations.
5. Task Context
• Enhances Usability:
HCI ensures that the system is user-friendly, reducing confusion and simplifying task
performance. This minimizes the need for user training.
• Supports Accessibility:
HCI enables systems to be usable by people with disabilities through features like voice
commands, screen readers, or high-contrast modes.
• Facilitates Learning:
New users can learn how to operate a system quickly through intuitive design, reducing
dependency on manuals or instructions.
Example:
When using a mobile phone, tapping an icon to open an app, swiping through screens, or using voice
assistants are all examples of HCI elements that make interaction simple and natural.
Interaction styles in Human-Computer Interaction (HCI) refer to the different ways in which users
can communicate or interact with a computer system. These styles define how input is given and
how output is received.
• Usability level
• Learning curve
• Suitability for different user types and applications
Choosing the right interaction style is essential for creating a smooth and effective user experience.
• Command-line Interface
• Menu-based Interface
• Form-based Interface
Definition:
A style where the user types text-based commands into a terminal or prompt to communicate with
the system.
Features:
Advantages:
Disadvantages:
• No visual cues.
Example:
Typing cd Documents or dir in the Windows Command Prompt.
B) Menu-Based Interface
Definition:
A style where users interact with the system by selecting options from a list of menus.
Features:
• Options are clearly listed and organized.
Advantages:
Disadvantages:
• Limited flexibility.
Example:
Using File → Save As... in Microsoft Word or clicking on Settings in a mobile app.
Ben Schneiderman’s eight golden rules are foundational principles in Human-Computer Interaction
(HCI). They help designers create systems that are intuitive, efficient, and user-friendly. These rules
improve user experience by guiding how the interface should behave in response to user actions.
• Consistency in visual elements, terminology, and user actions helps users build familiarity
with the system.
• If similar actions always behave the same way, users don’t have to re-learn interactions for
each screen or task.
Example:
Microsoft Office maintains the same ribbon interface in Word, Excel, and PowerPoint—making it
easier for users to switch between applications.
• Every user action (click, input, command) should receive a relevant and timely response
from the system.
• The feedback should reflect the importance of the action—simple for minor actions,
detailed for major ones.
Example:
When a product is added to a shopping cart, a small pop-up or sound notification confirms the
action and shows the updated cart.
• Users feel confident when tasks have a clear beginning, progress, and completion.
• The system should confirm when a task has ended successfully so users aren’t left guessing.
Example:
After submitting a form online, users receive a “Thank you” or “Submission Successful” message
that confirms the process is complete.
• When errors occur, messages should be clear, polite, and provide recovery steps (not
technical jargon).
Example:
When composing an email without a subject, the system shows a warning pop-up before sending it,
preventing a possible mistake.
• Letting users undo and redo actions encourages them to explore and try out options without
fear.
• It reduces anxiety because users know they can backtrack if something goes wrong.
Example:
In MS Word, users can press Ctrl+Z to undo or Ctrl+Y to redo—helping correct mistakes quickly.
• Users feel empowered when they control what the system does, rather than the system
acting unexpectedly.
• The interface should respond predictably to user actions and avoid forcing them into fixed
steps.
Example:
In video games, players directly control character actions. The system responds instantly, reinforcing
the feeling of control.
• The human brain can only hold a limited amount of information at a time (typically 7±2
items).
• Interfaces should minimize the need to remember things from one screen to the next.
• Use drop-downs, autofill, visible options, and reminders to reduce memory strain.
Example:
Online forms with auto-fill suggestions help users avoid retyping the same data repeatedly.
Q3) c) Explain the Different Guidelines for Organizing the Display. [5 Marks]
Poor display organization leads to confusion, slow task performance, and user frustration.
Example:
Forms should follow top-to-bottom, left-to-right reading flow.
Example:
In a shopping app, product name, image, and price are grouped together visually.
• Fonts, colors, icons, and button styles should be consistent throughout the interface.
• Use white space to separate elements and give the display a cleaner look.
Example:
Well-spaced menu items reduce accidental clicks and help scanning.
• Display important content more prominently using font size, bold text, or placement.
Example:
In a dashboard, total sales figures appear larger and at the top
• Use headings, bullets, and icons to break content into readable chunks.
• Users often scan rather than read, so help them find what they need fast.
Example:
Navigation bars or menus should use clear labels like “Home,” “Profile,” “Settings.”
• Use readable fonts, proper contrast between text and background, and adequate font size.
Example:
Black text on a white background is more readable than yellow text on a white background.
• Keep necessary options visible instead of making users remember commands or paths.
Example:
Dropdowns show available choices instead of making users type options.
Introduction:
When designing interactive systems, it is essential to understand how humans perceive, process, and
interact with information. A design that ignores human limitations can cause confusion, errors, and
user dissatisfaction.
Hence, user interface design must consider human psychological, physiological, and behavioral
factors to ensure usability, efficiency, and safety.
1. Cognitive Abilities
• Users can forget complex instructions or feel overwhelmed by too much information.
• Design should reduce cognitive load and guide users with clear, step-by-step navigation.
Design Practices:
Example:
Instead of asking users to remember formats, date fields provide calendar pickers.
2. Perceptual Abilities
• Humans rely heavily on vision, hearing, and touch to interact with systems.
• Interfaces must be visually accessible, with proper contrast, font size, audio clarity, and
visual hierarchy.
Design Practices:
Example:
Red border around a form field signals an error clearly, guiding the user.
• Not all users have the same motor skills, speed, dexterity, or range of movement.
• Designers must account for touchscreen users, elderly users, and users with disabilities.
Design Practices:
4. Memory Limitations
• Human short-term memory can hold around 7 ± 2 items at once (Miller’s Law).
• Systems should not demand users to remember multiple steps, complex paths, or exact
commands.
Design Practices:
Example:
Search boxes remember recent queries so users don’t retype them.
• Interfaces must guide focus and avoid overloading with unnecessary elements.
Design Practices:
Example:
A “Checkout” button is large and isolated on an e-commerce site to draw attention.
• Interfaces must support gradual learning while also allowing efficiency for experienced
users.
Design Practices:
Example:
Software like Excel provides help tips for new users and macros for advanced users.
• People from different backgrounds interpret colors, icons, gestures, and phrases differently.
• Interfaces should be culturally neutral and support localization.
Design Practices:
Example:
A globe icon for “language selection” is more neutral than using flags.
8. Emotional Response
Design Practices:
Example:
“Yay! Your order is placed ” feels better than just “Order submitted.”
Q4) b) Explain the Different Techniques for Getting the User’s Attention. [5 Marks]
When designing interactive systems, it is essential to guide the user’s focus to important parts of the
interface. These techniques help users notice errors, updates, alerts, or available actions, improving
usability and reducing confusion.
Below are the main techniques used to attract the user's attention:
• Colors can highlight important elements like warnings, active buttons, or selected items.
• Bright or contrasting colors draw the eye more quickly than dull or neutral shades.
Example:
A red border around a field with an error helps users locate it instantly.
Design Tip:
Use colors consistently (e.g., red for errors, green for success).
• Placing important content in visually dominant positions (e.g., top-center or near action
buttons) improves visibility.
Example:
A large “Submit” button at the bottom of a form attracts the user’s eye.
Design Tip:
Follow F-pattern or Z-pattern layouts, which match natural eye-scanning behavior.
• Blinking icons, sliding banners, or loading animations can be used to guide the user’s focus.
Example:
A spinning loader shows that a process is running and prevents user confusion.
Design Tip:
Use motion sparingly to avoid distraction or annoyance.
• Sounds are useful for alerts, confirmations, or warnings, especially when users are not
looking at the screen.
Example:
A beep sound when an incorrect key is pressed in an ATM.
Design Tip:
Use non-irritating and distinctive sounds, and allow users to mute them if needed.
• Keeping some elements separate from others using blank space helps them stand out.
• This method reduces visual clutter and enhances focus on critical items.
Example:
A promotional banner is placed with lots of white space around it so users notice it easily.
Design Tip:
Do not overcrowd the interface — less is more.
• Visual symbols convey meaning instantly and are easier to recognize than text.
Example:
A trash can icon immediately signals delete action.
Design Tip:
Use clear, meaningful icons with labels if needed.
• Displaying temporary messages or animations for a few seconds ensures the user sees them
without needing manual dismissal.
Example:
A green message saying “Message Sent” disappears after 3 seconds.
Design Tip:
Give the user enough time to read but don’t require them to click “OK” unless necessary.
In Human-Computer Interaction (HCI), the success of any system heavily depends on how well the
human characteristics are considered in the interface and system design. These characteristics
influence how users perceive, process, and interact with a system.
Designers must understand human physical, cognitive, and psychological traits to create usable,
efficient, and satisfying systems.
1. Perception
• Refers to how users receive information through senses—primarily vision, hearing, and
touch.
Example: High-contrast text is easier to read, especially for users with poor eyesight.
2. Cognitive Ability
• Limitations:
3. Physical Characteristics
• Interface should:
Example: Microsoft Word offers both ribbon menus and keyboard shortcuts.
5. Attention Span
• Interfaces should:
Design Tip: Highlight critical elements (buttons, alerts) clearly without clutter.
• Design must:
• Users may come from diverse cultural backgrounds and speak different languages.
• Design should:
o Use universal icons
Example: A “thumbs up” icon may be positive in some cultures but offensive in others.
Q4) b) Explain Good and Bad Interface Design with an Example. [5 Marks]
Interface design refers to the layout and interaction features that allow users to communicate with
a system (software, website, app, ATM, etc.). The quality of this design determines how easily and
effectively users can achieve their goals.
A good interface makes the user’s experience smooth, intuitive, and satisfying. It follows the
principles of usability, accessibility, clarity, and feedback.
1. Consistency
2. Ease of Navigation
3. Clear Feedback
o No clutter or distractions.
Result: User finds what they need quickly and without frustration.
A bad interface confuses, frustrates, or misleads the user. It lacks basic usability principles and
results in errors, inefficiency, and dissatisfaction.
1. Inconsistent Design
3. No Feedback
o User is unsure whether their action (like clicking a button) was successful.
5. Non-intuitive Controls
6. Accessibility Ignored
Result: Users often make mistakes, feel confused, or leave the system frustrated.
Definition of WIMP:
WIMP is a traditional model for Graphical User Interfaces (GUIs). The term stands for:
• W: Windows
• I: Icons
• M: Menus
• P: Pointer
It was introduced in the 1980s and became the foundation for operating systems like Windows,
macOS, and Linux GUI environments. It provides a visual, interactive, and user-friendly interface,
replacing text-based command-line systems.
1. Windows
• Definition: A window is a framed, rectangular portion of the screen used to display content
or an application.
• Functionality:
o Each window may contain menus, toolbars, scrollbars, and the main content area.
• Example: In MS Excel, each spreadsheet opens in a separate window. You can have one
window for sales and another for charts.
2. Icons
• Definition: An icon is a small graphic image that represents an object, tool, file, folder,
function, or command.
• Purpose: Icons are visual shortcuts that allow quick access and recognition of functions.
• Types of Icons:
• Design Consideration:
3. Menus
• Definition: A menu is a list of commands or options that the user can select to perform
actions.
• Purpose: Menus organize commands and reduce clutter by hiding advanced features until
needed.
• Types:
• Features:
• Example: Clicking on the “File” menu in Word gives options like New, Open, Save, Print.
4. Pointer
• Purpose: It allows users to interact with the GUI elements by pointing, selecting, clicking,
dragging, or dropping.
• Behaviors:
o Changes shape based on context (e.g., I-beam over text, hourglass for wait).
• Example: In a drawing tool, the pointer may turn into a paintbrush or shape tool for direct
interaction.
Q2) a) What is Ergonomics? Describe the arrangement of controls and displays, the physical
environment. [5 Marks]
Definition of Ergonomics:
Ergonomics is the science of designing the user interface and physical workspace to fit human
capabilities and limitations.
It focuses on improving efficiency, safety, comfort, and usability during human interaction with
machines or systems.
• Ensures the system fits the user, not the other way around.
Proper placement and organization of controls (input devices) and displays (output devices) is crucial
in ergonomic design.
• Example: In a car dashboard, the steering wheel and gear shift are within comfortable reach.
• Example: A flight cockpit groups engine displays separately from navigation screens.
2. Physical Environment:
The physical setting in which a system or interface is used greatly affects the user’s comfort and
effectiveness.
a) Lighting:
c) Noise:
• Proper air flow and ventilation improve focus and reduce fatigue.
Text Entry Devices are hardware or software input systems used by users to enter alphabetic,
numeric, symbolic, or command-based textual data into a computer system. These devices form a
core component of human-computer interaction (HCI) and directly affect efficiency, accuracy, and
user comfort.
1. Physical Keyboard
• Includes:
o Alphanumeric keys
o Auto-correct
o Word prediction
Pros:
• Language-switching is easy.
Cons:
• Used in:
o Digital note-taking
o Signing documents
• Requires:
o Microphone
o Noise cancellation
o Clear pronunciation
Popular tools: Google Voice Typing, Apple's Siri, Windows Speech Recognition.
Best for:
• Hands-free environments
• Real-time transcription
Limitations:
5. Chord Keyboards
• Unique devices where multiple keys are pressed together (like chords on a piano) to
generate characters.
o Wearable tech
c) List the various interaction style. Explain any one in details. [5] repeated
Miller’s Law, proposed by George A. Miller (1956), is a cognitive psychology principle related to
human short-term memory capacity.
It states:
“The average number of discrete items a person can hold in their working memory is about seven,
plus or minus two (i.e., 5 to 9 items).”
This rule is foundational in Human-Computer Interaction (HCI) as it guides how much information a
user can handle at one time without becoming mentally overloaded.
Importance in HCI:
Miller’s Law is important for designing user interfaces in a way that aligns with human cognitive
limitations.
Interfaces that ignore this principle may present too much information at once, overwhelming the
user and causing frustration or errors.
Concept of Chunking:
Examples:
1. Smartphone Interfaces:
• Grouped Notifications:
Instead of showing 20 different alerts, they are grouped by app or type (e.g., “5 new
messages from WhatsApp”).
→ Reduces user’s mental load.
2. E-Commerce Websites:
• Product Categorization:
Products are split into main and sub-categories, like:
• Use of Filters:
Instead of showing 500 products, users can filter by price, brand, rating, etc.
→ Limits visible options, improving decision-making.
b) List the eight Golden rules of interface. Explain any 2 in details. [5]rep
Q4) c) How does User’s Knowledge and Experience help in Human Considerations in the Design of
Business Systems? [5 Marks]
Introduction:
When designing Business Systems, understanding the user’s knowledge and experience is crucial.
These human factors influence how efficiently users can learn, use, and adapt to the system. If the
design aligns with user familiarity, it reduces errors and improves productivity.
o Experienced users can learn new features quickly if the design leverages their
existing mental models.
o Example: Employees familiar with Excel will learn spreadsheet-based systems faster.
4. Minimizes Errors:
o Example: Disabling irrelevant options for certain user roles (like junior staff) based on
expected knowledge.
o Users feel more comfortable and confident when the system respects their prior
experience.
o Novices need guidance (tooltips, wizards), while experts need speed (keyboard
shortcuts, macros).
o Designers can use this feedback to make the system more realistic and efficient.
o Experienced users are often better at identifying and handling system problems.
o Systems can include custom alerts or advanced diagnostic features for them.
4. Customizability:
o Users with experience expect systems to allow custom layouts, saved preferences,
or macros.
Real-Life Example:
• The system must support both levels of expertise without overwhelming either.
Q4) a) Explain the Information Processing and Memory as Human Characteristics in Design. [5
Marks]
Human capabilities like information processing and memory play a vital role in Human-Computer
Interaction (HCI). Designers must understand how users perceive, process, and store information in
order to create effective, user-friendly systems.
1. Information Processing
Information processing refers to the mental activities users perform when interacting with a system,
such as perceiving, interpreting, deciding, and responding.
Key Points:
Design Implications:
Example:
An ATM gives step-by-step guidance with visual prompts and clear buttons so users can process each
step before proceeding.
2. Memory
Memory refers to the user’s ability to store and recall information, which is essential for learning
and using a system effectively.
Retains info from senses for a very short Flashing notifications catch
Sensory Memory
time (~1 sec) attention
Short-Term Memory Holds 5–9 chunks for a few seconds Menu items should be grouped
(STM) (Miller’s Law) logically
Long-Term Memory Stores facts, skills, and experiences Consistent layout helps
(LTM) permanently memorization
Design Implications:
Example:
In Gmail, icons like a trash bin or paperclip are visual cues that help users recognize actions without
recalling their function every time.
Q4) b) Describe with an example, the response of poor design from users. [5 Marks]
A poor interface design can negatively affect user experience, leading to confusion, errors,
dissatisfaction, and even task failure. When users interact with poorly designed systems, their
natural responses reflect frustration and inefficiency.
2. Frequent Errors
• Too much information or too many choices overload the user’s memory.
5. Loss of Trust
Example:
Problem:
• Colors used are inconsistent (e.g., red for confirmation instead of green).
User Response:
• User feels confused at each step and uncertain if the booking was successful.
Here is a complete, exam-focused answer based on the content you shared, written in a way
suitable for 5 marks (SPPU HCI exam):
The Human Action Cycle, also known as Norman's Seven Stages of Action, is a conceptual model
that describes the cognitive steps users go through when interacting with a system.
This model is divided into two main phases and seven stages, helping designers understand user
goals, actions, and feedback processing.
• The user translates the goal into a specific intention or plan of action.
• Example: User plans to open their email app and write the message.
• The user identifies the steps required to carry out their intention.
• Example: Click on app → Click “Compose” → Enter email → Type message → Click “Send”.
• Example: The user actually opens the app, writes, and sends the email.
• Example: The "Email Sent" message means the task was successful.
HCI (Human-Computer Interaction) principles are standard design rules that help developers create
interfaces that are user-friendly, efficient, and adapted to human needs. These principles ensure
that users can interact smoothly with a system with minimum confusion, error, and effort.
1. Consistency
• Why Important: If the user learns one part of the system, they can apply the same
knowledge in other parts. It reduces learning time and increases confidence.
• Types of Consistency:
• Example: If the “Save” icon is always a floppy disk, don’t change it elsewhere to something
else.
2. Feedback
• Why Important: Keeps the user informed and reduces anxiety or confusion.
• Types of Feedback:
• Example: After submitting a form, a “Thank you” message or “Submission successful” must
appear.
3. Visibility
• Meaning: All necessary options and tools must be visible without the user having to
remember commands.
• Why Important: Reduces memory load and helps users understand available actions.
• Example: Instead of hiding navigation links in a drop-down, show main links directly on the
page.
4. Affordance
• Example: A button should look like it can be pressed (raised or shadowed), while links should
be underlined.
• Meaning: Prevent mistakes, and if they occur, help users recover easily.
• Features:
• Example: “Are you sure you want to delete?” prompt before deleting a file permanently.
• Features:
• Example: Gmail allows both button-click and keyboard shortcut “R” to reply to an email.
• Meaning: Use familiar language, visuals, and actions the user already knows from real life.
• Example:
In Human-Computer Interaction (HCI), errors are classified into two main types: Mistakes and Slips.
Both are user errors, but they differ in their cause and nature.
1. Definition
A mistake is a wrong decision or incorrect A slip is a correct plan but wrong execution
Meaning
plan made by the user. during interaction.
2. Nature of Error
• Mistakes:
• Slips:
o The user knows what to do but accidentally presses the wrong key/button or
performs an unintended action.
3. Examples
Mistake Slip
A user clicks “Shut Down” instead of “Restart” A user intends to click “Restart”, but
because they think it's the right one. accidentally clicks “Shut Down”.
A person enters PIN in wrong format (e.g., adds A person knows the correct PIN but types a
extra digits), thinking it’s correct. wrong digit by mistake.
A traveler books a flight on the wrong date thinking A traveler clicks the wrong date on the
it's a weekend. calendar while booking.
4. Prevention
• To prevent Mistakes:
• To prevent Slips:
o Design buttons and menus with adequate spacing to avoid accidental clicks.
5. Summary Table
Q2) a) Differentiate between Good Design and Bad Design with example.[5]
Here's a more in-depth and detailed version of the 5-mark answer for:
Humans often struggle while interacting with computers due to cognitive, psychological, design-
related, and environmental reasons. These challenges arise when the system does not support the
user’s natural thinking, memory limits, expectations, or prior experiences.
• Many users, especially beginners or elderly people, lack the basic understanding of how
software and hardware function.
• They are unfamiliar with operating systems, navigation patterns, file handling, or even using
basic input devices.
• Impact: Users perform actions through trial and error, leading to stress, errors, or even data
loss.
• Example: A user might shut down the computer instead of logging off due to
misunderstanding icons or labels.
o No labels on icons.
• Result: Users become confused, make mistakes, and need help to complete basic tasks.
• Example: If the “Delete” and “Save” buttons are very close, the user might accidentally
delete a file.
• Example: Instead of "Access Denied", say "You do not have permission to open this file.
Please contact the administrator."
• A mental model is the user’s internal understanding of how a system should behave.
• Designers often build the system based on a technical model, ignoring how end-users think.
• Example: Dragging a file to the trash and then expecting it to be deleted instantly, while the
system only moves it to Recycle Bin.
• Humans can only process 7±2 chunks of information at once (Miller’s Law).
• If systems require:
• When the system doesn’t show feedback (like progress bars or messages), users feel
uncertain.
• They may:
• Example: Clicking “Submit” but seeing no visual change leads the user to click again, possibly
submitting duplicate data.
• This disrupts the user’s learned habits and causes resistance or frustration.
• Example: Users struggle to find familiar options in a new version of MS Word or a redesigned
banking app.
• Interfaces that don’t support different needs (age, disability, culture, etc.) are hard to use.
• Common issues:
• Example: An app with no “voice commands” may be difficult for visually impaired users.
Ben Shneiderman, a pioneer in Human-Computer Interaction (HCI), proposed eight golden rules that
guide designers in creating user-friendly, efficient, and error-tolerant interfaces. These rules focus on
enhancing usability and minimizing user errors.
1. Strive for Consistency
• Use consistent commands, colors, fonts, layouts, and terminology across all screens.
• Example: If “Ctrl + S” saves a file in one module, it should work the same in all modules.
• Example: Keyboard shortcuts like Ctrl+C for copy, Alt+Tab to switch windows.
• The system should give clear, immediate feedback after every user action.
• For frequent or minor actions, feedback can be brief; for major actions, it should be detailed.
• Example: After submitting a form, show a "Thank You" or "Form Submitted" message.
• Example: Instead of “404 Error,” show “Page not found. Please check the URL.”
• Example: Undo (Ctrl + Z), “Are you sure you want to delete?” prompts.
• Users should feel in control of the interface, not like the system is forcing actions.
• Example: Show field labels and help tips on forms instead of assuming the user remembers
them.
In Human-Computer Interaction (HCI), interaction styles refer to the methods by which users
communicate with computers. Each style has its strengths and limitations depending on the context
of use, user experience level, and system design.
Advantages:
• Powerful: Users can perform complex operations using scripts and chaining commands.
Disadvantages:
2. Menu-Based Interface
Advantages:
Disadvantages:
Advantages:
• Suitable for touch-based and visual tasks (e.g., drawing, photo editing).
Disadvantages:
4. Form Fill-In
Advantages:
Disadvantages:
Advantages:
Disadvantages:
Don Norman, a cognitive scientist, proposed Seven Principles of Design to guide user-centered
interface development. These principles aim to make systems more usable, intuitive, and error-
resistant by aligning design with how people naturally perceive and act.
• Explanation: Users rely on both internal knowledge (memory, experience) and external cues
(labels, signs).
• Example: A “Print” icon helps users recall the action by showing a printer symbol.
• Design Tip: Use familiar symbols and clear instructions to reduce cognitive load.
• Explanation: Reduce the mental and physical effort needed to perform actions.
• Explanation: Important functions should be clearly visible and accessible to the user.
• Example: A visible “Save” button ensures users can quickly locate and use it.
• Example: Turning a steering wheel left moves the car left — intuitive mapping.
• Design Tip: Layout buttons in a way that matches their function, like volume buttons
up/down.
• Explanation: Design should limit wrong actions using physical, semantic, or logical
constraints.
• Design Tip: Prevent users from selecting invalid options by graying them out.
• Explanation: Since humans make mistakes, design should anticipate and guide recovery.