Q1.With suitable examples, distinguish between good design and poor design.
Answer:
Design plays a critical role in how users interact with a product. A good design makes the
interface simple, efficient, and enjoyable to use, while a poor design creates confusion,
frustration, and errors.
Good Design
Characteristics:
o Clear and consistent navigation.
o Follows user expectations and mental models.
o Provides useful feedback and error prevention.
o Accessible for diverse age groups and abilities.
Example 1: Google Search → Simple interface with one search bar, instant results,
and relevant suggestions.
Example 2: Traffic signals → Standardized colors (Red = Stop, Green = Go)
understood universally.
Poor Design
Characteristics:
o Cluttered or confusing layout.
o Hidden or mislabeled buttons.
o Requires unnecessary steps to complete simple tasks.
o Inconsistent placement of features.
Example 1: ATM machine with same-colored “Cancel” and “Enter” buttons →
Users may press the wrong option, leading to errors.
Example 2: Government websites with too many menus and slow navigation →
Hard for users to find information quickly.
Distinction Table
Good Design Example (Google Poor Design Example
Aspect
Search) (ATM/Website)
Clarity Clear labels, simple layout Confusing icons, unclear buttons
Efficiency Few steps to achieve goal Many unnecessary steps
Consistency Predictable interface Inconsistent placement
User
Increases trust and adoption Frustrates users, reduces usage
Satisfaction
Q2 . Explain how user experience (UX) goes beyond usability.
Answer: Usability and User Experience (UX) are related but not the same.
Usability focuses on how easily and efficiently a user can achieve their goal using a
product. It answers:
o Is the product easy to learn?
o Is it efficient to use?
o Can users recover from errors?
User Experience (UX) goes beyond usability by considering the overall feelings,
emotions, and satisfaction users have when interacting with a product. UX is about
the entire journey, not just task completion.
Key Differences
Aspect Usability User Experience (UX)
Emotions, satisfaction, and overall
Focus Task efficiency and effectiveness
journey
Scope Ease of use of system features End-to-end interaction with the product
ATM machine lets you withdraw cash ATM makes you feel safe, confident,
Example
quickly stress-free
Examples
1. Usability Example: An ATM that allows fast cash withdrawal in 3 steps → efficient
and easy.
2. UX Example: The same ATM also has clear screen prompts, privacy filters,
pleasant design, and reassuring security messages, making the user feel safe and
satisfied.
Another case: A mobile app may be usable (buttons work, navigation is clear), but if it looks
boring, lacks personalization, or makes users feel insecure, the UX is poor.
Conclusion: Usability is about functionality and ease of use, while UX is about the overall
experience, emotions, and trust that determine whether users will continue using the product.
Q3. “Good design makes a product usable, while poor design frustrates the user.” –
Discuss with real-life examples.
Answer:
Design directly impacts whether users find a product easy to use or frustrating. A good
design makes tasks simple, intuitive, and efficient, whereas a poor design confuses users,
wastes time, and lowers trust.
Good Design → Usability
Google Search: One simple search bar, clear results, and auto-suggestions. Users of
all ages can use it without training.
Elevator Buttons with Clear Labels: When buttons are placed logically (G for
Ground, numbers in sequence), users quickly select the right floor.
Uber App: Clear flow – open app → enter destination → see ride options → confirm.
Minimal steps with real-time tracking builds confidence.
Poor Design → Frustration
ATM Machines with Similar Buttons: When “Cancel” and “Enter” buttons look
alike, users often press the wrong one → transaction failure and frustration.
Government Websites: Many have cluttered menus, outdated navigation, and slow
loading. Users struggle to find forms or services.
Password Policies in Apps: If an app requires overly complex passwords without
guidance, users feel annoyed and may abandon the system.
Discussion
Good design reduces cognitive load, prevents errors, and builds trust.
Poor design increases stress, wastes time, and discourages use.
For critical systems like healthcare apps, poor design may even risk safety, while
good design improves adoption and effectiveness.
Q4. Five Dimensions of Interaction Design
1. Words – Text on buttons, labels, instructions.
Ex: “Submit Payment” is clearer than “OK.”
2. Visuals – Icons, images, colors, layout.
Ex: Trash bin icon = delete.
3. Physical Objects/Space – Devices and environment used.
Ex: Swiping on a phone feels natural.
4. Time – Changes over time like animations, sounds, feedback.
Ex: Loading spinner shows progress.
5. Behavior – How system reacts + emotional impact.
Ex: “Your transfer was successful” message builds trust.
In short:
Words = Read
Visuals = See
Physical = Touch/Use
Time = Wait/Feedback
Behavior = Response/Feeling
Q5. Explain the basic interaction design cycle/ Process of interaction design.
Answer: Cycle (can draw in exam like a loop):
⬇️
1. Identify needs & requirements
⬇️
2. Develop alternative designs
⬇️
3. Build prototypes
⬆️(feedback goes back to step 1)
4. Evaluate with users
It’s a cyclic process until design is usable.
Process of Interaction Design: The process is user-centered and iterative, focusing on
making systems usable, useful, and enjoyable.
Main Steps:
1. Identify Needs and Requirements
o Understand who the users are, what they need, and the context of use.
o Example: Patients need simple login in a healthcare app.
2. Develop Alternative Designs
o Brainstorm and create different design solutions.
o Example: Menu navigation vs. dashboard layout.
3. Build Prototypes
o Create wireframes, sketches, or interactive mockups to visualize the design.
4. Evaluate Designs
o Test with real users, gather feedback, measure usability, and improve.
Q6. Interaction Design and the User Experience
Interaction Design (IxD)
Interaction Design is about designing interactive digital products (apps, websites,
devices) that are easy, effective, and enjoyable to use.
It focuses on:
o How users interact with technology.
o Ensuring tasks can be done efficiently and with minimal errors.
Example: A shopping app where adding items to cart and checking out is smooth.
User Experience (UX)
UX is the overall experience and feelings a user has when interacting with a system.
Goes beyond usability – includes emotions, satisfaction, trust, and delight.
Example: A food delivery app is not only easy to use but also makes the user happy
with clear status updates and friendly design.
Relationship between IxD and UX
Interaction Design creates the structure and usability of the product.
User Experience reflects the user’s feelings about that product.
Good interaction design → positive user experience.
Poor interaction design → frustration and loss of trust.
Example Interaction Design (IxD) User Experience (UX)
Feels convenient, fast, and
Online Food Easy menu navigation, one-tap
reliable. Builds trust and
Delivery App reorder, secure payment options.
satisfaction.
Simple step-by-step screen flow, Feels safe and easy to withdraw
ATM Machine
clear labels, error messages. cash, reduces anxiety.
E-commerce Quick search, filters, “Add to Cart” Shopping feels smooth and
Website button clearly visible. enjoyable; encourages repeat use.
Poorly Designed Confusing menus, small fonts, Users feel frustrated, anxious, and
Healthcare App unclear security steps. may stop using it.
Secure chat, clear send button, Feels private, connected, and
Messaging App
notifications. engaging.
Q7. Understanding the Problem Space and Conceptualizing Design
1. Understanding the Problem Space
The problem space means defining clearly what needs to be solved before designing
a solution.
It involves:
o Who are the users?
o What are their needs and goals?
o What problems do they face with current systems?
Example: In a healthcare app → patients struggle with remembering appointments
and doctors need quick access to records.
Without defining the problem space, designers may create solutions that don’t match user
needs.
2. Conceptualizing Design
After identifying the problem, designers create a conceptual model – an
outline/blueprint of how the system will work.
It shows:
o Main tasks and features.
o How users will interact (menus, buttons, gestures).
o The overall structure of the interface.
Example: For the healthcare app → features like secure login, appointment
scheduling, and patient record access are planned in the conceptual model.
In short:
Problem Space = Understand the problem and user needs.
Conceptualizing Design = Plan how the system will solve it.
Together, they ensure that the final design is useful, usable, and user-centered.
Q8. Conceptual Model
Definition: A conceptual model is a simplified mental representation of how a system
works, created by designers to help users understand and interact with the system. It shows
what the system will do and how users can operate it, without technical details.
Characteristics
High-level: Focuses on tasks and interactions, not coding.
User-centered: Matches the way users think, not how the system is built.
Communicative: Acts as a common language between designers, developers, and
users.
Role in Interaction Design
1. Guides design – Provides a blueprint for system features and workflows.
2. Supports mental models – Helps users form correct expectations of the system.
3. Improves usability – Clear models reduce confusion and errors.
4. Aligns stakeholders – Ensures everyone shares the same vision of system behaviour.
Examples
ATM: Insert card → Enter PIN → Choose transaction → Receive cash. (Clear,
logical flow → Good conceptual model).
Poor ticket machine: Hidden options, unclear steps, confusing navigation → users
get frustrated (Poor conceptual model).
In short: A conceptual model is the designer’s plan of how a system should behave,
created to make the product logical, usable, and easy for users to understand.
Q9. Types of Interfaces in Interaction Design
Interfaces are the ways users interact with digital systems. Different types are suited for
different tasks, technologies, and contexts.
1 Command-based Interface
Text-based; users type commands.
Example: Linux terminal, MS-DOS.
2 WIMP (Windows, Icons, Menus, Pointers) / GUI
Graphical elements for interaction.
Example: Windows OS desktop, macOS.
3 Multimedia Interface
Combines text, audio, video, and animation.
Example: E-learning apps, YouTube.
4 Virtual Reality (VR) Interface
Immersive 3D environments via headsets.
Example: Oculus VR gaming, medical simulations.
5 Information Visualization & Dashboards
Converts complex data into charts, graphs, dashboards.
Example: Power BI, Google Analytics dashboards.
6 Web Interface
Browser-based, accessible online.
Example: Gmail, Amazon website.
7 Consumer Electronics & Appliances Interface
Interfaces for home/consumer devices.
Example: Smart TV menus, washing machine control panels.
8 Mobile Interface
Touch-based UIs designed for small screens.
Example: WhatsApp, mobile banking apps.
9 Speech Interface
Users interact via voice.
Example: Alexa, Siri, Google Assistant.
10 Pen Interface
Stylus/pen input for writing, drawing.
Example: Samsung Note, Wacom tablets.
11 Touch Interface
Touchscreens (tap, swipe, pinch).
Example: Smartphones, ATMs.
12 Air-based Gesture Interface
Hand/body gestures in the air (no touch).
Example: Xbox Kinect, gesture-controlled TVs.
13 Haptic Interface
Provides touch/force feedback.
Example: Game controllers vibrating, haptic gloves in VR.
14 Multimodal Interface
Combines multiple inputs (touch + speech + gesture).
Example: Car infotainment system (voice + touch).
15 Shareable Interface
Designed for multiple users simultaneously.
Example: Interactive tabletops in museums, multi-touch whiteboards.
16 Tangible Interface
Physical objects linked with digital interaction.
Example: Lego Mindstorms, interactive learning toys.
17 Augmented & Mixed Reality (AR/MR) Interfaces
Overlay of digital info on real world (AR) or blending real + virtual (MR).
Example: Pokémon Go (AR), Microsoft HoloLens (MR).
18 Wearable Interface
Interfaces built into wearables.
Example: Smartwatches, fitness trackers.
19 Robots & Drones Interface
Control systems for robots/drones.
Example: Drone control apps, Roomba robot vacuum.
20 Brain–Computer Interaction (BCI) Interface
Direct communication between brain and computer.
Example: Neuralink, BCI for disabled users to move prosthetics.
Summary:
Traditional: CLI, GUI, Pen, Touch.
Emerging: VR, AR/MR, Haptics, BCI.
Everyday: Mobile, Web, Consumer devices.
Specialized: Dashboards, Robots/Drones, Wearables, Tangible, Shareable.
Q10. Cognitive Aspects in Interaction Design
Definition: Cognitive aspects deal with how people think, learn, remember, and solve
problems when interacting with systems. They focus on mental processes that influence
how users understand and use technology.
Key Cognitive Aspects
1. Attention
o Users can focus on only limited information at a time.
o Design implication: Use clear layouts, highlight important elements (e.g.,
notifications, warnings).
2. Perception
o Users interpret what they see, hear, and touch.
o Design implication: Use readable fonts, contrasting colors, and intuitive
icons.
3. Memory
o Users have limited short-term memory.
o Design implication: Avoid overload, use recognition over recall (e.g., menus
instead of typing commands).
4. Learning
o Users need time to understand new systems.
o Design implication: Provide feedback, tooltips, tutorials, and consistency.
5. Problem-Solving & Reasoning
o Users try to figure out how things work.
o Design implication: Interfaces should match users’ mental models and avoid
ambiguity.
6. Mental Models
o Users build internal representations of how a system works.
o Design implication: Design should match real-world logic (e.g., trash icon for
delete).
Examples
Good design: Google Search – simple box, user recalls less, relies on recognition.
Poor design: Complex TV remotes with too many similar buttons → confuses
attention and memory.
In short: Cognitive aspects focus on how users think and process information, so
designers must create interfaces that are clear, consistent, and aligned with human
memory, attention, and learning.
Q11. Social Interaction and Emerging Social Phenomena
Definition: In interaction design, social interaction refers to how technology supports
communication and collaboration between people. With digital tools, human interaction goes
beyond face-to-face and includes remote and virtual communication.
Types of Social Interaction
1. Face-to-Face Conversations
o Direct, physical presence → richest form of communication.
o Involves verbal + non-verbal cues (tone, gestures, facial expressions).
o Example: Team meeting in an office, classroom teaching.
o Design implication: Technology should not remove natural human elements
(e.g., video calls with clear audio/video).
2. Remote Conversations
o Communication without physical presence.
o Done via calls, chats, video conferencing, social media.
o Example: Zoom/Google Meet for online classes.
o Challenge: Lack of body language, sometimes misinterpretation.
o Design implication: Provide emojis, reactions, status indicators to mimic real
cues.
3. Telepresence
o Advanced technology that gives the feeling of "being there" remotely.
o Uses high-quality audio, video, VR, robotics.
o Example: Remote doctor performing surgery with robotic tools; VR
classrooms.
o Design implication: High realism, low latency → should reduce gap between
remote and physical presence.
4. Co-presence
o When users feel present together in a shared space, even if remote.
o Creates a sense of togetherness.
o Example: Multiplayer online games, collaborative tools like Miro/Google
Docs.
o Design implication: Provide real-time updates, avatars, or indicators of
others’ presence.
Emerging Social Phenomena
Social Media Communication → likes, shares, comments shape interaction.
Online Communities → support groups, forums, gaming clans.
Virtual Events → concerts, conferences in VR/AR.
Hybrid Work → mix of remote + face-to-face collaboration.
Q12.Emotions and the User Experience
Definition: Emotions in interaction design refer to the feelings users experience while using
a product or interface. A good design not only makes a system usable but also pleasant,
engaging, and trustworthy. Emotions strongly affect user satisfaction, trust, and long-term
adoption.
Role of Emotions in UX
1. Positive Emotions → Better UX
o Make users feel happy, safe, and in control.
o Encourage engagement and loyalty.
o Example:
Instagram showing heart animation when liking a post.
Duolingo’s friendly mascot motivating users.
2. Negative Emotions → Poor UX
o Frustration, confusion, and distrust reduce usability.
o Can cause users to abandon the product.
o Example:
A banking app that crashes during payment.
Complicated sign-up forms asking too much data.
Types of Emotional Design Elements
Expressive Interfaces: Use colors, icons, animations, sounds to create a mood.
o Example: Dark mode for comfort, confetti animation after task completion.
Frustrating Interfaces: Poor navigation, slow loading, unclear instructions.
o Example: Error messages without explanation.
Persuasive Technologies: Encourage positive user behavior.
o Example: Fitness apps sending motivational reminders.
Why Emotions Matter in UX?
Influence first impressions → users often judge design in seconds.
Build trust and credibility → especially in security-sensitive apps (like
banking/healthcare).
Improve usability by reducing stress and cognitive load.
Support long-term engagement → people return to apps that feel good to use.
In short:
Emotions are central to user experience. Good design creates positive emotions (trust, joy,
confidence), while poor design leads to negative emotions (frustration, confusion,
insecurity). A successful interface balances usability with emotional satisfaction.
Q13. Expressive and Frustrating Interfaces
1. Expressive Interfaces
These are interfaces designed to evoke positive emotions and make the user experience
enjoyable.
Use colors, icons, sounds, animations, and personalization to create a lively and
engaging feel.
Help users feel motivated, satisfied, and emotionally connected with the product.
Examples:
A mobile payment app showing a green tick + confetti animation after successful
payment.
Dark mode in apps → reduces eye strain, improves comfort.
A fitness app giving motivational badges for completing steps.
Benefits:
Increases user engagement.
Builds trust and loyalty.
Makes even routine tasks enjoyable.
2. Frustrating Interfaces
These are poorly designed interfaces that cause negative emotions like irritation, confusion,
or stress.
Often result from bad navigation, unclear feedback, long loading times, or lack of
error handling.
Users may abandon the system due to frustration.
Examples:
Error messages like “Something went wrong” without explanation.
A healthcare app that logs out suddenly while booking an appointment.
Websites with pop-ups and ads covering content.
Effects:
Reduces usability and trust.
Causes user abandonment.
Creates a negative reputation for the product.
In short:
Expressive Interfaces = Delight, motivate, engage users with positive emotions.
Frustrating Interfaces = Confuse, irritate, and push users away.
Q14. Persuasive Technologies
Definition: Persuasive technologies are digital systems designed to influence user behavior
or attitudes in a predictable way, without force, by guiding choices, motivating, or
encouraging actions.They combine psychology, design, and interaction principles to nudge
users toward desired outcomes.
Key Features
1. Behavior Change Focused – Encourages positive habits or actions.
2. Subtle Influence – Users feel in control, not forced.
3. Feedback and Motivation – Uses rewards, progress indicators, or social proof.
Examples
Fitness apps: Remind users to exercise, track progress, give badges.
Health apps: Encourage taking medication on time via notifications.
E-learning apps: Show progress bars, streaks, and gamification to motivate learning.
Sustainability apps: Show carbon footprint reduction to encourage eco-friendly
behavior.
Role in Interaction Design
Enhances user engagement.
Builds habit-forming and positive behaviors.
Improves user satisfaction by making tasks feel rewarding.
In short:
Persuasive technologies nudge users toward desired behaviors through thoughtful design,
feedback, and motivation, while keeping the experience enjoyable and non-intrusive.
Mod 2
Q1. Requirements in Interaction Design
What are Requirements?
Definition: A requirement is a necessary criterion for designing a system.
Must be specific and measurable (e.g., “website download < 5 seconds” instead of
“short”).
Focuses on what users want vs. what users need.
Example: Pratik wanted to bake a cake but lacked whipped cream. Clear requirements would
have prevented this mistake.
How to Achieve Requirements?
Iterative Process: Not one-time; involves repeating phases.
1. Data Gathering – Collect user/stakeholder information.
2. Data Analysis – Study and interpret collected data.
3. Requirements Determination – Define functional and non-functional needs.
Cyclic Nature: If data is insufficient during analysis, return to gathering.
Why are Requirements Important?
Clear requirements → critical success.
Unclear requirements → failure or confusion.
Types of Requirements
1. Functional Requirements – What the system does.
Example: Software calculates total cost of items.
2. Non-Functional Requirements – System qualities and constraints.
Data: Type, size, accuracy of information.
Environmental: Conditions system operates in (e.g., fast-paced barista line).
Physical: Operational environment (noise, lighting).
Social: Communication between stakeholders.
Organizational: Hierarchy, training, support resources.
Technical: System hardware/software needs.
User: Characteristics of target users.
Usability: Efficiency, ease of use, convenience.
Barista Example Question: City A has proposed a self-service barista where users pay for
items (bread, sandwiches, drinks) using a card system. Suggest one key functional, data,
environmental, physical, user, and usability requirement for the proposed system.
Answer:
Requirement
Example Requirement
Type
Functional System calculates total cost of items in the cart.
Data Item prices must be available in the system.
Environmental Users will handle goods and a tray in a fast-paced line.
Requirement
Example Requirement
Type
Physical Environment is noisy and crowded with chatter.
User Target users are teenagers/young adults who are tech-savvy.
System must be efficient, quick, and easy to use for frequent
Usability
transactions.
Tip to Understand:
1. Functional → What the system does.
2. Data → Information the system needs to work correctly.
3. Environmental → Where/how the system is used.
4. Physical → Conditions of the physical space.
5. User → Who is using it.
6. Usability → How easy and efficient it is for the user.
In short: Requirements define what the system should do and how it should perform,
ensuring the design meets user needs effectively.
Q2. Scenario-based “requirements” questions with answers
1. Online Library System
Question: The university wants an online library system to allow students to borrow and
return e-books. Suggest key functional, data, environmental, physical, user, and usability
requirements.
Requirement Type Example Requirement
Functional System allows students to borrow, return, and reserve e-books.
Data Book titles, authors, availability must be stored accurately.
Environmental Students access from home or university labs.
Physical System works on PCs, tablets, or smartphones.
User Students with basic computer skills.
Usability Navigation should be simple, with search and filters.
2. Hospital Appointment System
Question: A hospital wants a digital system to schedule doctor appointments. Suggest key
requirements.
Requirement Type Example Requirement
Functional Users can book, reschedule, or cancel appointments.
Requirement Type Example Requirement
Data Doctor schedules, patient info, and room availability.
Environmental System used in hospital reception or remotely by patients.
Physical Screens must be readable in bright hospital lighting.
User Patients of all ages; doctors and admin staff.
Usability Booking process should be fast and intuitive.
3. Smart Home Thermostat
Question: Design requirements for a smart thermostat for home heating control.
Requirement Type Example Requirement
Functional Users can set, adjust, and schedule temperature.
Data Temperature readings and schedules are accurate and stored.
Environmental Must function in homes with varying climates.
Physical Device accessible on wall, readable display.
User Homeowners with basic tech skills.
Usability Easy to read and adjust; minimal buttons.
4. E-commerce Checkout System
Question: An online shopping website wants a smooth checkout process. Suggest key
requirements.
Requirement Type Example Requirement
Functional System calculates totals, applies discounts, and processes payment.
Data Product info, prices, stock availability, and user accounts.
Environmental Website accessed via desktop or mobile.
Physical Should load correctly on slow internet and different screen sizes.
User Shoppers of varying ages and tech skill.
Usability Checkout process should be short, clear, and error-free.
Tip:
Always link requirements to the scenario.
Remember Functional = what it does, Data = info needed,
Environmental/Physical = context, User = target, Usability = ease of use.
Q3. Five Key Issues in Establishing Requirements
When establishing requirements for a system, designers must carefully consider five main
issues:
1. Who are the users?
Identify primary and secondary users and other stakeholders.
Understand their skills, experience, and expectations.
Example: Patients, doctors, and admin staff in a healthcare app.
2. What tasks need to be done?
Determine key tasks users perform and their goals.
Example: Booking appointments, sending messages, accessing records.
3. What system functions are required?
Define features and capabilities the system must provide.
Example: Secure login, notifications, encrypted communication.
4. What constraints exist?
Consider budget, technology, time, legal, and operational limitations.
Example: Mobile app must work on Android and iOS within 3 months.
5. How to measure success?
Define criteria to evaluate performance, usability, and security.
Example: Appointment booking should take < 2 minutes; app must maintain HIPAA
compliance.
In short:
Users → Tasks → System Functions → Constraints → Success Criteria
Answering these ensures requirements are clear, specific, and actionable.
Q4.Data Gathering Techniques
1. Questionnaires
Collect structured information from many users.
Pros: Can reach many users quickly.
Cons: Limited detail; depends on question clarity.
2. Interviews
One-on-one conversation to get detailed insights.
Pros: Deep understanding of user needs.
Cons: Time-consuming; needs skilled interviewer.
3. Group Interview (Focus Groups)
Discussions with multiple users at once.
Pros: Generates ideas; users inspire each other.
Cons: Some voices may dominate; harder to manage.
4. Observation
Watch users performing tasks in real context.
Pros: See actual behavior, not just reported behavior.
Cons: Time-consuming; users may act differently under observation.
5. Studying Documentation
Analyze manuals, logs, reports, or existing documents.
Pros: Useful for understanding current systems.
Cons: May be outdated or incomplete.
6. Research Similar Products
Study competitor apps or products.
Pros: Learn from others’ successes and mistakes.
Cons: May not match your exact user needs.
Additional methods…mentioned in the ppt:
1. Notes
Description: Collector writes running notes during interaction.
Pros: Cheap, simple.
Cons: Limited by writing speed; may miss details.
2. Audio
Description: Record conversations between collector and user.
Pros: Captures exact words; relatively cheap.
Cons: Consent required; hard to analyze sensitive topics.
3. Video
Description: Records full interaction with video.
Pros: Most accurate; captures gestures and expressions.
Cons: Expensive; may make users uncomfortable; large storage required.
Blended Methods
Combine modes for better results:
o Notes + Photos
o Audio + Photos
In short:
Notes = cheap, fast
Audio = accurate words
Video = full context, costly
Blending methods = balance accuracy, cost, and comfort.
Q5. Data Analysis, Interpretation, and Presentation
1. Data Analysis
Definition: Examining collected data to identify patterns, trends, and
relationships.
Purpose: Convert raw data into meaningful insights for design decisions.
Techniques:
o Qualitative: Thematic analysis, coding responses from interviews or
observations.
o Quantitative: Statistical analysis, charts, graphs from questionnaires or usage
logs.
2. Data Interpretation
Definition: Making sense of analyzed data to draw conclusions and understand
user needs.
Purpose: Helps designers decide features, workflows, and usability
improvements.
Example: Observation shows users take longer to find settings → interpret as
confusing navigation.
3. Data Presentation
Definition: Communicating findings clearly to stakeholders.
Purpose: Ensure insights are understood and actionable.
Methods:
o Tables, charts, and graphs.
o Dashboards showing KPIs or usability metrics.
o Reports with key recommendations.
In short:
Analysis = Examine data → patterns & trends.
Interpretation = Understand meaning → what it implies for users.
Presentation = Show results → clear, actionable insights for stakeholders
Q6. Task Description and Task Analysis
1. Task Description
Definition: A clear statement of what a user does, why, and under what
conditions.
Purpose: Helps designers understand user goals and workflows.
Example: “User books a doctor’s appointment on a mobile health app using their
patient ID.”
2. Task Analysis
Definition: Breaking down tasks into smaller steps or actions to understand how users
achieve their goals.
Purpose: Identify problems, inefficiencies, or potential improvements in the
workflow.
Types:
1. Hierarchical Task Analysis (HTA): Break tasks into subtasks and actions.
2. Cognitive Task Analysis (CTA): Focus on mental processes behind task
execution.
Key Benefits
Improves usability by identifying pain points.
Helps in interface design by understanding step-by-step user actions.
Supports training and documentation by clarifying processes.
Example (Booking Appointment)
Task Step Action Taken by User
1. Open App Tap app icon on phone
2. Login Enter username & password
3. Select Doctor Choose doctor from list
4. Pick Date & Time Select available slot
5. Confirm Tap “Confirm Appointment”
In short:
Task Description = What user does & why
Task Analysis = How user does it step-by-step
Example of Task Analysis: Buying a DVD
Steps:
1. Find the DVD
2. Add to cart
3. Enter billing info
4. Enter delivery address
5. Confirm order
Plan by User Type:
Returning user: 1 → 2 → 5 (skip billing & delivery)
New user: 1 → 2 → 3 → 4 → 5
Hierarchical Task Analysis (HTA):
0. Buy DVD
├─ 1. Find DVD
├─ 2. Add to cart
├─ 3. Enter billing info
├─ 4. Enter delivery address
└─ 5. Confirm order
Key point:
HTA breaks tasks into subtasks and shows step order.
Helps understand different steps for new vs returning users.
Q7. Suggest one key functional, data, environmental, user and usability requirement for
each of the following scenarios:
A system for use in a university's self-service cafeteria that allows users to pay
for their food using a credit system
A system to control the functioning of a nuclear power plant.
1. University Self-Service Cafeteria (Credit System)
Requirement Type Example Requirement
Functional System calculates total cost of items in the cart.
Data Item prices and user credit balance must be stored and updated.
Environmental Users operate in a busy cafeteria with trays and lines.
User Students of varying ages, mostly familiar with basic tech.
Usability Payment process should be fast, simple, and intuitive.
2. Nuclear Power Plant Control System
Requirement Type Example Requirement
Functional System monitors and controls reactor temperature and pressure.
Real-time sensor data (temperature, pressure, radiation levels) must be
Data
accurate.
Environmental System operates in a highly secure and controlled facility.
User Trained engineers and operators with specialized knowledge.
Interface must be clear, with warnings and alerts highly visible to avoid
Usability
errors.
Tip for Exams:
Functional = what system does
Data = what info is needed
Environmental = where/how system is used
User = who is using it
Usability = how easy/safe it is to use
Q8. Distinguish Qualitative and Quantitative Data
Aspect Qualitative Data Quantitative Data
Definition Descriptive, non-numerical data Numerical data that can be measured
Examples User opinions, interview responses Age, time taken, number of clicks
Use Understanding user behavior, attitudes Statistical analysis, metrics, comparisons
Analysis Thematic, subjective Mathematical, objective
Q9. Advantages of Online Questionnaires
Reach many users quickly.
Cost-effective compared to paper surveys.
Easy to collect and store data digitally.
Can include mandatory fields to reduce incomplete responses.
Responses can be analyzed automatically.
Q10. Problems with Online Questionnaires
Low response rate or incomplete answers.
Misunderstanding of questions without clarification.
Respondents may provide inaccurate or dishonest answers.
Limited to users with internet access and basic tech skills.
Hard to capture contextual or behavioral information.
Q11. Comparison of Common Data Recording Approaches
Method Pros Cons
Notes Cheap, easy to do Limited by writing speed, may miss details
Audio Captures exact words Consent needed; difficult with sensitive topics
Captures gestures & Expensive; may make users uncomfortable; storage-
Video
context heavy
Q12. Structured Interviews (Example)
Definition: Pre-defined set of questions asked in the same order to all users.
Example: A university asking all students the same 10 questions about library usage.
Advantage: Easy to compare responses across users.
Q13. Unstructured Interviews (Example)
Definition: Open-ended conversation with flexible questions.
Example: Interviewing a patient about their experience with a healthcare app without
a fixed questionnaire.
Advantage: Can capture in-depth insights and unexpected information.
Q14. Importance of Observation in Data Gathering
Captures real user behavior rather than what users say.
Helps identify usability issues or workflow problems.
Useful when users cannot describe tasks accurately.
Can be direct (watching live) or indirect (video recording).
Q15. Types of Observation
1. Direct Observation: Watch users in real-time.
2. Indirect Observation: Use recordings or logs.
3. Participant Observation: Observer takes part in the activity.
4. Non-Participant Observation: Observer does not interfere.
5. Controlled Observation: In a lab or controlled setup.
6. Naturalistic Observation: In real-world environment without interference.
Q16. The Why, What, Where, and When of Evaluation
Question Explanation
To check if the system meets user needs, usability goals, and
Why evaluate?
performance standards.
Question Explanation
What to Evaluate tasks, features, interfaces, user satisfaction, errors, and
evaluate? efficiency.
Where to Evaluation can be in the lab (controlled environment) or in the field
evaluate? (real-world use).
When to Evaluation should happen at multiple stages: early prototypes, mid-
evaluate? development, and post-release.
Q17. Types of Evaluation
1. Formative Evaluation
Done during development to improve design.
Example: Testing a wireframe with users to identify usability issues.
2. Summative Evaluation
Done after the system is complete to measure effectiveness.
Example: Assessing if a healthcare app reduces appointment errors after launch.
3. Expert Evaluation
Conducted by usability experts without real users.
Example: Heuristic evaluation to check interface consistency.
4. User Evaluation
Conducted with real users performing tasks.
Example: Observing students using an online library system.
5. Qualitative vs Quantitative Evaluation
Qualitative: Observations, interviews, open-ended feedback.
Quantitative: Metrics, task completion times, error rates, survey scores.