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DR.

BABASAHEB AMBEDKAR TECHNOLOGICAL UNIVERSITY, LONERE


DEOGIRI INSTITUTE OF ENGINEERING & MANAGEMENT STUDIES
CHHATRAPATI SAMBHAJINAGAR
Mid Semester Examination – October 2023
Course: B. Tech in Computer Science & Engineering Sem:
V
Subject Name: HUMAN COMPUTER INTERACTION Subject Code: BTCOE504
(A)
Max Marks: 20 Date: - 14/10/2023 Duration: -1 Hr.
Instructions to the Students:
1. Assume data wherever necessary.
2. Marks of each question are indicated against it.
Attempt any Two Questions from the Following
Blooms Marks
taxonomy
Level and CO
Q. 1 Solve the Following 10
1. Interpret how human can enter text input to the computer. Understand, 5
CO1
Ans Text entry devises:
1 The alphanumeric keyboard
The keyboard is still one of the most common input devices in use today. It is used for entering
textual data and commands. The vast majority of keyboards have a standardized layout, and are
known by the first six letters of the top row of alphabetical keys, QWERTY. There are alternative
designs which have some advantages over the QWERTY layout, but these have not been able to
overcome the vast technological inertia of the QWERTY keyboard. These alternatives are of two
forms: 26 key layouts and chord keyboards. A 26 key layout rearranges the order of the alphabetic
keys, putting the most commonly used letters under the strongest fingers, or adopting simpler
practices. In addition to QWERTY, we will discuss two 26 key layouts, alphabetic and DVORAK,
and chord keyboards.
The QWERTY keyboard
The layout of the digits and letters on a QWERTY keyboard is fixed (see Figure 2.3), but non-
alphanumeric keys vary between keyboards. For example, there is a difference between key
assignments on British and American keyboards (in particular, above the 3 on the UK keyboard is
the pound sign £, whilst on the US keyboard there is a dollar sign $). The standard layout is also
subject to variation in the placement of brackets, backslashes and suchlike. In addition different
national keyboards include accented letters and the traditional French layout places the main letters
in different locations – the top line starts AZERTY.
Ease of learning – alphabetic keyboard One of the most obvious layouts to be produced is the
alphabetic keyboard, in which the letters are arranged alphabetically across the keyboard. It might
be expected that such a layout would make it quicker for untrained typists to use, but this is not the
case. Studies have shown that this keyboard is not faster for properly trained typists, as we may
expect, since there is no inherent advantage to this layout. And even for novice or occasional users,
the alphabetic layout appears to make very little difference to the speed of typing. These keyboards
are used in some pocket electronic personal organizers, perhaps because the layout looks simpler
to use than the QWERTY one. Also, it dissuades people from attempting to use their touch-typing
skills on a very small keyboard and hence avoids criticisms of difficulty of use!
Ergonomics of use – DVORAK keyboard and split designs The DVORAK keyboard uses a similar
layout of keys to the QWERTY system, but assigns the letters to different keys. Based upon an
analysis of typing, the keyboard is designed to help people reach faster typing speeds.
2. Chord keyboards
Chord keyboards are significantly different
from normal alphanumeric keyboards. Only a
few keys, four or five, are used (see Figure 2.4)
and letters are produced by pressing one or
more of the keys at once. For example, in the
Microwriter, the pattern of multiple keypresses
is chosen to reflect the actual letter shape. Such
keyboards have a number of advantages.
They are extremely compact: simply reducing the size of a conventional keyboard makes the keys
too small and close together, with a correspondingly large increase in the difficulty of using it.
3.Phone pad and T9 entry
With mobile phones being used for SMS text messagin.Most phones have at least two modes for
the numeric buttons: one where the keys mean the digits (for example when entering a phone
number) and one where they mean letters (for example when typing an SMS message).
4.Handwriting recognition
Handwriting is a common and familiar activity, and is therefore attractive as a method of text entry.
If we were able to write as we would when we use paper, but with the computer taking this form
of input and converting it to text, we can see that it is an intuitive and simple way of interacting
with the computer.
2. Apply principles of learnability on ATM system and comment. Apply, CO2 5
Ans
Learnability pertains to how easy it is for new users to perform initial interactions and continue
with utmost performance. The following principles fall under the category of learnability
principles:

Above diagram shows main sub principles of learnability.


 The principle of predictability states that the user should be able to predict the future
interaction based on their previous history with the interface.
 Synthesizability refers to the interface allowing users to assess the effect of their actions
on the system state.
 The familiarity principle allows users to utilize prior knowledge to understand the
interface's features. It deals with how easily users can begin the interaction based on their
initial perception.
 Generalizability means that users can apply their experience of specific interfaces to
new, similar ones. It also refers to extending the knowledge of performing an action on
one interface to a similar action on the same interface.
 Consistency means that the same input/output actions should perform the same functions
with the same behavior
Automated Teller Machine (ATM) gives users an opportunity to deal with financial transactions
without contacting with the bank employee or teller. ATM helps customers to save their time
during the attaining banking service such as fund transfer, cash withdrawal, bill payment, balance
inquiry etc. ATMs have many advantages to users; not only saving time, but also, they are safe
and easy to use. ATMs also provide to customers 24-hour access to banking services. General
ATM interface looks like mentioned diagram.

To evaluate learnability of an ATM machine


following questions can be used:
1. The system is easy to understand from the
first time you used.
 Learnability characteristic is related with the
ATM usage process that should be easy to learn
without getting any help. Some users such as elderly
users or first-time users take a long time to
understand the ATMs operations that is an example
of learnability issues.
 Proper notification helps user to predict
outcome of an action. Also, system synthesize voice message on any user
action for example once money is withdrawn system gives message about it
and ask to collect the card.
2. Language used is simple and easy to understand.
Also, the used language should be clear and simple in order to understand the process.
Satisfaction characteristic refers to how happy and pleasant are users with the ATMs.
Interfacing and functionality of ATM is very much generalized as any banking system
works which helps user to easily understand the sequence of actions to be performed on ATM
which satisfies generalizability principle.
3. Instruction on how to use the system is visible and easy to learn: ATM provided
appropriate notification of each action performed by user.
.
Solve the Following 10
1. Describe all the types of Human Memory with appropriate example. Understand, 5
CO1
Ans Human memory is a powerful mental process that has many implications in life and how you
experience things, from remembering meaningful events to enabling you to execute tasks and
achieve goals. In essence, human memory has three facets: sensory memory, short-term memory
and long-term memory.

Sensory memory is the shortest-term element of memory. It is the ability to retain impressions of
sensory information after the original stimuli have ended. It acts as a kind of buffer for stimuli
received through the five senses of sight, hearing, smell, taste and touch, which are retained
accurately, but very briefly. For example, the Ability to look at something and remember what it
looked like with just a second of observation is an example of sensory memory. Sensory memory
is an ultra-short-term memory and decays or degrades very quickly, typically in the region of 200
- 500 milliseconds (1/5 - 1/2 second) after the perception of an item, and certainly less than a second
(although echoic memory is now thought to last a little longer, up to perhaps three or four seconds).

Short-term memory acts as a kind of “scratch-pad” for temporary recall of the information whichis
being processed at any point in time, and has been refered to as "the brain's Post-it note". It canbe
thought of as the ability to remember and process information at the same time. It holds a small
amount of information (typically around 7 items or even less) in mind in an active, readily-available
state for a short period of time (typically from 10 to 15 seconds, or sometimes up to a minute).For
example, in order to understand this sentence, the beginning of the sentence needs to be held in
mind while the rest is read, a task which is carried out by the short-term memory. The short-term
memory has a limited capacity, which can be readily illustrated by the simple expedient of trying
to remember a list of random items (without allowing repetition or reinforcement) and seeing when
errors begin to creep in. "Chunking" of information can lead to an increase in the short-term
memory capacity.

Long-term memory is, obviously enough, intended for storage of information over a long period of
time. Despite our everyday impressions of forgetting, it seems likely that long-term memory
actually decays very little over time, and can store a seemingly unlimited amount of information
almost indefinitely. Long-term memory is, obviously enough, intended for storage of information
over a long period . Physiologically, the establishment of long-term memory involves a process of
physical changes in the structure of neurons (or nerve cells) in the brain, a process known as long-
term potentiation, although there is still much that is not completely understood about the process.
At its simplest, whenever something is learned, circuits of neurons in the brain, known as neural
networks, are created, altered or strengthened.

Long-term memory is often divided into two further main types: explicit (or declarative) memory
and implicit (or procedural) memory.

Declarative memory (“knowing what”) is memory of facts and events, and refers to those memories
that can be consciously recalled (or "declared"). It is sometimes called explicit memory, since it
consists of information that is explicitly stored and retrieved, although it is more properly a subset
of explicit memory.

Declarative memory can be further sub-divided into episodic memory and semantic memory.

Procedural memory (“knowing how”) is the unconscious memory of skills and how to do things,
particularly the use of objects or movements of the body, such as tying a shoelace, playing a guitar
or riding a bike.

2. Apply cognitive walkthrough evaluation technique to evaluate interface Apply, CO2 5


learnability of any web application. The key user tasks that should be
evaluated using this methodology would include Login: Any user has to
login into system to access features of an application
Ans A cognitive walkthrough is a way of evaluating the usability of system. It was first designed to
assess walk-up computer systems such as ATMs or postal kiosks, but has since been adapted for
use with websites as well. A cognitive walkthrough is a task-based usability-inspection
method that involves a cross functional team of reviewers walking through each step of a task
flow and answering a set of prescribed questions, with the goal of identifying those aspects of the
interface that could be challenging to new users.
The Four Questions to be Asked during a Cognitive Walkthrough:

1. Will users try to achieve the right result? In other words, do users understand that the
action (step) at hand is needed to reach their larger goal?
2. Will users notice that the correct action is available? In other words, is the interactive
element that achieves the step visible or easily findable?
3. Will users associate the correct action with the result they’re trying to
achieve? Perhaps the right button is visible, but will users understand the label and will
they know to engage with it?
4. After the action is performed, will users see that progress is made toward the
goal? Based on what occurs after the action is taken, will users know that this action was
correct and helped them make progress toward their larger goal?

Given system is any web application, user is web user and user goal are login into system. To
evaluate system to perform login task using cognitive walkthrough is as described below.

Q. 3 Solve the Following 10


1. Describe different pointing devices which can allow the user to point, Understand, 5
position and select items in any interactive system. Discuss with real time CO1

application.
Ans A pointing device is an input device. It is used to control the movement of the pointer or cursor
on the screen. It can also be used for:
1. Sending command signals to the computer.
2. Selecting items on the screen.
3. Selecting commands from commands menu.
4. Drawing graphs etc.
Most Important Pointing Devices The most important pointing devices are as follows:
1. Mouse: Mouse is the most commonly used pointing input devise. It is used to control the cursor
or pointer on the screen and to give commands to the computer. The mouse is attached with the
computer by a cable or wireless connection.
2. Trackball: It performs functions like a mouse but it is a stationary device. It has moveable ball
on its top. The ball is rotated or rolled with fingers or palm to move the pointer on the screen. Like
mouse, a trackball also has buttons used to send the commands to computer. The trackball is usually
available in laptop computer. It is fixed on its keyboard. It is also available as
separate input device.
3. Pointing Stick: A pointing stick is a pressure-sensitive pointing device. It looks like a pencil
eraser. It exists between keys of keyboard. It is used to control the movement of a pointer on the
screen. The pointer in the screen moves in the direction in which the pointing stick is pushed.
Pointing stick input device is normally used with laptop computers.
4. Joystick: It consists of a vertical handle or hand-held stick. The stick is mounted on a base. The
hand-held stick is used to control the movement of pointer on the screen. The button of the joystick
is pressed to activate certain event or action. Joystick is basically used to play video games. It is
also used in some computer-aided design (CAD) system
5. Touch Pad: Touch Pad is a pressure-sensitive pointing device. It is also stationary device like
trackball but it has no moving parts. It is a small, flat surface (or sensitive pad) over which a user
slides fingertip to move the pointer on the screen.
6. Touch Screen: A touch screen is a special display screen. Input is given to the computer directly
by touching the screen with user fingertip. Most touch screen computers use sensors in the
computer's screen to detect the touch of a finger. Touch screen is often used in ATM. Touch screen
systems are also used in restaurants, supermarkets, departmental stores.
7. Light Pen: The light pen is a hand-held pointing input device. It is a light-sensitive input device.
The tip of pen contains a light-sensitive element. This device also contains a button. Input is given
to the computer directly by touching the screen with pen. When the pen is touched with the screen,
it detects or senses a position on display screen. The user points the object to be selected on the
display screen and then presses a button on the light pen. Light Pen device is usually used by
engineers and graphic designers
8. Digitizer/Graphic Tablet: Digitizer is used for drawing new images or tracing old images. it
enables a user to hand-draw images, animations, graphics, maps and engineering drawings. These
tablets may also be used to capture data or handwritten signatures. I
2. Consider attendance portal system as shown in image: Apply, CO2 5

where end user is Faculty and Enter attendance is the key task which
faculty can perform using interface of the system. Illustrate interface
learnability of attendance portal system with any evaluation technique
through expert analysis.
Ans User: Faculty
Task: Enter Attendance
Tasks are then divided up into a simple process to follow. So, for example, the login process on a
website might look like this:
Open browser
Navigate to site
Click login button
Enter the user’s name in the user’s name field
Enter the password in the password field
Click the login button
Check Menu: Find Required option to complete task take attendance.
Using evaluation technique expert through analysis.
A cognitive walkthrough is a technique used to evaluate the learnability of a system from the
perspective of a new user. Unlike user testing, it does not involve users (and, thus, it can be
relatively cheap to implement). A cognitive walkthrough is a task-based usability-inspection
method that involves a cross functional team of reviewers walking through each step of a task
flow and answering a set of prescribed questions, with the goal of identifying those aspects of the
interface that could be challenging to new users.
The Four Questions to be Asked during a Cognitive Walkthrough:

5. Will users try to achieve the right result? In other words, do users understand that the
action (step) at hand is needed to reach their larger goal?
6. Will users notice that the correct action is available? In other words, is the interactive
element that achieves the step visible or easily findable?
7. Will users associate the correct action with the result they’re trying to
achieve? Perhaps the right button is visible, but will users understand the label and will
they know to engage with it?
8. After the action is performed, will users see that progress is made toward the
goal? Based on what occurs after the action is taken, will users know that this action was
correct and helped them make progress toward their larger goal?

Analysis Question Group Determination


1. Will users try to achieve the Yes: As attendance portal indicates faculty login and
right result? shows list of action on menu bar
2. Will users notice that the Yes: As attendance portal shows clear direction of enter
correct action is available? attendance
3. Will users associate the correct Yes: After performing action portal shows three
action with the result they’re separate option to indicate which type of attendance
trying to achieve? faculty wants to enter.
4. After the action is performed, Yes: After selecting appropriate option interface
will users see that progress is navigate to new page which helps faculty to understand
made toward the goal? processing is going on to submit attendance.
**************************** BEST OF LUCK *******************************
Course Co-Ordinator Module Co-Ordinator HOD
Ms. Priyanka B. Dhas Dr. Padmapani P. Tribhuvan Mr. Sanjay B. Kalyankar

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