Mse Solution
Mse Solution
Mse Solution
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.
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.
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?