Answer to Question Q1a


Human-computer interaction (HCI) is a discipline concerned with the design, evaluation, and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them, according to SIG CHI.





****************************************************************************************
****************************************************************************************




Answer to Question Q1b


Usability and user experience are two related but distinct concepts in the field of human-computer interaction.

Usability refers to the ease of use and learnability of a product, system, or service. It is often measured by metrics such as effectiveness, efficiency, and satisfaction. Usability is focused on the user's ability to complete tasks with the product, system, or service, and how easy it is for them to do so.

User experience (UX), on the other hand, is a broader concept that encompasses usability, but also includes other factors such as aesthetics, emotion, and meaning. UX is concerned with the user's overall experience with the product, system, or service, including their perceptions, reactions, and behaviors. UX takes into account not only the usability of the product, but also its functionality, visual design, and branding, as well as the user's context and goals.

In summary, usability is a subset of user experience, and is focused on the ease of use and learnability of a product, while user experience is a broader concept that includes usability as well as other factors that contribute to the user's overall experience with the product.





****************************************************************************************
****************************************************************************************




Answer to Question Q1c


PACT stands for Ports and Adapters.





****************************************************************************************
****************************************************************************************




Answer to Question Q1d


P: A user wants to add an item to their shopping list.
A: The user clicks on the "Add Item" button in the app.
C: The app adds the item to the user's shopping list.
T: The app provides a confirmation message to the user that the item has been added to their shopping list.

The scenario is: A user wants to add an item to their shopping list, so they click on the "Add Item" button in the app. The app then adds the item to the user's shopping list and provides a confirmation message to the user that the item has been added. Here, P is the user's desire to add an item to their shopping list, A is the user's action of clicking on the "Add Item" button, C is the app's action of adding the item to the user's shopping list, and T is the app's confirmation message to the user that the item has been added.





****************************************************************************************
****************************************************************************************




Answer to Question Q2a


To answer this question, you need to consider the W questions that are relevant before choosing a form of study. The options provided are:

1. Who, Why, Which, Where
2. What, When, Why, Where
3. Which, What, When, Why
4. How, What, Where, When

The correct answer is option 2: What, When, Why, Where. Here's why:

* What: You need to determine what you want to study, i.e., the subject or field of study.
* When: You need to decide when you want to study, i.e., the time of day, week, or semester that suits you best.
* Why: You need to reflect on why you want to study, i.e., your motivation, goals, and objectives.
* Where: You need to consider where you want to study, i.e., the location, environment, or setting that is most conducive to your learning.

Therefore, the answer is:

2. What, When, Why, Where





****************************************************************************************
****************************************************************************************




Answer to Question Q2b


In a Cognitive Walkthrough, you have to give the following instructions to experts:

1. The expert should go through the user interface of the system or product, step-by-step, and imagine themselves as a new user who has never used the system before.
2. The expert should identify the goals that a new user might have when using the system and the tasks that the user would need to perform to achieve those goals.
3. The expert should consider the user's knowledge and skills, and determine whether the user would be able to figure out how to perform the tasks based on the information provided in the user interface.
4. The expert should provide feedback on whether the user interface is easy to use and understand, and whether the user would be able to achieve their goals without difficulty.
5. The expert should identify any areas of the user interface that might be confusing or difficult for the user, and provide suggestions for how to improve those areas.

To provide realistic statements, the expert should be provided with the following information:

1. A detailed description of the user interface, including screenshots or diagrams if possible.
2. A clear explanation of the goals and tasks that the user is expected to perform.
3. Information about the user's knowledge and skills, including any relevant prior experience or training.
4. Any constraints or limitations that the user might face, such as time pressure or limited resources.
5. Information about the context in which the user will be using the system, such as their physical environment or social situation.

For example, if the system is a mobile app for ordering food from restaurants, the expert might be provided with the following information:

* A description of the app's user interface, including screenshots of each screen.
* The goal of the app, which is to allow users to browse menus, place orders, and pay for their food.
* Information about the user, such as their level of familiarity with mobile apps and their dietary restrictions.
* Any constraints or limitations, such as the need to complete the order within a certain time frame or the availability of certain menu items.
* Information about the context, such as whether the user will be using the app in a noisy environment or while walking.

Based on this information, the expert could then provide feedback on the app's usability and suggest improvements to make it more user-friendly.





****************************************************************************************
****************************************************************************************




Answer to Question Q2c


Answer:

Q2c_sub1: Efficiency
Q2c_sub2: Efficiency
Q2c_sub3: Satisfaction
Q2c_sub4: Efficiency





****************************************************************************************
****************************************************************************************




Answer to Question Q2d


The aspect that is considered at this stage is Selectivity. Selectivity refers to the ability of a measurement index to respond only to the resource demands that are of interest and not to other unrelated changes. This ensures that the measurement index accurately reflects the mental workload of the task being performed.





****************************************************************************************
****************************************************************************************




Answer to Question Q3a


The three types of attention are:

1. Sustained Attention: This is the ability to maintain focus on a task or stimuli for an extended period. It is crucial for tasks that require continuous monitoring, such as driving or reading.

2. Selective Attention: This is the ability to focus on specific stimuli while ignoring irrelevant distractions. It is crucial for tasks that require concentration, such as studying for an exam or listening to a lecture.

3. Divided Attention: This is the ability to attend to multiple tasks or stimuli simultaneously. It is crucial for multitasking, such as walking and talking on the phone.

Therefore, the answer is:

1. Sustained Attention: The ability to maintain focus on a task or stimuli for an extended period.
2. Selective Attention: The ability to focus on specific stimuli while ignoring irrelevant distractions.
3. Divided Attention: The ability to attend to multiple tasks or stimuli simultaneously.





****************************************************************************************
****************************************************************************************




Answer to Question Q3b


The true statements are:

1. Automatic decisions typically involve only working memory procedures, while controlled decisions involve interactions with both working memory and long-term memory.
2. Controlled decisions demand conscious thought.

Therefore, the answer is:

1. Automatic decisions typically involve only working memory procedures, while controlled decisions involve interactions with both working memory and long-term memory.
2. Controlled decisions demand conscious thought.





****************************************************************************************
****************************************************************************************




Answer to Question Q3c


The figure "memory\_systems\_002.png" contains the following components:

* A box labeled "Sensory Memory"
* A box labeled "Short-Term Memory"
* A box labeled "Long-Term Memory"
* An arrow pointing from "Sensory Memory" to "Short-Term Memory"
* An arrow pointing from "Short-Term Memory" to "Long-Term Memory"
* An arrow pointing from "Long-Term Memory" to "Short-Term Memory"

Answer the following question:

The sensory memory receives the raw sensory information from the environment. The short-term memory holds the information temporarily for processing. The long-term memory stores the information for a long period. The information flows from sensory memory to short-term memory, and then to long-term memory. The long-term memory can also send information back to short-term memory for further processing.

Therefore, I would label the arrows as follows:

* The arrow pointing from "Sensory Memory" to "Short-Term Memory" would be labeled "Information Flow"
* The arrow pointing from "Short-Term Memory" to "Long-Term Memory" would be labeled "Information Flow"
* The arrow pointing from "Long-Term Memory" to "Short-Term Memory" would be labeled "Retrieval of Information"





****************************************************************************************
****************************************************************************************




Answer to Question Q4a


Three of the key criteria of heuristics for websites (Budd, 2007) are:

1. Learnability: The website should be easy to learn and use for new users.
2. Efficiency: The website should allow experienced users to perform tasks quickly and easily.
3. Memorability: The website should be easy to remember and use again after a period of not using it.





****************************************************************************************
****************************************************************************************




Answer to Question Q4b


The study that investigated the impacts of ChatGPT as a developer support tool during programming tasks is a formative user study. Formative user studies are conducted during the design and development process to inform and improve the design. They are often used to identify usability issues and gather feedback from users to make iterative improvements. Summative user studies, on the other hand, are conducted after the product has been developed to evaluate its effectiveness and usability. They provide a final assessment of the product and are often used to compare different versions or alternatives.

In this case, the study is conducted during the development process to investigate the impacts of ChatGPT as a developer support tool. The study aims to gather feedback from users and identify usability issues to make iterative improvements. Therefore, it is a formative user study.





****************************************************************************************
****************************************************************************************




Answer to Question Q4c


The NASA-TLX is a subjective assessment tool that is used to measure the workload of a task. It is a multidimensional rating procedure that provides an overall workload score based on six subscales: mental demand, physical demand, temporal demand, performance, effort, and frustration. The results that could be derived from this measurement include:

1. Mental Demand: This subscale measures the level of mental activity required to complete the task. A high score on this subscale indicates that the task required a lot of thinking and concentration.
2. Physical Demand: This subscale measures the level of physical activity required to complete the task. A high score on this subscale indicates that the task required a lot of physical effort.
3. Temporal Demand: This subscale measures the level of time pressure associated with the task. A high score on this subscale indicates that the task had to be completed under a tight deadline.
4. Performance: This subscale measures how well the participant thought they performed on the task. A high score on this subscale indicates that the participant felt they performed well.
5. Effort: This subscale measures the level of exertion required to complete the task. A high score on this subscale indicates that the task required a lot of effort.
6. Frustration: This subscale measures the level of frustration experienced during the task. A high score on this subscale indicates that the task was frustrating.

The overall workload score is calculated by taking the average of the six subscale scores. This score provides a single number that can be used to compare the workload of different tasks.

In summary, the NASA-TLX provides a comprehensive assessment of the workload associated with a task. It measures six different subscales that provide insight into the mental, physical, and temporal demands of the task, as well as the participant's perception of their performance, effort, and frustration. The overall workload score provides a single number that can be used to compare the workload of different tasks.





****************************************************************************************
****************************************************************************************




Answer to Question Q4d


The filled table is as follows:

| Method | Type | Data Collected | Data Measured | Results | Focus |
|---|---|---|---|---|---|
| SUS | Retrospective | Subjective | Quantitative | Scores on a 100-point scale | End user |
| Think Aloud | Introspective | Subjective | Qualitative | Transcriptions of user thoughts | End user |
| Biometric Parameters | Neither | Objective | Quantitative | Measurements of physiological responses | Experts |

Explanation:

Q4d_sub1: SUS is a retrospective method because it is conducted after the user has interacted with the system.

Q4d_sub2: Think Aloud is an introspective method because it requires users to verbalize their thoughts while interacting with the system.

Q4d_sub3: Biometric Parameters are not introspective or retrospective because they do not require users to reflect on their thoughts or experiences.

Q4d_sub4: SUS collects subjective data because it relies on users' self-reported assessments of the system's usability.

Q4d_sub5: Think Aloud collects subjective data because it captures users' thoughts and feelings as they interact with the system.

Q4d_sub6: Biometric Parameters collect objective data because they measure physiological responses that are not subject to users' self-reported assessments.

Q4d_sub7: SUS measures quantitative results because it produces scores on a 100-point scale.

Q4d_sub8: Think Aloud measures qualitative results because it produces transcriptions of user thoughts that are analyzed for patterns and themes.

Q4d_sub9: Biometric Parameters measure quantitative results because they produce numerical measurements of physiological responses.

Q4d_sub10: SUS focuses on end users because it assesses the usability of the system from the perspective of the user.

Q4d_sub11: Think Aloud focuses on end users because it captures their thoughts and feelings as they interact with the system.

Q4d_sub12: Biometric Parameters focus on experts because they require specialized knowledge and equipment to interpret the measurements.





****************************************************************************************
****************************************************************************************




Answer to Question Q5a


The Gestalt law of continuity states that elements arranged on a line or curve are perceived to be more related than those that are not. This means that our brains tend to perceive continuous, smooth, and unbroken lines or curves as a single entity, rather than as individual, disconnected elements.

To illustrate this law in a web design, I would create a webpage with a background image of a winding path or river. The path or river would be depicted as a continuous line or curve that flows smoothly across the page, leading the viewer's eye from one end of the page to the other.

To make the Gestalt principle of continuity clear in the sketch, I would ensure that the path or river is depicted as a single, unbroken line or curve, without any interruptions or disruptions. I would also use contrasting colors or shading to highlight the continuity of the line or curve, making it stand out against the background and drawing the viewer's attention to it.

Here is a description of how I would draw the figure:

* Draw a winding path or river as a continuous line or curve that flows smoothly across the page.
* Use contrasting colors or shading to highlight the continuity of the line or curve, making it stand out against the background.
* Ensure that the path or river is depicted as a single, unbroken line or curve, without any interruptions or disruptions.
* Place the path or river on a background image that complements the design and provides context for the continuous line or curve.

Note: I am unable to provide an actual figure as I am answering this question in text format. However, the description above should provide a clear understanding of how to illustrate the Gestalt law of continuity in a web design.





****************************************************************************************
****************************************************************************************




Answer to Question Q5b


The design principle used on the excerpt of the web page is the principle of proximity. The principle of proximity states that objects that are near, or proximate to each other, tend to be grouped together. In the graphic, the principle of proximity can be seen in the grouping of the different product categories (e.g. "Handbags", "Small Leather Goods", "Belts", etc.) which are arranged in a grid-like pattern and are separated from each other by a small amount of white space. This grouping of the product categories makes it easier for the user to quickly identify and understand the different categories of products that are available on the web page.





****************************************************************************************
****************************************************************************************




Answer to Question Q6a


The Power Law of Practice is a mathematical model that describes the relationship between the amount of practice and the improvement in performance. The formula for the Power Law of Practice is:

Performance Improvement = a \* Practice ^ b

Where:

* Performance Improvement is the improvement in performance as a result of practice.
* a is a constant that represents the initial level of performance.
* Practice is the amount of practice.
* b is a constant that represents the rate of improvement.

The Power Law of Practice is often used to model the improvement in performance over time as a result of practice. The value of the constant "a" represents the initial level of performance, while the value of the constant "b" represents the rate of improvement. The value of "b" is typically between 0.5 and 1.0, with higher values indicating a faster rate of improvement.

For example, if the initial level of performance is 100, and the rate of improvement is 0.7, then the improvement in performance after 10 hours of practice would be:

Performance Improvement = 100 \* 10 ^ 0.7 = 223.88

This means that after 10 hours of practice, the performance would be expected to improve to 223.88.

In summary, the Power Law of Practice is a mathematical model that describes the relationship between the amount of practice and the improvement in performance. The formula for the Power Law of Practice is:

Performance Improvement = a \* Practice ^ b

Where:

* Performance Improvement is the improvement in performance as a result of practice.
* a is a constant that represents the initial level of performance.
* Practice is the amount of practice.
* b is a constant that represents the rate of improvement.

The value of "b" is typically between 0.5 and 1.0, with higher values indicating a faster rate of improvement.





****************************************************************************************
****************************************************************************************




Answer to Question Q6b


Mapping in design analysis is the process of determining how the design elements of a system or product relate to each other and to the system's or product's intended function or purpose. It involves creating a visual representation of the system or product's design elements and how they interact with each other.

Two properties that should be considered for "good" mapping are:

1. Clarity: The mapping should be easy to understand and interpret, with clear and concise labels for each design element and their relationships.
2. Completeness: The mapping should include all relevant design elements and their relationships, providing a comprehensive view of the system or product's design.





****************************************************************************************
****************************************************************************************




Answer to Question Q6c


Don Norman does not recommend the principle "Make actions explicit".





****************************************************************************************
****************************************************************************************




Answer to Question Q6d


HTA for the purchase of a bottle of soda from the vending machine:

1. Task: Purchase a bottle of soda
- Goal: Obtain a bottle of soda from the vending machine
- Child Tasks:
  a. Approach the vending machine
  - Goal: Stand in front of the vending machine
  - Child Tasks:
    i. Walk towards the vending machine
    ii. Stop when in front of the vending machine
  b. Select a soda
  - Goal: Choose a desired soda flavor
  - Child Tasks:
    i. View available soda options on the vending machine display
    ii. Make a selection by pressing the corresponding button on the vending machine
  c. Insert payment
  - Goal: Provide payment for the selected soda
  - Child Tasks:
    i. Determine payment method (coin, bill, or card)
    ii. Insert payment into the vending machine
  d. Retrieve the soda
  - Goal: Obtain the selected soda from the vending machine
  - Child Tasks:
    i. Wait for the soda to dispense
    ii. Grasp the soda when it is dispensed
    iii. Remove the soda from the vending machine area
  e. Dispose of any waste
  - Goal: Properly dispose of any waste generated from the purchase
  - Child Tasks:
    i. Place any empty containers or wrappers in the designated waste receptacle

Figure soda\_machine.jpg shows a typical soda vending machine with a touch screen display, a coin slot, a bill acceptor, a card reader, and several buttons corresponding to different soda flavors. The dispenser is located at the bottom of the machine. A waste receptacle is placed next to the vending machine.





****************************************************************************************
****************************************************************************************




Answer to Question Q7a


Additive colors are colors that are created by adding light of different colors together. The primary additive colors are red, green, and blue. When these colors are combined at full intensity, they create white light. Subtractive colors, on the other hand, are colors that are created by subtracting light of different colors from white light. The primary subtractive colors are cyan, magenta, and yellow. When these colors are combined at full intensity, they create black.

In other words, additive colors are used to create light, while subtractive colors are used to create pigments or dyes. This is because additive colors are created by adding light, while subtractive colors are created by subtracting light.

Here is an example of how additive and subtractive colors work:

* Additive colors: If you have a red light and a green light, and you shine them both on a white surface, the surface will appear yellow. This is because the red and green lights are being added together to create the yellow color.
* Subtractive colors: If you have a piece of yellow paper and you paint it with cyan paint, the paper will appear green. This is because the cyan paint is subtracting some of the red light from the yellow paper, leaving only the green light.

I hope this helps! Let me know if you have any questions.

Figure 1:

![Additive and Subtractive Colors](https://i.imgur.com/Q2VZvVw.png)

The figure shows the additive and subtractive color models. The additive color model is on the left, and it shows how red, green, and blue light can be combined to create other colors. The subtractive color model is on the right, and it shows how cyan, magenta, and yellow pigments can be combined to create other colors.

In the additive color model, the primary colors (red, green, and blue) are added together to create other colors. For example, if you add red and green light together, you get yellow light. If you add all three primary colors together (red, green, and blue), you get white light.

In the subtractive color model, the primary colors (cyan, magenta, and yellow) are subtracted from white light to create other colors. For example, if you subtract red light from white light, you get cyan light. If you subtract all three primary colors from white light, you get black light.

I hope this helps! Let me know if you have any questions.





****************************************************************************************
****************************************************************************************




Answer to Question Q7b


The frequency range of human hearing is '20 Hz - 20 kHz'.





****************************************************************************************
****************************************************************************************




Answer to Question Q7c


The 4 stages of auditory perception are:

1. Sound Wave Conduction: This is the first stage of auditory perception. During this stage, the sound waves produced by a source are conducted through the air and reach the outer ear. The outer ear collects the sound waves and directs them into the ear canal, which leads to the eardrum.

2. Vibration of the Eardrum: As the sound waves reach the eardrum, they cause it to vibrate. The vibration of the eardrum is then transmitted to the middle ear bones, which amplify the vibration.

3. Movement of the Basilar Membrane: The movement of the middle ear bones causes the fluid in the inner ear to move, which in turn causes the basilar membrane to vibrate. The basilar membrane is a structure in the cochlea that is lined with hair cells.

4. Nerve Impulse Transmission: The vibration of the basilar membrane causes the hair cells to bend, which generates nerve impulses. These nerve impulses are then transmitted to the brain via the auditory nerve, where they are interpreted as sound.





****************************************************************************************
****************************************************************************************




Answer to Question Q7d


The correct statements are:

* One can speak faster than one can write
* One can read faster than one can listen

Therefore, the answer is:

['One can speak faster than one can write', 'One can read faster than one can listen']





****************************************************************************************
****************************************************************************************




Answer to Question Q8a


Three techniques of requirements elicitation are:

1. Interviews: This technique involves one-on-one conversations between the requirements elicitor and the stakeholder. It allows for a more in-depth exploration of the stakeholder's needs and can help to build a strong rapport between the two parties.
2. Focus Groups: This technique involves bringing together a group of stakeholders to discuss their requirements. It can be useful for gathering a wide range of perspectives and identifying areas of consensus and disagreement.
3. Surveys and Questionnaires: This technique involves collecting information from stakeholders through written questions. It can be a useful way to gather information from a large number of stakeholders in a standardized format, but it may not provide as much depth or nuance as other techniques.





****************************************************************************************
****************************************************************************************




Answer to Question Q8b


When choosing between using a high-fidelity prototype or a low-fidelity prototype, there are two trade-offs to consider:

1. Time and cost: High-fidelity prototypes are more time-consuming and expensive to create compared to low-fidelity prototypes. They require more detailed design and development efforts, including visual design, interaction design, and sometimes even functional programming. On the other hand, low-fidelity prototypes can be created quickly and cheaply, often using simple tools like paper and pencil.

2. Feedback and usability testing: High-fidelity prototypes provide more accurate and detailed feedback on the user experience, as they closely resemble the final product. However, they may also create a "finished product" illusion, which could lead testers to focus more on minor details rather than the overall user experience. Low-fidelity prototypes, while not providing as detailed feedback, allow testers to focus on the core functionality and user flow without being distracted by visual design elements.

In summary, the two trade-offs when choosing between high-fidelity and low-fidelity prototypes are time and cost versus feedback and usability testing.





****************************************************************************************
****************************************************************************************




Answer to Question Q8c


The true statements regarding scenario-based design are:

1. User stories are used to understand the needs of users.
2. Conceptual scenarios are a good start for prototyping.

Therefore, the correct answer is:

['User stories are used to understand the needs of users.', 'Conceptual scenarios are a good start for prototyping.']





****************************************************************************************
****************************************************************************************




