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INF3720 EXAM PACK 2027 {DETAILED QUESTIONS AND ANSWERS }

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INF3720 EXAM PACK 2027 {DETAILED QUESTIONS AND ANSWERS }

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Mastervincent



HRM3706 SUMMARISED NOTES




INF3720 EXAM
PACK



FOR ASSISTANCE CONTACT





, lOMoARcPSD|51600623




May/June 2017 INF3720 P11
QUESTION 1
1. Explain the role of software design principles (4)
They are used to aid interaction designers when designing for the user experience
They are generalizable abstractions intended orient designers towards thinking
about differentaspects of their designs. They are intended to help designers explain
and improve their designs.They act like triggers to ensure that designers have
provided certain features in an interface. They provide a framework for what users
should see and do when carrying out their tasks. The provide the dos and don’ts of
interaction.
2. List five design Principles that are concerned with how to determine what users
should see anddo when carrying their task when using an interactive product
according to Preece et al (2015) (5Marks)
Affordance: Know how to use an object. Press on whatsapp, go the telephone to
make a call. click,scroll. Scroll bars, icons, buttons, keypads have become part of our
everyday affordances.
Feedback: Visual, Audio, vibrotactile, tactile, verbal or combo. Typing on a whatsapp
message
Visibility: Visibilility of applications, You can see when whatsapp has new messages.
Constraints: Login screens, size of a cell phone.
Consistency: each cell phone works consistently. Typing a message via whatsapp or
through SMS
works the same. makes it easier to learn.
3. One of the main design principles for website design is simplicity. Nelsen propose
that designers go through all their design elements and remove them ne by one. If a
design works well without an element, then just remove it. Do you think this is a
good design principle? Discuss. (5)
I think it is a good design principle in order to learn what simplicity means. A website
with too muchcontent, too many graphics, too many colours can be very off-putting
resulting in too much stimuli.However, a good designer might remove all the design
elements as a learning experience. However,he will learn to find a balance between
simplicity and a good overall design. A website with a plain vanilla background and
loads of text is also not good. The goal here is to create a website that is crisp, clean,
provides a good experience and where the user is able to easily find the information
they want.


Question 2
Briefly explain each of the following terms as they usability, framework, conceptual
model as they relate to human computer interaction.

2.1Usability

Refers to ensuring that interactive products are easy to learn, effective, enjoy able
from the




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users’ perspective. Usability goals are :
Memorability
Utility
Learnability
Effective
Effeciency
Safety


2.2 Framework (pg54)

A framework is a set of interrelated concepts and/or a set of specific questions
- Frameworks tend to be prescriptive, providing designers with concepts, questions,
and principles to consider

3.3 Conceptual Model(Pg41)

A high level description of how a system is organised and operates. An abstraction of
what people can do with a product and what concepts are needed to understand
how to interactwith it.
Discuss the core components of a conceptual model

 Metaphors and analogies that convey to people how to understand what a
product is for and how to
use it for an activity (e.g, bookmarking).
 The concepts that people are exposed to through the product, including the
task–domain objects they create and manipulate, their attributes, and the
operations that can be performed on them (e.saving, revisiting, organizing).
 The relationships between those concepts (e. whether one object contains
another, the relative importance of actions to others, and whether an object is
part of another).
 The mappings between the concepts and the user experience the product is
designed to support or invoke (e. one can revisit through looking at a list of
visited sites, most-frequently visited, or saved websites).

In which three ways can metaphors and analogies be applied to conceptual design

 As a way of conceptualising what we are doing.
 As a conceptual model instantiated at the interface
 As a way of visualising an operation


Question 3

what is meant by Persuasive Technology.




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, lOMoARcPSD|51600623




Persuasive technologies are technologies designed to change people’s attitude or
behaviour or both without using coercion or deception. The currently, the
technologies include pop-ups, warning messages, reminders, prompts, personalized
messages, etc. Persuasive strategies include: Just in time persuasion, Simulating
experience, Personalizing, Recommendation, Monitoring and tracking,Competition
and recognition
Give any example of Persuasion
Just in time persuasion. Pop up adds
Recommendation. Other customers who bought this book also bought
Personalizing. Receiving mail on other books with similar content on one which
you’ve bought Monitoring and Tracking. Monitor sites you’ve been to and track you
using cookies and provide you pop-ups, warning messages, reminders, prompts,
personalized messages


Question 4
Several e-readers for reading e-books, watching movies or viewing pictures are
available on the market.The exact design differs between mo dels by they support
book reading that is intended to be as comfortable as reading a paper book. The
developers of a new e-reader want to find out how appealing it will be to young
people under the age of 18 years of age. To this end, they have asked you to conduct
some interviews for them. You are required to answer the following questions in
preparation for the interview.
What is the goals of your data gathering session?
Will the e-reader be appealing to young people under the age of 18.
any three techniques that could be used for capturing the interview.
Notes and Photographs
Video
Audio plus Photographs
are the disadvantages of takes notes during the interviews
The interviewer is so busy focusing on writing which makes it difficult to observe and
therefore she might miss other visual communication
Easy to lose concentration
Biases creep in
Speed of writing is limited
Difficult and tiring to write
Handwriting difficult to decipher
any three unstructured interview questions that focus on user experience goals.
What would make an e-reader fun for you?
What would annoy you about an e-reader?
What would make you apprehensive to pick up an e-reader?
How do you think we could make an e-reader cool to use?
What would entice you to pick up an e-reader?
What colours should the e-readers come in?
What do you think would make the ereader pleasurable to use?

5




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