ACM SIGCHI Curricula for Human-Computer Interaction
by Hewett, Baecker, Card, Carey, Gasen, Mantei, Perlman, Strong and Verplank
Copyright © 1992,1996 ACM SIGCHI
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Last updated: 2008-04-11   Accesses since 1997-04-17: 105,618

APPENDIX E: Example Course Taught in HCI {p. 115}

Table of Contents


We have provided a set of course materials for an undergraduate course taught in Human-Computer Interaction to provide the user of this report with detailed examples of how the material we recommend might be included in a course in human-computer interaction. Each selection includes detailed reading lists, assignments and examinations that were given to students.

The course is taught in a computer science department and was offered in a conventional 13 week term or semester. It represents a focus in which the intent of the course was to lay both a theoretical and a pragmatic basis for training computer scientists in how to improve the user interface design of their systems or the systems on which they might be working.

Course Syllabus {p. 117}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term, 1989


Lectures:       Monday, Wednesday 10 - 11 AM
                Sandford Fleming 1105

Tutorial:       Friday 10 - 11 AM
                Wallberg Building 130

Course Organization:

This course is cross-listed at the 4th year undergraduate and 1st year graduate levels. The major difference is that graduate students are required to build a detailed cognitive model of the user interface they design in HyperCard. Graduate students are also expected to contribute more to class discussion, ask deeper questions and present more detailed analyses in their assignments.

Course Description: CSC 428 / 2514 will cover the basic theory and concepts in the area of human-computer interaction. It will make the following assumptions.

  1. That you know no psychology or sociology theory -- keeping up-to-date with late night radio and television and radio talk shows and reading the National Enquirer do not count.
  2. That you are prepared to try a course entirely different than your traditional computer science course.

The course is intended to introduce the student to the basic concepts of human-computer interaction. It will cover the basic theory and methods that exist in the field. Case studies are used throughout the readings to exemplify the methods presented and to lend a context to the issues discussed. The assignments are designed to give the student practice in a set of the more basic techniques used in the human-computer interaction discipline. The course will begin by introducing the students to the software development process and discussing the behavioural techniques that apply at different stages of this process. It will then discuss the basic applications of these techniques: survey methods, task analyses, usability studies and prototyping. It will finish by discussing a set of innovative interfaces and new developments in human computer interaction.

  1. The survey methods section of the course will discuss the techniques drawn from social psychology that are used in determining people's attitudes and adoption potential for the computer system under development. It will also discuss various interview techniques and unobtrusive measures for obtaining information about work patterns and work behaviour that the intended system will support. The focus will be on how to design good questionnaires in order to obtain accurate and useful information from future users.
  2. The task analysis section will draw its material from cognitive psychology to demonstrate how the design of a system can be evaluated prior to implementation. It will present the main concepts for modeling the interaction using the human information processing model. Issues such as routine task performance, analyzing the task of the user and predicting user learning will be covered in this track.
  3. The usability studies section will cover the application of experimental psychology to the evaluation and iterative design of user interfaces.
  4. The prototyping section will discuss user interface management systems and various forms of prototyping that can be employed in usability testing.
  5. The new developments section will cover new interface designs and issues that are under development in this area. The design of interfaces for the disabled, the use of sound and gestural input as well as the creation of interfaces for computer supported cooperative work will be discussed.

Course Objectives:

The course is not intended to train the student in human-computer interaction engineering but rather to expose him or her to the concepts of the field. The exposure has several purposes.

  1. To facilitate communication between human factors engineers and soon-to-be computer scientists on user interface development projects.
  2. To provide the future user interface designer with concepts and strategies for making design decisions.
  3. To expose the future interface designer to tools, techniques and ideas for interface design.
  4. To introduce the student to the literature of human-computer interaction.
  5. To stress the importance of good user interface design.

Course Outline:

Date            Lecture Topic and Reading Assignment

Week 1
Monday          Introduction to Human-Computer Interaction
Sept. 11        Read B+B, pp. 1-4

Wednesday       Incorporating HCI into the Software Lifecycle
Sept. 13        Read B+B, Case Study A, pp. 5-37; Read MM-1
                Suggested Reading MM-2

Friday (T)      Handout and explain Assignment 1.
Sept. 15        Take class pictures

Week 2
Monday          Interview and Survey Methods
Sept. 18        Read B+H-C, pp. 119-153

Wed.(T)         Selected Presentations of Assignment 1
Sept. 20        Assistance with Assignment 1

Friday          Interview and Survey Methods
Sept. 22        Read B+H-C, pp. 154-186

Week 3
Monday          Incorporating HCI into the Software Lifecycle
Sept. 25        Reread B+B, Case Study A, pp. 5-37; Reread MM-1

Wednesday       The Socio-Political Environment
Sept. 27        Read B+B, Chapter 2, pp. 55-82

Friday(T)       Turn in Assignment 1
Sept. 29        Class Presentations on Assignment 1
                Hand out Assignment 2

Week 4
Monday          Modeling the User of a Computer Interface
Oct. 2          Read B+B, Chapter 5, pp. 175-179

Wednesday       Read B+B, Chapter 5, pp. 180-206
Oct. 4

Friday(T)       Return and Discuss Assignment 1
Oct. 6          Assist with Assignment 2

Week 5
Monday          Thanksgiving
Oct. 9

Wednesday       Modeling the User of a Computer Interface
Oct. 11         Read B+B, Chapter 6, 207-218

Friday (T)      Turn in Assignment 2
Oct. 13         Class Presentations on Assignment 2
                Hand out Assignment 3

Week 6
Monday          Modeling the User of a Computer Interface
Oct. 16         Read B+B, Chapter 6, pp. 219-240

Wednesday       Review Session
Oct. 18

Friday          ***** One Hour Test in Tutorial *****
Oct. 20

Week 7
Monday          Modeling the User of the Computer Interface
Oct. 23         Reread B+B, Chapter 5, pp. 192-206

Wednesday       Read B+B, Case Study C, pp. 250-268
Oct. 25

Friday(T)       Return and Discuss Assignment 2
Oct. 27         Assist with Assignment 3

Week 8
Monday          Usability Studies
Oct. 30         Read B+B, Chapter 4, pp. 131-146

Wednesday       Read B+B, Case Study D, pp. 662-667
Nov. 1          Reread B+B, Case Study C, pp. 250-268

Friday(T)       Turn in Assignment 3
Nov. 3          Hand out Assignment 4

Week 9
Monday          Usability Studies
Nov. 6          Read B+B, Case Study C, pp. 269-277


Wednesday       Read B+B, Case Study C, pp. 278-297
Nov. 8

Friday(T)       Assist with Assignment 4
Nov. 10         Hand out Assignment 5
                Hand out Assignment 6 to graduate students

Week 10
Monday          User Interface Management Systems
Nov. 13         Read B+B, Chapter 11, pp. 508-527

Wednesday       User Interface Management Systems
Nov. 15         Read B+B, Chapter 12, pp. 584-604

Friday(T)       Turn in Assignment 4
Nov. 17         Presentations on Assignment 4

Week 11
Monday          Interface Styles and Techniques - Video, Audio and
Haptic
Nov. 20         Read B+B, Chapter 7, pp. 299-319

Wednesday       Read B+B, Chapter 8, pp. 357-375
Nov. 22

Friday(T)       Assist with Assignment 5
Nov. 24

Week 12
Monday          Interface Styles and Techniques - Video, Audio and
Haptic
Nov. 27         Read B+B, Chapter 8, pp. 386-392

Wednesday       Read HCI-WG, pp. 167-177
Nov. 29

Friday(T)       Turn in Assignment 5
Dec. 1          Demonstrations of Assignment 5

Week 13
Monday          Research Frontiers and Unsolved Problems
Dec. 4          Read B+B, Chapter 14, pp. 669-680

Wednesday       Recent papers to be put on reserve
Dec. 6

Friday(T)
Dec. 8          ***** Two Hour Test in Class *****

                                        Weight         Weight
Method of Evaluation                    Undergrads     Grads    Due Friday

Assignment 1:   Development of user     10              5       Sept. 29
                questionnaire

Assignment 2:   Keystroke model of      10              5       Oct. 13
                proposed design

MIDTERM TEST                            15              15      Oct. 20

Assignment 3:   Written evaluation of   10              5       Nov. 3
                similar user interface

Assignment 4:   Interactive system design 15            15      Nov. 17
                exercise - Design portion

Assignment 5:   Interactive system design 15            15      Dec. 1
                exercise - Evaluation portion

Class Presentations                     5               5       As Assigned

TERM TEST                               20              20      Dec. 8

Assignment 6:   User Interface Model bldg.              15      Dec. 19
                for graduate students, not
                required for undergraduates.)
Course Text:
Readings in Human-Computer Interaction: A Multidisciplinary Approach. by Ronald Baecker and William Buxton - referred to as B+B in course outline.
Required Reading:
  1. Survey Research, 2nd Edition. Charles H. Backstrom and Gerald Hursh-Cesar, 1981. Referred to as B+H-C in course outline.
  2. Incorporating Behavioral Techniques in the Software Development Lifecycle. Marilyn Mantei and Toby Teorey, 1989. Referred to as MM-1 in course outline. Auditory Icons: Using Sound in Computer Interfaces. William W. Gaver, 1986. Referred to as HCI-WG in course outline.
Additional Reading:
  1. Human Information Processing: An Introduction to Psychology, 2nd Edition. Peter H. Lindsay and Donald A Norman.
  2. The Human Factor: Designing Computer Systems for People. Richard Rubinstein and Harry Hersh.
  3. Using Computers. Ray Nickerson.
  4. The Complete HyperCard Handbook. Danny Goodman.
  5. Hypertalk Programming. Dan Shafer.
  6. Cost/Benefit Analysis for Incorporating Human Factors in the Software Life-cycle. Marilyn Mantei and Toby Teorey, 1988. Referred to as MM-2 in course outline.
Laboratory Guides:
  1. HyperCard Manual

    Copies of the Required Reading and Additional Reading texts will be on reserve in the Computer Science Library and in the Electrical Engineering Library. The Laboratory Guides will be available in the teaching laboratory. They are for reference purposes only and are not to be removed from the room.

Assignment 1 - Development of a User Questionnaire {p. 124}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall 1989

Assignment 1

Topic:          The design of questionnaires to evaluate the learnability
                and usability of a computer system interface

Handed Out:     Friday, September 15, 1989
Due:            Friday, September 29, 1989

Objectives of Assignment:

In the course of their professional careers, Computer Scientists will often be faced with the task of gathering data from future users of the computer systems they are planning to build. These instances of data gathering will grow as the use of computers spreads to a larger audience, as the tasks that computers are applied to becomes more extensive and as the requirements for well designed human-computer interfaces grows. Without training in data gathering techniques, the Computer Scientist is left in a position of potentially designing questionnaires or conducting interviews that, at best, provide no useful data, and, at worst, give erroneous information.

This assignment is designed to give you practice in writing, testing and administering a questionnaire to a true user population. Although it does not train you in the very fine points of questionnaire design, it does alert you to the basic problems in obtaining valid responses from humans.

In addition to practice in valid questionnaire design and questionnaire administration, the assignment asks you to focus on finding information about a user interface to a computer system. Its intent is to help you develop probing skills (through good question design). These skills can then be used to find out what failures and successes users are having with a system and even the underlying causes for these successes and failures.

Directions:

This assignment will have 8 steps. They are:

  1. Selection of an interface design.
  2. Selection of an analogous interface to study.
  3. Preparation of a draft questionnaire (1-2 pages).
  4. Piloting of the draft questionnaire.
  5. Preparation of a final questionnaire.
  6. Administration of the final questionnaire.
  7. Analysis of the results.
  8. Write-up and presentation of the results of the survey.
You should turn in:
  1. A four page write-up on the results of the survey with the final portion recommending any changes to be made to the studied user interface. The write-up should include a discussion of the reasons for each question or set of questions in your questionnaire. The write-up should also contain a brief description of your target interface design and the similar system you chose to study.
  2. The draft questionnaire
  3. The final questionnaire
  4. A one page sheet describing why you changed any questions you changed on the final questionnaire.
You should be prepared to:

Give a presentation of your questionnaire and its focus in your September 22nd tutorial session or prepared to give a presentation on your questionnaire and its results in your September 29th tutorial session. Be ready to answer questions about your questionnaire design and your survey conclusions.

Written and Oral Presentation Requirements:

Your paper must be typed on 8.5 x 11 inch paper. Drawings must be clear and legible. Be sure to put on a cover page indicating your name, title of work, course and date. You will be judged on the visual appearance, grammatical correctness and quality of writing of your paper as well as its contents.

Only the first four text pages of the paper will be read and graded. This does not include references, the questionnaire, figures or tables. Papers should have 1 inch left, right, top and bottom margins. They must be text with paragraphs, full sentences and all the other appurtenances of a written presentation. They cannot be itemized lists of points. Text font size should be either 10 or 12 points. You may choose your own font style, but a serif font is preferred.

Your presentations must be clear and well organized. Use overheads to show your questions or to give a presentation of data and graphs.

Description of Study Problem:

You are being asked to develop a questionnaire to find out information about a user interface which relates to the interface design you will be asked to develop in the series of 428 / 2514 course assignments that follow. The first task you need to do is to select the user interface you intend to develop. Once you have selected your design task, you will be in a position of collecting information about potential users of the interface.

One of the methods for collecting this information is to look at existing user interfaces that have things in common with the interface you are designing, i.e., the computer program accomplishes the same or similar tasks, or you believe that the task that the program supports is in many ways similar to the task you will be supporting with your interface design. For example, if you were building a design for an interface which helped users find out which books were available in the University of Toronto Library system, you might look at the existing Felix interface for accomplishing this task. If you are choosing to design a computer interface for ordering tickets to plays and concerts automatically, you might study a computer interface for obtaining cash from an automatic teller machine.

In selecting the interface you will design in this course, it is important not to make the interface too big or too complicated. Designing an interface for a word processor is completely out of the question! A list of potential interface designs follows, but you are welcome to submit your own suggested interfaces as well. You will receive comments on your choice and its feasibility.

Potential Interface Designs

  1. Design of a library book search system for U of T libraries.
  2. Design of an automatic ticket dispenser for plays and concerts in Toronto.
  3. Design of a screen based telephone interface for call forwarding, call park and call hold, etc.
  4. Design of an interface for managing home lighting, both indoor and outdoor.
  5. Design of an interface for programming a VCR to record TV programs.
The type of information you are to obtain about the user interface through the careful design of your questionnaire is the following.
  1. How easy has the system been for them to learn?
  2. What are the particular parts of the system that they are having the most trouble with?
  3. What kinds of recommendations do they have for improving the system?
  4. How useful are the manuals for the system?
  5. How much time are they spending on learning the system?
Based on what you have learned about good questionnaire design, you know that you cannot directly ask the above questions and obtain very good answers. Question 1 is too ambiguous. Question 2 is much too broad to get useful answers. Question 3 is too difficult for new users. Question 4 is again ambiguous and the users do not have the information to answer Question 5. Also, since the amount of difficulty a person has with the system depends on that person's previous experience, whether they are Computer Science majors, whether they are highly motivated, whether they have a good friend who is helping them out a lot and whether they are very intelligent, questions have to be asked about these factors as well.

Design and type a questionnaire to administer to the users of the system of your choice. Administer that questionnaire to 2 compatriots (preferably those not in Computer Science) to determine if they understand the questions in the same way you meant the questions. You do this by giving them the questionnaire to fill in and then asking them what their answers mean and what they thought your question meant. (THIS IS CALLED PILOT TESTING THE QUESTIONNAIRE.) Once you have received feedback from your 2 trial respondents, use this to redesign your questionnaire. If the design changes drastically, it is a good idea to test out your questionnaire again on 2 additional friends.

When you feel your questionnaire has been tested enough and will work on the targeted set of users, find 3 users who fit the eligibility requirements for your survey. Ask these users to fill out one of your questionnaires. (NOTE: this low number of respondents would not normally be used in a real study, but it is okay for the class assignment.) You are welcome to ask more users to fill out your questionnaire, but note that this will make more work for you in the next step.

Summarize the data collected from your questionnaires. The structured question answers are usually presented as percentages, e.g., 25 percent responded "strongly disagree" to the question "Should the system always have menus available?" Often the percentages are presented across demographic data, e.g., "30 percent of the women and 35 percent of the men would like to have less commands to learn." A clear way to present this information is in tables.

Use the data results of your questionnaire to suggest changes that might be made to the user interface to make it easier for users to learn and use the system. These can be changes in manuals and training as well as detailed changes to the interface commands and the documentation.

Write up the results of your survey and turn in your assignment on the specified due date. You may have to give a 10 minute presentation of your findings in your tutorial.

Assignment 2 - Keystroke Model of Proposed Design {p. 128}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term, 1989

Assignment 2

Topic:          The evaluation of a user interface using the
                Keystroke Level model

Handed Out:     Friday, September 29, 1989
Due:            Friday, October 13, 1989
Objectives of Assignment:

The objective of this assignment is to give students practice in deciding between two or more possible ways to design a portion of their proposed user interface. The focus of the assignment will be on cognitive modeling techniques. You are being asked to use the Keystroke Level model which has been shown to be a good approximation of a cognitive model of the user.

Because the purpose of the exercise is to develop skills which later can be applied to interface design, the student is expected to focus on the very detailed issues that arise in design; for example, whether a sequence of four menu selections leading to a user's desired goal is preferable to users dragging their finger across a touch screen and taking different labeled corridors on the screen to arrive at their goal.

Directions:

This assignment will have 5 steps. They are:

  1. Begin designing the user interface to your proposed system (from Assignment 1) on paper. As you design it, keep track of alternatives that you have selected.
  2. Pick a set of two alternative designs that you considered. The alternatives are not necessarily alternatives for the entire interface but for some subset of the interface.
  3. Develop a series of tasks (at least two) that a user would be likely to perform with your two alternative designs.
  4. Build a keystroke level model of each of the alternatives for each of the tasks. If your interface does not have keystrokes as an interaction technique, then use whatever type of units of interaction your user is required to make, i. e., pointing, waving hand in small circle, dragging mouse across mousepad, etc. Put times in the linear models to predict the user's performance in each of the design alternatives. From the predictions, determine which is the best design alternative. It may be that one alternative is better for task A and worse for task B.

    Note: Average keystroke, mental operation and mouse times are available in your assigned readings. The times for other operations may have to be measured by you or calculated from Fitt's law (this will be demonstrated in lecture. Measuring the times with a stop watch is an acceptable approach. If you have any trouble with determining how to measure the times needed for your model, please contact the instructor or your tutors.

  5. Based on your models determine which, if any, is the best design choice.
You should turn in:

A four page (maximum) write-up on the evaluation of the alternative designs that was conducted. The write-up should include, in order, the following items.

  1. A short description of your user interface in one or two paragraphs. This is not a description of the design but of the purpose your user interface serves. For example: "This is a user interface for programming a VCR. Its basic features are a 10 character by 2 line LCD display screen in a hand held remote controller."
  2. A longer description of the two alternative design choices you are choosing between. This should be in enough detail so that the Keystroke Level Model will be understandable. You may have to describe the entire interface in order to use the tasks that you have designed to test the interface.
  3. A description of the tasks you developed to test the interface. For example: "The user was asked to program the VCR to record Newswatch at 10:00 PM on Friday on Channel 6."
  4. A presentation of the Keystroke Level Model analysis of users performing the tasks with your interface. If you use other than keystrokes, head turns or home-on-mouse times, you will need to describe what these unit tasks are and how you arrived at the times.

    NOTE: You do not have to ask individuals to perform the tasks, only to insert likely performance times for each step of the task. These times can be obtained from the paper in your reading assignment which describes the Keystroke Level Model or from measurements of your own to gather the times that are missing.

  5. Recommendations for which design alternative to include in your design based on the Keystroke Level Model analysis.

    NOTE: It is possible that no differences will show up between the two alternatives. In this case, based on the performance analysis alone, you can state that either alternative is viable.

  6. A conclusion summarizing your evaluation and discussing other potential problems with either of your design alternatives, i.e., why you believe one may be harder to learn than the other, etc.
Oral Presentation Requirements:

You should be prepared to give a presentation of your planned design and tasks (tutorial session the week before the assignment is due) or of your design evaluation and the results (tutorial session on the date your assignment is due). Be prepared to answer questions about your design and evaluation plan or your final model.

Your presentations must be clear and well organized. Use overheads to show your main points and your conclusions.

Expect your presentations to be exactly 8 minutes long. You will be given an additional 2 minutes at the end to answer questions.

Written Presentation Requirements:

Your paper must be typed on 8.5 x 11 inch paper. Figures and graphs must be clear and legible. Be sure to put on a cover page indicating your name, student number, title of work, course and date. You will be judged on the visual appearance, grammatical correctness and quality of writing of your paper as well as its contents.

Only the first four text pages of the paper will be read and graded. This does not include references, figures or tables. Papers should have 1 inch left, right, top and bottom margins. They must be text with paragraphs, full sentences and all the other appurtenances of a written presentation. They cannot be itemized lists of points. Text font size should be either 10 or 12 points. You may choose your own font style, but a serif font is preferred.

Assignment 3 - Written Evaluation of Similar User Interface {p. 131}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term 1989

Assignment 3

Topic:          The detailed human behaviour evaluation of a user
                interface analogous to the new interface design
                being developed.

Handed Out:     Friday, October 13, 1988
Due:            Friday, November 3, 1988
Objectives of Assignment:

The objective of this assignment is to give Computer Science students practice in evaluating human-computer interfaces since a large part of their future work will be directed at building such interfaces. This practice is intended to help them in developing evaluation criteria appropriate to the interface. The evaluation, in turn can guide their design decisions.

Because the purpose of the exercise is to develop skills which later can be applied to interface design, the student is expected to focus on the very detailed issues that arise in design; for example, whether a transpose two characters command should be available in a text editor or whether a "t" for "transpose" or "x" for "exchange" should be used as the command to transpose the characters. This means developing evaluation criteria and miniature experiments/tests to evaluate the user interface at this level.

The assignment also has three sub-objectives. The first of these is to give students practice in the detailed observation of users at work with interfaces. Analysis of the user behaviour is intended to give the students skills in observing humans at the micro-level needed for understanding user problems.

The second sub-objective is to alert computer scientists to very basic differences in user behaviour and to the multiple ways users will interpret information presented to them and generate what is to them, very intelligent guesses about what is needed to use the interface.

One of the basic assumptions that humans have about their counterparts is that we all think alike. This is far from the truth, especially with the differences in skilled training that occur in today's society. When a computer scientist sees the word "print," the word usually means to send an electronic document to a printer. The rest of the world thinks that "print" means to carefully write letters by hand or to produce books. With these definitions, it is very likely for a new user to think that the person who wrote the instructions "now, print your file," in a user manual is asking for extremely bizarre behaviour.

The third sub-objective is to give students practice in distinguishing between the functionality of a computer system and its usability. The computer system may do all the tasks that the user needs to perform with the system, but may be required to organize the steps to perform these tasks in an order which is extremely foreign to the way the user thinks about the tasks.

For example, in text editing, the user typically has to mark the beginning and end of the text to be deleted. When an edit is done manually with a pencil, a word is indicated for delete by drawing a line partially through the word and ending it with a "squiggle" that indicates remove. The computer text editor may require the user to position a cursor at both ends of the word. This double positioning has added an additional mental task to the mental delete procedure of the user.

    Without Computer:   <find word> <indicate delete>
    With Computer:      <find word start> <find word end> <indicate delete>
The delete function is available to the user, but its usability is questionable. With enough such extra thinking processes added to each function, the user might be better off using a typewriter which is within the cognitive capabilities of humans.

NOTE: This assignment is focussed only on the usability analysis of the interface not on the what functions might be needed for the new design. It is assumed that this functionality was captured in Assignment 1.

Directions:

This assignment will have 5 steps. They are:

  1. Develop at least 3 criteria for evaluating your analogous interface.
  2. Conduct the evaluation of the interface.
  3. Analyze the results of the evaluation.
  4. Write up the evaluation indicating what was good and what was bad about the evaluated interface.
  5. Suggest ways in which the results of the evaluation can be applied to your interface design.
You should turn in:

A four page (maximum) write-up on the evaluations that were conducted. The write-up should include, in order, the following items.

  1. A brief description of your analogous interface and the interface you are designing. You can copy this from your previous assignments.
  2. A discussion of the evaluation criteria. The criteria should be related to how the interface is used or perceived, e.g., one obvious use of the Felix System is to search for books.
  3. A discussion of the tests you took to perform the comparisons, e.g., you could calculate how long it took each of the subjects to perform a typical task in the interface.
  4. A report on the evaluation conducted. What was good about the design of the interface and what functions appear to cause great difficulties. Your interface evaluation should be tied to the information you gathered not just to your intuitive impression of the interface. You need justification for your critique.
  5. Recommendations for your own design based on the evaluation. It may be that your analogous interface performed superbly. In this case, you should say so and indicate what good features you should bring over to your design.
Oral Presentation Requirements:

You should be prepared to give a presentation of your evaluation and its results in your tutorial sessions on either October 27th or November 3rd. Be prepared to answer questions about your evaluation tests and your recommendations

Your presentations must be clear and well organized. Use overheads to show your main points and your conclusions. Fifty percent of your class participation grade will be based on your presentations.

Expect your presentations to be 8 minutes long. You will be given an additional 2 minutes at the end to answer questions.

Written Presentation Requirements:

Your paper must be typed on 8.5 x 11 inch paper. Figures and graphs must be clear and legible. Be sure to put on a cover page indicating your name, title of work, course and date. You will be judged on the visual appearance, grammatical correctness and quality of writing of your paper as well as its contents.

Only the first four pages of the paper will be read and graded. This does not include references, figures or tables. Papers should have 1 inch left, right, top and bottom margins. They must be text with paragraphs, full sentences and all the other appurtenances of a written presentation. They cannot be itemized lists of points. Text font size should be either 10 or 12 points. You may choose your own font style, but a serif font is preferred.

Hints for Selecting Evaluation Criteria:

Below are a series of suggested evaluation mechanisms that you might consider in performing Assignment 3. The list is far from complete and although you are welcome to use these hints, it is important to develop your own criteria as well.

LEARNING:

  1. How easy is analogous interface to learn?
  2. Do the commands have a structure or organization that makes learning easier?
  3. Do the commands relate to English words which describe the same task?
  4. Are the commands discriminable, e.g., are they whole words or single letter commands?

TASK USABILITY:

  1. Are various functions of the interface easily done by the users or does a simple task take long and involved steps?
  2. Are there functions that users would never use because they are infrequent and need to be looked up each time?
  3. Can the user build in shortcuts once the interface is learned?
  4. Are there functions that do not match any task a user might wish to do?

DOCUMENTATION:

  1. How easy is it to read the documentation? Is the manual so long and cumbersome that a user will never take the time to read it?
  2. Is it easy to find the commands to perform a particular task or do you have to reference many different places in the manual?
  3. Does the manual use words which have a different meaning for the user?
  4. Does the interface provide reminders of what to do next so that the manual does not have to be constantly referred to?
  5. Is the on screen help slow and cumbersome? Does it help?

OVERALL USABILITY:

  1. Is the interface cluttered with too much detail so that it is difficult for the user to see what is going on?
  2. Does the interface provide feedback to the user indicating that a command has been received and is now being executed?
  3. Can the user get into situations in using the interface that allow no easy exit?

Hints for Implementing Evaluation Criteria:

In addition to setting up the evaluation criteria, you must use it. Here are some hints for implementing LEARNING item 1 into evaluation tests.

  1. Set up a test to see how long it takes to learn part of the user interface:

    Build a set of tasks, e. g., in searching for books in the FELIX System, it might be handwritten notes on titles, authors and subjects to look at in researching a course paper. You would then learn a subset of FELIX's commands. Do this by mentally rehearsing the command set. Time yourself. When you think you have mastered the command set, look at your set of your handwritten notes and write down beside each one, the set of commands you would do to perform the search. Try to do the same thing the next day.

    Have one of your colleagues in class learn an equivalent set of commands for the other editor. The colleague should perform the same tests on the same set of editing corrections. Compare the times and errors.

  2. Measure how many things there are to learn:

    List a set of basic tasks that your analogous interface must do for anyone beginning to use it. Count the number of commands you will need to learn to perform these tasks.

    For a more detailed measurement, add 10 to your count every time a different format for the command needs to be learned.

  3. Measure how easy the commands are for novices to learn:

    Teach a friend who knows nothing about computing two of the interface commands. Ask them to explain how the commands work after you feel that you have adequately described the command. Ask them to describe as many situations as they can in which they believe the commands can be used. Write down any conceptual errors they make in expressing their understanding of the commands.

Assignment 4 - Interactive System Design Exercise {p. 136}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term, 1988-89

Assignment 4

Topic:          The design of a prototype of your chosen user interface using
                Apple Macintosh HyperCard as your rapid prototyping system

Handed Out:     Friday, November 3, 1988
Due:            Friday, November 17, 1988
Objectives of Assignment:

The objective of this assignment is to combine the various skills and techniques that have been learned in this course to a user interface design problem. In Assignment 1 a methodology for finding out information about the user population was practiced. With Assignment 2, practice was gained in modeling the user's interaction with a proposed design. Assignment 3 provided practice in observing users and relating the user's behaviour to the design of your proposed interface. Assignment 4 asks you to apply all of these skills to making a HyperCard prototype of your proposed interface.

The assignment also has a sub-objective, that of giving practice in developing a "good" user interface within the constraints of the design environment. The classic constraint in user interface design is the small amount of time allowed to build an acceptable interface for the user. Due dates for this assignment impose a similar constraint requiring decisions about which user interface features that can be included in the design given the minimal amount of time available. A second constraint-as common as the first-is the constraints of the external user, the software and the hardware environments. User interface designs need to adapt to the history of prior interfaces, to the consistency requirements of similar interfaces and to the limitations of the hardware and development software that will be used. To simulate a portion of these constraints, you are being asked to design a prototype of your system in HyperCard.

Directions:

Your basic task is to design a prototype of your proposed user interface in Apple Macintosh's HyperCard system. The design will not be an implementation. You will use HyperCard to create mock-ups of your design. If, for example, your design contains a videodisk, a HyperCard window with some sort of animation in it that simulates the video playback from the videodisk would be appropriate.

You are expected to apply the information you have gathered about your intended user in the three previous assignments, to your design.

This assignment will have 8 steps. They are:

  1. Develop a set of design criteria about what the interface should provide for its users. This is more than the typical requirements list for software design. In addition to describing the functions the system should perform, the design criteria should contain user information.

    For example, if you were designing a calendar system, your design criteria might be, "have appointment book open to current date because this is the date that is most frequently accessed by the user." Use the information from Assignments 1, 2 and 3 to aid in developing this design criteria.

  2. Sketch out your design on paper. You may sketch out more than one design. For each design, be sure that it is described in enough detail so that users can see screen display changes and individual inputs that they would need to make if they were using the designed interface.
  3. Elicit user input and changes on your design. You can query your friends, parents, colleagues or significant others.
  4. Repeat steps 2 and 3, adapting your design to match what you have learned about the design from showing it to potential users.
  5. Draw out your design both in terms of screen displays and state transition diagrams showing user actions. (Use the paper on pages 508-527 to learn how to draw a user interface state transition diagram.)
  6. Learn Hypertalk well enough to develop screen layouts for your design. You are not being asked to build a complete implementation of your design, but enough of a prototype to demonstrate the design to users.
  7. Build a mock-up of your design in HyperCard. Build a storyboard (different screen displays with descriptions of user actions below the displays). Have these storyboards describe a sequence of user interactions with the system. Expect to use the storyboards in Assignment 5 to run your usability studies.
  8. Write up your design including a description of the processes you went through in making the design follow the needs and psychology of the user.
You should turn in:

A diskette containing your mock-up of the appointment page design. It should be a HyperCard stack. Call the stack CSC428 Design.

A maximum of five pages write-up on the design process that was conducted. The write-up should include, in order, the following items.

  1. A description of the final design. This should be presented in enough detail so that it is possible for a programmer to implement the design. Use printouts of specific screens to show what the user will see and the actions available to the user at each state. List the design criteria that produced this design in the process in your description.
  2. A state transition diagram showing the user actions at each state of the system and the transitions that take place following the user actions. Use the model described by Wasserman et al. on pages 508-527 of Baecker and Buxton for drawing your state transition diagram.
  3. A discussion of the user information you used to create your design, e.g., data from the papers you read on people's use of similar systems, your own studies of people's use of analogous systems, your keystroke level model calculations comparing alternative designs or information gleaned from the questionnaires you administered. This discussion should contain the psychological as well as functional aspects of the task.

    For example, if you were designing a calendar system, you might include the functional information that people write down multiple appointments occurring at the same time (if this is true) and use this information to keep track of what other people are doing, not just what their appointments are. As psychological data you might indicate that people have trouble with the limited amount of space available and often put down abbreviated information which is indecipherable at a later date (if you find this to be true.)

  4. A conclusion describing what is good about your design and what you are not very happy with but have had to include in the design given the constraints of the design problem and the trade-off decisions you needed to make.

    HINT: All previous assignments have prepared you for this design assignment. Look back at the evaluations you have performed and transfer the concepts in these evaluations to evaluating your design.

    You will be graded on the quality of your user interface, the creativenessI of your design in solving the user interface problems you encountered and your ability to incorporate into the design process, the user data you collected in Assignments 1, 2 and 3.

Oral Presentation Requirements:

You should be prepared to give a presentation of your design in the tutorial sessions. The presentation should include pictures of what you plan your design to look like and descriptions of actions you expect the users of your interface to take. Bring your diskette for your presentation. We will have a video connection to a Macintosh computer set up for you to demo your system design.

Your presentations must be clear and well organized. Use HyperCard screens to show your main points and your conclusions. Five percent of your grade will be based on your presentation. Expect your presentations to be exactly 8 minutes long. You will be given an additional 2 minutes at the end to answer questions and receive feedback from classmates on your design. You will need to be able to justify the functionality and usability of your design. Class members are expected to critique the design in the question portion of the presentation.

Written Presentation Requirements:

The written presentation requirements are the same as those for previous Assignments.

Assignment 5 - Design Evaluation {p. 140}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term, 1988-89

Assignment 5

Topic:          The evaluation of the prototype of your user
                interface design by means of a usability study

Handed Out:     Friday, November 10, 1989
Due:            Friday, December 1, 1989

Objectives of Assignment:

The objective of this assignment is to give students practice in the detailed observation of problems users have with human-computer interfaces. The practice is intended to give them experience in knowing what elements of behaviour to look for and how to categorize this behaviour so that they can draw conclusions from it about problems with a particular user interface design.

Directions:

Your basic task is to evaluate the HyperCard prototype of your proposed user interface.

This assignment will have 10 steps. They are:

  1. Sign up for a time slot to use the HCI Laboratory (Room 4302SF). Learn how to use video gear in your November 24th tutorial session.
  2. Develop a set of user instructions and tasks for a user to perform as part of your videotaping session (usability study).
  3. Prepare a short questionnaire that obtains useful demographic information on your subject, e.g., level of education, sex, amount of computer experience. Add a set of questions to determine user satisfaction with your interface.
  4. Run your trial sessions of your instructions and tasks with representative users of your system in order to determine if the tasks will fit within your half-hour videotaping time slot. Based on the trial session, adjust the instructions and tasks accordingly.

    Note: Although you will have one-half an hour to perform your videotaping, you will probably have a maximum of 15 minutes of videotape that you can capture because of the time that will be spent in setting up the study.

  5. Obtain a subject for your usability study and bring this person along to the videotaping session. You may also use one of the Designated Subjects in this class.

    Note: It is best to have a subject that has very little computer experience since the interfaces you are building are for such individuals. You will also learn much more about your interface design if you use a subject who has had little, if any, previous computer experience. A computer science student may give you very little to write your evaluation about.

  6. Videotape your subject attempting to use your user interface. You may videotape a second subject at a different time if there are open sign up slots for doing so.

    Note: If you are presenting a videotape of your subject in class you will need to obtain signed permission to do so from your subject.

  7. Administer your demographic and user satisfaction questionnaire to your subject.
  8. Replay your videotape and analyze the subject's interaction with your interface. To perform this analysis, you will need to look for critical incidents and user misconceptions about the interface. Also look for such things as the number of errors your subject made and the amount of time it took them to complete tasks compared to the amount of time you estimated for each task. Expect to scan the videotape slowly and more quickly to get very micro and very macro levels of behaviour.
  9. Develop a set of improvements to your design based on its user evaluation. You do not need to implement these improvements in your HyperCard prototype, only to make the recommendations.
  10. Write up your usability study including a description of the changes you need to make to your design if it is to follow the needs and psychology of the user.
You should turn in:

A videotape cassette containing a usability study of your prototype design. The videotape should be 1/2 inch VHS.

A maximum of four pages write-up on the design process that was conducted. The write-up should include, in order, the following items.

  1. A short description of the user interface design you are testing.
  2. A description of the user problems you observed in your usability studies. You will need to describe these problems in detail.
  3. A categorization of the observed user problems and a set of recommendations for changing your design.
  4. A conclusion summarizing what is good about your design and what difficulties you expect users will have with the final system based on your observations. At this point, you may even suggest that the entire design be scrapped and redone. This will depend on your usability study results.
You will be graded on the quality of your evaluation and your insight into human behaviour you are observing.

Oral Presentation Requirements:

You should be prepared to give a presentation of your evaluation in the tutorial sessions. The presentation should include appropriate segments from your videotape to demonstrate your evaluation conclusions.

Your oral presentation requirements are the same as those for previous Assignments.

Written Presentation Requirements:

The written presentation requirements are the same as those for previous Assignments.

Materials Available for this Assignment:

Videotaping facilities will be available in the HCI Laboratory adjacent to the Dynamic Graphics Project (Room 4302 SF) in addition to a Mac II on which to run your HyperCard prototype. These videotape facilities will be available on Friday, November 24th through Monday, November 27th. You will need to check in with the secretary in Room 4303 SF five minutes before your scheduled time to run your experiment. In return for your student card, she will give you access to the laboratory and the videotaping equipment. Plan on having a half hour to set up your experiment and execute it with your subject. You will not be given write access to the hard disk of the Mac II.

If you do not have access to a VCR, you may analyze your videotape by using the VCRs in Sigmund Samuel Library.

Midterm Examination {p. 143}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

October 20, 1989

Midterm Examination

Name: _________________________   Student No.: __________________

Directions:

Put your name and student number in the space provided above. You will have 50 minutes to complete the examination. No questions will be answered during the exam. If you find a question ambiguous, document the ambiguity and indicate which way you interpreted the question in a separate set of sentences next to the question. The questions on the exam are not intended to be ambiguous, but sometimes another meaning is interpreted by the examinee that the creator of the exam did not take into consideration.

Two caveats exist for documenting ambiguities:

  1. Do not take too much of your examination time to do so and
  2. Do not trivialize the question, i.e., interpret it in a fashion so that the answer is extremely easy.
Part I - Short Essay Answers (2 questions at 10 points each)    ____

Part II - Long Essay Answers (2 questions at 15 points each)    ____

                                                Total Score     ____
Part I - Short Essay Answers - 2 Questions at 10 points each

Answer the questions in 2-4 paragraphs. If you write LARGE, use the space on the opposing page, but be sure to indicate clearly what question number your answer refers to.

  1. As part of your assigned material, you read a case study on the introduction of information technology in a biscuit making factory. In the case study, two jobs were affected by the technology introduction, that of the doughman and that of the ovenman.
  2. A system designer has in mind an office workflow system where each individual will list the work he or she needs to do that day, week or month. Each individual will also list the work required from other people. The system will then determine the daily work that each person in the office is to do and suggest a set of daily tasks to each individual when they login in the morning. The tasks will be organized to optimize the flow of work through the office.

    For example, John may list as one of his tasks, "incorporate waste management calculations in final budget." He may also list that he needs the figures for last year's waste management costs from Judy. The computer will then put on Judy's schedule the task of providing John with last year's waste management figures. If John needs to finish the budget by Friday, this may be the first thing that Judy will be required to do on Monday morning.

    The system designer wants to know how workers in an office will react to this type of control of their workflow. He has written the following two questions to provide him with this information.

    (space is provided here in the questionnaire for listing tasks)

    Critique the two questions in terms of what you know about how to design questions that will give valid answers from users. List two precautions you need to take in the generation of questions which determine people's attitudes towards things, i.e., what kinds of common question design mistakes do you need to look out for.

    Part II - Long Essay Answers - 2 Questions at 15 points each

    Answer the questions in 4-5 paragraphs. If you write LARGE, use the space on the opposing page, but be sure to indicate clearly what question number your answer refers to.

  3. Suppose that you are asked to design a change to a mouse-based visual screen text editor (Macintosh - like) to make the task of finding and making global changes to a document easier. Suppose that the current method for finding and changing a string anywhere in the document is done by:

    Design 1

    1. Put the hand on the mouse.
    2. Select the Change option by pointing to Search in a pull-down menu, hold down the mouse key and drag the pointer to the value Change and lift up on the mouse key.
    3. Put the hand back on the keyboard.
    4. Type the string to be changed in the box provided on the screen (the cursor is already positioned correctly) and hit <carriage return>.
    5. Type the new string (again the cursor is in the correct position) and hit <carriage return>.

      The text editor, at this point, finds every match to the change string and displays the section of the text with the string to be changed highlighted in reverse video. For each of the found strings, the user is required to okay or not okay the change. If the change is okayed, it will be made. If not, it will be ignored only for that particular match. The process of okaying each change continues until all found string matches have been displayed or until the user types <q> for quit.

    6. Type a <y> to verify that the change is okay for each string in the document. If the change is not okay, type an <n> for no. If no more changes are to be displayed, type a <q>.
    For each string in the document in which a change is confirmed, the string will be changed to the new string.

    Suppose that the new method being suggested is done by:

    Design 2

    1. Type the sequence <ctrl> C - hold down the control key while striking the C key. Whenever a <ctrl> <character> sequence is typed, the cursor is moved to a one-line window at the bottom of the document to receive additional command information.
    2. Type the string to be changed and hit <carriage return>. (Note that the cursor is positioned in a one-line window at the bottom of the document to receive this information.)
    3. Type the new string and hit <carriage return> (Note that the cursor is positioned in a one line window at the bottom of the document to receive this information.)

      The text editor at this point finds each match and performs the change without displaying information to the user. If the user wishes to see the changes made, he or she can type <ctrl> R to review the changes.

    4. Type the sequence <ctrl> R in order to review changes. The text editor, displays each line changed (one at a time) in the window at the bottom of the screen. The change that was made is highlighted in reverse video. Each change made is displayed for 0.5 seconds.
    5. If the change is inappropriate, typing a u for undo during the line's display will undo the change made. A user can Review the last global change made as many times as he or she wishes.
    Which of these methods is shorter for the user to perform? Describe why it is shorter and show the calculations that can be made to support your argument.

    NOTE: You can use the following average times in your calculations.

            Time for a keystroke or button press (avg. typist) 0.28 sec
            Time to point to a target with a mouse1            0.10 sec
            Time to home hands on keyboard                     0.40 sec
            Time to mentally prepare for action                1.35 sec
            Response time for Design1                          0.30 sec
            Response time for Design2                          0.50 sec
    
  4. Below are listed in boldface the basic steps of the User Factors Software Lifecycle. Select any two stages and describe the type of information about human behaviour that is captured at each of these stages and the purpose for collecting and analyzing this information (i.e., how can the information be used to help in the design and development of the software. Compare and contrast the two stages you have selected to describe in terms of:
    1. The different human behaviour disciplines that would be drawn upon for methods to collect and analyze the information.
    2. The methods that would be used for the information collection.
    3. The trustworthiness of the data being collected.
    Describe in detail at least one method that might be used in each one of the two stages you have selected.
                Market Analysis
                       |
               Feasibility Study
                       |
            Requirements Definition
                       |
          Product Acceptance Analysis
                       |
                 Task Analysis
                       |
                 Global Design
                       |
             Prototype Construction
                       |
          User Testing and Evaluation
                       |
             System Implementation
                       |
                Product Testing
                       |
                 User Testing
                       |
             Update and Maintenance
                       |
                Product Survey
                     

Final Examination {p. 148}

DEPARTMENT OF COMPUTER SCIENCE
UNIVERSITY OF TORONTO

CSC 428F / 2514 F
Human-Computer Interaction

Fall Term, 1989

Final Exam
Directions:

Put your name and student number in the upper right hand corner of each page. You will have one hour and 30 minutes to complete the examination. No questions will be answered during the exam. If you find a question ambiguous, document the ambiguity and indicate which way you interpreted the question in a separate set of sentences next to the question. The questions on the exam are not intended to be ambiguous, but sometimes another meaning is interpreted by the examinee that the creator of the exam did not take into consideration.

Two caveats exist for documenting ambiguities:

  1. Do not take too much of your examination time to do so and
  2. Do not trivialize the question, i.e., interpret it in a fashion so that the answer is extremely easy.
Part I: Multiple Choice (10 questions at 2 points each)         ____

Part II: Short Answers (3 questions at 10 points each)          ____

Part III: Essay (1 question - 3 parts at 10 points each)        ____

                                                Total Score     ____
Part I - Multiple Choice: 10 questions at 2 points each In the following questions, circle the answer which best completes the sentence. Although several statements may seem correct, only one answer will be most correct.
1.      Unit tasks

        a.      are used to characterize a user's learning process
                when they using a computer for the first time.
        b.      are an important part of analyzing the performance
                time of human using computer systems for problem solving work
        c.      always have an acquisition, a comprehension and an
                execution portion.
        d.      are tasks which only require one operation to perform.
        e.      arise because of the cognitive limitations of the human
                processor.

2.      The experiments on the Star user interface demonstrated that

        a.      even a psychologist's intuition about a design may be wrong.
        b.      design trade-offs will not occur if careful experiments are run.
        c.      a large amount of the detailed design decisions
                which occur in the interface design process are unimportant.
        d.      the motor skill for controlling the number of mouse
                clicks can be taught with 2 days practice.
        e.      the most important part of icon design is making
                each icon visible when it is highlighted.

3.      The Keystroke Level Model

        a.      only works because keystrokes take longer than any other
                process, e.g., mental preparation, homing, etc. to perform.
        b.      is a subset of the GOMS model.
        c.      can be used effectively to build interfaces that are
                easier to learn.
        d.      is used to determine whether QWERTY organized
                keyboards are better than DVORAK organized keyboards
        e.      cannot be applied if a mouse is part of the user interface

4.      External Validity

        a.      refers to the inherent truthfulness of participants
                in a questionnaire survey.
        b.      refers to user interfaces that have been tested and
                modified to match the needs of the user. These interfaces are
                ready to be distributed and are said to have "external
                validity."
        c.      refers to the careful design and administration of
                an experiment to insure that valid data is obtained.
        d.      refers to the generalization of the results obtained
                in an experiment to the real world population, i.e., is
                this generalization valid?
        e.      can never be assured in user interface studies
                because of the complexity of the experimental design.

5.      A dependent variable

        a.      is an amount that can be deducted from your income tax.
        b.      never changes once the experiment begins.
        c.      is always measured as time or number of errors.
        d.      refers to a measurement taken during or after the
                experiment and believed to change as a direct or indirect
                result of the experiment stimulus.
        e.      refers to one of the types of treatments that are
                administered or controlled for in an experiment, e.g.,
                age, type of interface design, etc.

6.      When users read a manual to learn how to use a computer
        system, they are likely to:

        a.      learn the material more thoroughly than users who
                receive formal instruction.
        b.      build unexpected interpretations from the manual descriptions.
        c.      become frustrated because the examples do not match
                the tasks they wish to accomplish with the system.
        d.      jump the gun and read other parts of the manual
                before being told to do so.
        e.      blame the manual or the manual writer when things
                are poorly explained.

7.      From the set below, select the best question for obtaining a
        user's honest assessment of whether the new computer system helped
        them perform their work more efficiently.

        a.      Compared to other computer systems you have used, this
                system is:
                    1         2          3          4           5
                Far Worse   Worse   About Equal   Better   Much Better
        b.      What difficulties, if any, do you have with using this
                system?
        c.      This system was designed to make your work more
                efficient. Has it done so for you?   How?
        d.      Think back to a time just before the current system was
                installed. Where there tasks that you disliked doing that
                you now enjoy doing? If so, what are they and why do you
                now enjoy doing them?
        e.      Please list the number of hours you used to spend on the
                following tasks and the number of hours you now spend on
                these same tasks with the new computer system.

                           Old Method      With New Computer System

        Correcting Text    __________      __________
        Typing New Text    __________      __________
        Duplicating        __________      __________
        Data Entry         __________      __________

8.      A verbal protocol analysis

        a.      is an effective method for determining whether one
                design is better than another design.
        b.      is a verbalization of an individual's thought
                processes as they execute a routine task.
        c.      is an especially effective technique for evaluating
                an expert's performance.
        d.      is a study of the verbalizations of an individual's
                thought processes given while executing a problem solving
                task.
        e.      can only be used in the evaluation and testing
                stages of the user interface development process.

9.      The ability to generate a prototype of the user interface with
        a user interface management system

        a.      has seriously undermined the programming morale of
                software projects.
        b.      can provide significant cost savings in the design
                phase of the software project.
        c.      is essential for the effective development of usable
                user interfaces.
        d.      has created an entirely new class of interfaces
                based on graphics and windows
        e.      is best described by items b and c above.

10.     Metaphors are used in the design of user interfaces

        a.      to simulate the phosphorous behaviour of video
                screens on less luminous LCD panels.
        b.      to cause the interface to behave like an office
                environment, e.g., the desktop metaphor.
        c.      to replace simple command languages which are
                inadequate for providing the full functionality of the
                interface.
        d.      to help the user by placing the context of the
                interface into a context already known by the user.
        e.      to relate the user interface to similar tasks that
                the user has performed with computer systems.
Part II - Short Answer - 3 Questions at 10 points each

Answer the following questions in 1-3 paragraphs. If you write LARGE, use the space on the opposing page, but be sure to indicate clearly what question number your answer refers to.

11.     User Interface Management Systems are based on the belief that
        you can separate the operation of the user interface from the
        workings of the underlying program. For example, a UIMS allows
        a designer to quickly set up the keypad and display area for a
        prototype calculator. This prototype will accept input
        selections from the user and send them to an underlying
        program. The program then performs the numerical calculations
        being requested and sends the answer back to the user
        interface part of the program to be displayed. Explain why
        this separation of the underlying application code from the
        interface is not always possible. Give at least one example of
        a useful user interface design for which a separation of the
        user interface code and the application code will not work
        effectively.

12.     Define "Direct Manipulation." In your definition give at
        least two examples of interface operations that are direct
        manipulation operations and two counter examples for the same
        type of operations that are not direct manipulation.

13.     The user interface to most text editing systems allows the
        user to find, create, delete and replace text usually with a
        series of specific keystrokes that identify the actions
        desired and sometimes through the use of a mouse pointing and
        dragging arrangement. They also permit the user to retrieve,
        save and print versions of edited text. Given what you know
        about auditory interfaces and the human use of sound, design
        three ways in which sound might be added to a text editor
        interface to enhance its usability. Describe these three
        designs and explain why they enhance the interface. Then
        design two mechanisms for adding sound to the interface which
        would not be useful for the user and discuss why these uses of
        sound would add little or no value to the interface.
Part III - Long Answer - 30 points - Each part is worth 10 points

Write approximately a page of text in reply to the information requested in each question. If you write on an opposing page be sure to indicate clearly which question you are answering by (1) circling the question number and (2) putting the question number in front of your answer.

14.     The attached document describes a user interface to a
        microwave oven. The first page illustrates the oven control
        panel which is located to the right of the oven door. For
        brevity, parts of the user manual have been eliminated, but
        can be inferred from the explanations of multi-stage and delay
        start cooking.

(a)     Critique the user interface to this microwave oven based on
        the key concepts of design presented by Norman, i.e., the
        design's affordance, constraints, mappings, conceptual models,
        visibility and feedback. List both design features which are
        good and which are bad in your critique and support your
        commentary with psychological theory or experimental results
        learned in the course.

(b)     Redesign the interface so that it eliminates the problems you
        have mentioned. Be sure to indicate in writing how the
        redesign will remove the problems. If some of the problems are
        trade-offs between designs which make it easier for the user
        in one way but interfere with the user in another way, then
        discuss these trade-offs in your answer.

(c)     Draw a state transition diagram that represents your new
        design and sketch enough of the oven control panel that you
        designed so that it is understandable to the reader of this
        exam. Note: It is not necessary to write a user manual, just
        to make the design you had in mind clear.

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