Computer Science Human Computer Interaction Stakeholders Discussion

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Yhir

Computer Science

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please find the document said read you will find the instructions then answer the following questions on the word documentation feel free to ask when it is not clear.

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There will be assignment related to those documents Number( 1,2,3,4) I’m waiting my professor to give me the assignment at 11 am USA time thanks . COMPUTER SCIENCE 1 Human Computer Interaction Questions COMPUTER SCIENCE 2 1. Name 4 different types of allocative physical keyboards (don’t include a standard QWERTY keyboards or a touch screen keyboards, and describe why each one might be went, or who might use it. • Chorded Keyboards – This is a keyboard that generates a letter or word depending on the combination of keys pressed simultaneously. It allows alphanumeric data to be entered with only one hand and can be used by the blind and stenographers. • OrbiTouch Keyless keyboard – Is an adapted computer keyboard that does not need a finger or wrist to operate, allowing users with a limited set of motions to type without pain or discomfort. • One-hand keyboard – This keyboard is designed for typing with four fingers and the thumb. Therefore, suitable for persons with one hand. • Mouth stick Keyboard - A keyboard designed with conditions that exclude typing with hands and can be used comfortably by people with no hands. 2. What U.S law specifically requires that all U.S federal government technology be accountable for people with disabilities? What other U.S law requires web accountability for public accommodations (such as stores)? And finally, what European Union rule requires that web content of EU-member government be accountable? • Section 508 of the Rehabilitation Act requires US federal agencies to make electronic and information technology (EIT) accessible to people with disabilities COMPUTER SCIENCE • 3 Americans with disability acts require web accountability for people with disabilities in public accommodations such as stores, public accommodations, etc. • European Union Mandate 376 3. User-Centered Designs sources from the beginning on users and their tasks. Given that, what are the two core principles for UCD, in any stage? The core principles of User-Centered Design are user involvement and requirements gathering. User involvement involves collaborating with the users in every step of the software development process, while requirements gathering involves aligning the business requirements with users' needs. 4. The “Locked Out” video talks about the importance of same time, same content, same price”. Give one example of discrimination caused by inaccessible technology, in each one of those three categories. An example of discrimination caused by inaccessible technology considering the same time and the same price is a case of a person who is physically disable who uses a wheel chair. This person might find it difficult accessing public transport means such as buses and metro due to the physical disability. However, they can access taxi services but taxi drivers rarely stop to pick them due to the wheelchair but when they do they require extra charge for putting their wheelchair in the trunk. An example of content discrimination due to inaccessible technology is information being presented in writing without any voice technology for considerations for the visually impaired. COMPUTER SCIENCE 4 5. Aside from blind people and people with low vision, as well as people who are preforming accessibility inspections, what other people with disabilities might use screen reader software, and why? The other group of people that can use screen readers is people with learning disabilities. This group of people uses screen readers to assist with reading comprehension, structural page navigation, or even missing focus style. 6. How do surveys and focus group (ia requirements gathering) differ? Give one strength and one weakness for each. Survey A survey is a method of gathering user requirements or needs, which can be web-based, email, or paper-based. It contains a list of questions intended to identify and understand the requirements of a user during the development process. Strength Cost-effectiveness – With a survey, one is able to gather information from a large sample of people at a relatively low cost. Weakness Lack of depth- Some survey questions are usually standardized, making it difficult to ask more than general questions that a large range of people will find easy to understand. Focus Group On the other hand, a focus group uses a group of people to represent the users of a software product for an interactive guided discussion to obtain feedback on the product, concept, or COMPUTER SCIENCE 5 service. The feedback can be about customer needs or opportunities to identify requirements or validate the existing requirements. Strength In-depth information- Focus groups allow interaction with participants; hence one can ask to follow up questions or those that explore more deeply. Weakness Small sample size – A small sample size might not represent the larger user population well. 7. Different stakeholders may have different goals related to designs. Please give one example of how user needs need to be balanced with business needs. One of the ways a business needs can be balanced with user needs is by documenting a high level of user experience. For instance, making it easy for users to cancel a subscription is likely to give unsatisfied users a positive sense of relief. Still, an increase in the rate of cancellation would increase the number of losses the company would experience. Additionally, making it impossible for a user to cancel a subscription would result in negativity from the users due to the deductions on their bank accounts. Therefore, the best balance between the two needs can be achieved by making an easy cancellation of a subscription while aiming at maximizing the number of users who choose to stay willingly. This can be done by asking some questions about the weaknesses of the available services while attempting to provide solutions for their problems. COMPUTER SCIENCE 6 8. Name and describe two assistive technology input approaches for people with spinal cord inquiries who are paralyzed from the neck down. How do they use them? Two assistive technologies for people with people with spinal code injuries include eye-tracking technologies and voice or speech recognition technology. Eye-tracking technology can be used in devices used to assist people with severely limited mobility control their computer using eye movement. It works by tracking the position of both eyes hence enabling them to perform various tasks like sending emails. It also enables cursor navigation across the screen using eye movement allowing users to perform actions like selecting scrolling and zooming. Voice recognition technology can be used to create documents and emails without the use of a keyboard or a mouse. Using this technology, a user can take full control of a computer by performing activities like mouse clicks, the control, cursor movement. The software works by learning how an individual speaks and make sounds, then optimizes how it transcribes the users' speech and responds to their commands. 9. Describe what is meant by a cognitive walk through designs? What are some of its advantages and disadvantages? Cognitive walkthrough design is a usability evaluation technique where one or more evaluators or tester who is not a user walks through a set of tasks and asks questions from a user's perspective. It is intended to understand a system's learnability for new or infrequent users. COMPUTER SCIENCE 7 Advantages • A cognitive walkthrough can be performed at an early stage of development. • Uses a prototype and not a full working system; hence saves time for evaluation. • Issues are identified early enough hence fast development. Disadvantages • Experts may sometimes find it is easy to play the role of a novice user. • It is expensive to pay experts to be testers. 10. What is a scenario? What is a persona? How are they utilized in user-centered design, and how do they differ? A scenario is a narrative or a story describing what happens when users perform one or more tasks in a specific environmental situation. A persona refers to a description of a particular user of a product. A scenario help defines user requirements and understands important issues while a personas help the designers to understand who to design for. 11. Are customers always users? When are they the same, and when do they plays different roles? In the user-centered design of a product, customers are not always users. The customer is usually not the user when he or she is responsible for the procurement decisions but will not use the product. Otherwise, the customer is the user if the person buying will be the one to use the product. COMPUTER SCIENCE 12. What is an ethnography study? What are its strengths and weaknesses? Describe a scenario where this would be most effective. Ethnography is a social is qualitative study which aims at the social interaction of users in a particular environment. It provides a deep insight into the views and actions of a user alongside their encounters. Strengths • Useful in identifying and examining unexpected issues. • Helps discover and analyze relevant user attitudes and emotions. Weaknesses • Takes a longer period to produce and analyze data. • Subjects of an ethnography study may not act naturally during a short study. Scenario Ethnography is most effective in the early stages of a user-centered design project since it focuses on understanding the project. The most appropriate scenario for ethnography study is that of an insurance company that is redesigning their system that deals with the processing of insurance claims. 8 Solution to the Human-Computer Interaction Questions QUESTION 1 A grocery store chain is considering a new check out system to supplement their existing infrastructure. The store serves a large elderly population that regularly shop at the store. This user group has been finding the store checkout system difficult to use with age related difficulties. In order to improve this system and meet the legal accessibility requirements, the store must incorporate some design changes. Using the examples from class as well as the videos provided on blackboard, 1. Describe 3 different data collection techniques that can be used to determine some of the technical difficulties that this group of users face (Pawar, 2004):. i. Observation- Where the user’s behavior and action with the existing infrastructure would be observed. ii. Questionnaires – This include list of structured question that would be used to collect data from the population. iii. Interviews – This includes conducting of interviews, which involves physical presence. 2. Describe the appropriate data collection technique that would be best suited in this case. Explain the advantages and disadvantages of this technique. The appropriate data collection technique includes conducting interviews. Interviews helps overcome the shortcomings of the other data collection technique due to the physical presence of the interviewer. Interviews offer the benefits of improved response rate due to the physical presence of a persistent, well-trained interviewer. Other benefits includes collection of primary information, in depth analysis, time and cost saving, collection of sufficient information among others. The disadvantages of the interviews includes time consuming and costly when the interviewee are many, interview can be biased based on the interviewer’s reaction. Lack of attention can also distract the result of the interview, (Pawar, 2004). 3. Describe in detail how this data collection technique could be implemented. Conducting an interview involves several steps: i. Decide on the population that you want to collect information from, in this case the elderly population. ii. Decide the time and the place where the interview would be conducted. iii. Decide the order, which you would use to ask the question to get the best result. iv. Consider how the data would be collected and analyzed. 4. How would you overcome the Hawthorne Effect with this method? The best way of overcoming the Hawthorne effect during the conducting of the interview involves triangulation, which is the use of more than one approach to an interview in order to enhance confidence in the findings. 5. Describe the U.S. Laws that protect the legal accessibility requirements that must be met in this development process. The U.S. Laws that protect the legal accessibility requirements includes the Americans with Disabilities Act and Section 508 – These Acts require Federal agencies to make sure that the accessibility requirements have to be met. 6. Describe 2 input and 2 output devices that could be incorporated in this new development process. The input devices includes: Touchpads, Pen Input while the output devices includes: Monitor and audio output. QUESTION 2 SONY PlayStation wants to expand into the Brazilian market. However, their research and development team have very little insight into the users of this community. In order to learn more about these users, SONY is putting together an ethnography study. 1. From your understanding of the Microsoft Mobile example in class, describe how you would design this ethnography study. I would follow the guidelines outline below to design this ethnography study: i. Identify the research question to better understand the problem. ii. Determine the location for the research in this case it is the Brazilian market. iii. Afterward formulate the presentation method; this includes ways to obtain objective information. iv. Acquire permission and access to the location for the research. v. Observe and participate in the research through interview. vi. Finally collect the archival data, before analyzing the data , (Ellen, 2007). 2. How is this study similar or different to the Microsoft study? Ethnography study is similar to the Microsoft study as both study involves observation of market in their natural habitat. Both studies involve in-depth interview. 3. What are the potential benefits for SONY by using this methodology? SONY would benefits by using this methodology, as they would be able to get more realistic picture of the market, get insightful data related to the potential clients. Other benefits includes the fact that SONY would be able to pinpoint business needs and be able to make more accurate prediction. 4. What are some challenges in implementing this study? Some of the challenges in implementing this study includes blurring of the research field leading to issues of reliability and validity. Redefining of the culture which can lead to un expected issues, Ethics issues which might not be fully addressed by the study which can lead to issues, rigorous ethnographic work, (Ellen, 2007). QUESTION 3 The “Locked Out” video talks about the importance of “same time, same content, same price.” Give one example of discrimination caused by inaccessible technology, in each one of those three categories. These includes invalid input leading to errors, Failure to get the correct described product in case of the store, Money and time lose due to the discrimination. QUESTION 4 Using the UCD methodology successfully, Boeing was able to produce the very first user friendly plane in 100 years! 1. Describe the two core principles of this approach? Evaluate design – This UCD methodology approach dictates that the product design i. should be driven by the feedback gotten form the customer. ii. Design the total customer experience, the product design is based on what the customer see, hear and touches, the design team build the product based on the customer feedback. 2. What are the advantages to the user of this approach? UCD methodology offer the following benefits: i. Helps the customer understand the product better. ii. UCD allow the end user engagement thus avoiding potential project risks. iii. UCD increases the customer loyalty as they are the center for the product design. 3. What are the disadvantages to the business manager with this approach? i. The product design takes more time due to the customer involvement. ii. It is expensive to implement User-centric design due to its involvement. iii. It is challenging to translate some of the user need into design. 4. In an ideal scenario, explain when is the best time to apply this approach? UCD methodology is best used when the priority of the product development is the customer’s needs. The best time for the approach is when the company want the product to conform with the user habits and values for increased loyalty, (Vredenburg, Isensee & Righi, 2002) . QUESTION 5 When creating websites, it is always good idea to plan out the website and use some best practices during the implementation. It also helps to have a target audience in mind. 1. Name one low fidelity and one medium fidelity approach to designing websites,. i. One low fidelity medium approach to designing websites is by use of low fidelity prototypes and wireframes. The low-fi prototypes does not have front type and colors as well as a rigid grid system. In additional, in the low fidelity approach only the key elements would be included, (Babich, 2017). ii. One medium fidelity approach to designing websites is by the use of High-fidelity prototyping, which includes a realistic and detailed design, real content and are more highly realistic in term of interactions. 2. Name the four core guidelines that are suggested by the Web Content Accessibility Guidelines. i. All non-text Content that is present to the user to have a text alternative that serves the equivalent purpose. This is except is some situation where it is not necessary such in a test or time based media. ii. Provide captions to all prerecorded audio content in synchronized media excepted when indicated. iii. Provide audio control for any web play that is more than 3 seconds. iv. To achieve minimum contrast requirement, then the text and images of text visual representation should have a contrast ratio of at least 4.5:1 except in the situation where it is not applicable. References Babich, N. (2017). Prototyping 101: The Difference between Low-Fidelity and HighFidelity Prototypes and When to Use Each. Retrieved 19 November 2020, from https://blog.adobe.com/en/publish/2017/11/29/prototyping-difference-low-fidelity-high-fidelityprototypes-use.html#gs.l9tdz0 Ellen, R. (2007). Ethnographic Research: A Guide to General Conduct (5th ed., p. 403 pages). Bingley: Emerald. Pawar, M. (2004). Data collecting methods and experiences (p. 264 pages). Elgin, IL: New Dawn Press. Vredenburg, K., Isensee, S., & Righi, C. (2002). User-Centered Design: An Integrated Approach (1st ed., p. 288). Upper Saddle River, NJ: Prentice Hall PTR.
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Explanation & Answer

Attached. Please let me know if you have any questions or need revisions.

1
Different stakeholders may have different goals related to design. Please give one
example of how user needs need to be balanced with business needs.
One of the ways a business needs can be balanced with user needs is by
documenting a high level of user experience. For instance, making it reliable by allowing
the users to have a refund, in case the work didn’t satisfy or meets the needs of the users.
With this, the user will have a positive sense of relief that the money they’re spending are
worth it. Another thing can be the availability of cancellation button. If the users can safely
cancel their subscriptions, it will most likely have a much better ratings as it is userfriendly. Therefore, the best balance between the two needs can be acquired through
refund system and proper cancellation of subscription, while targeting users to stay at the
service.

2
User-Centered Design focuses from the beginning on users and their tasks. Given that,
what are the two other core principles for UCD, in any stage?
The core principles of User-Centered Design are user involvement and
requirements gathering. User involvement involves collaborating with the users in every
step of the software development process, while requirements gathering involves
aligning the business requirements with users' needs.

3
The “Locked Out” video talks about the importance of “same time, same content, same...


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