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College of Computing and Informatics
Assignment 2
Deadline: Tuesday 01/11/2022 @ 23:59
[Total Mark for this Assignment is 8]
Student Details:
Name: ###
ID: ###
CRN: ###
Instructions:
• You must submit two separate copies (one Word file and one PDF file) using the Assignment Template on
Blackboard via the allocated folder. These files must not be in compressed format.
• It is your responsibility to check and make sure that you have uploaded both the correct files.
• Zero mark will be given if you try to bypass the SafeAssign (e.g. misspell words, remove spaces between
words, hide characters, use different character sets, convert text into image or languages other than English
or any kind of manipulation).
• Email submission will not be accepted.
• You are advised to make your work clear and well-presented. This includes filling your information on the cover
page.
• You must use this template, failing which will result in zero mark.
• You MUST show all your work, and text must not be converted into an image, unless specified otherwise by
the question.
• Late submission will result in ZERO mark.
• The work should be your own, copying from students or other resources will result in ZERO mark.
• Use Times New Roman font for all your answers.
Question One
Pg. 01
Learning
Outcome(s):
Demonstrate data
gathering,
analysis, and
presentation
techniques for
discovering user
interface
requirements
Question One
1 Mark
Explain in detail how to avoid Bad survey questions and give an example
for each point?
Solution:
1. Do not ask leading questions e.g. “how intelligent is your friend?”. This already
instils bias because of the word “intelligent” (Surveymonkey, n.d.).
2. Avoiding loaded questions which entail questions that force the respondent into
answering in a way that does not fully reflect his opinion, e.g. “What brand of
beer do you like?”
3. Avoid using absolutes in questions since it forces the respondent(s) not to give
useful feedback, e.g. “Do you always go to the gym?”
Question Two
Pg. 02
Learning
Outcome(s):
Demonstrate data
gathering,
analysis, and
presentation
techniques for
discovering user
interface
requirements
Question Two
3 Marks
The data in the following graph represents Patient survey results: were
you encouraged to carry out hand hygiene after going to the bathroom
and before meals? From the given below diagram there are some areas
for further investigation by implementing Qualitative and Quantitative
analysis approaches.
Solution:
Quantitative Analysis:
a. Always
i.
Before intervention was 53%
ii.
1 month after intervention was 52%
iii.
2 months after intervention was 64%
iv.
3 months after intervention was 46%
Question Two
Pg. 03
b. Often
v.
Before intervention was 6%
vi.
1 month after intervention was 23%
vii.
2 months after intervention was 27%
viii.
3 months after intervention was 32%
c. Sometimes
ix.
Before intervention was 13%
x.
1 month after intervention was 12%
xi.
2 months after intervention was 3%
xii.
3 months after intervention was 14%
d. Rarely
xiii.
Before intervention was 6%
xiv.
1 month after intervention was 2%
xv.
2 months after intervention was 4%
xvi.
3 months after intervention was 3%
e. Never
xvii.
Before intervention was 20%
xviii. 1 month after intervention was 12%
xix.
2 months after intervention was 0%
xx.
3 months after intervention was 2%
Question Two
Pg. 04
Qualitative Analysis:
From the results, most of the respondents were always reminded to carry out hand
hygiene after going to the bathroom and before meals both before and after
intervention.
Question Three
Pg. 05
Learning
Outcome(s):
Define interaction
design process,
and describe
different type of
models, theories,
and frameworks
for
conceptualizing
interaction.
Question Three
2 Marks
Define Augmented and Virtual reality, differentiate among them.
Solution:
Augmented reality (AR) enhances your surroundings by adding digital features to a
live view, frequently utilizing a smartphone's camera. Virtual reality (VR) is a totally
immersive experience that simulates a real-life world (Splunk, 2020).
Difference:
To entirely replace the actual environment with the virtual one, the user nearly always
wears an eye-covering headgear and headphones in virtual reality....
