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College of Computing and Informatics
Assignment 2
Deadline: Thursday 30/11/2023 @ 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):
CLO3
Question One
2 Marks
Imagine you are part of a research team tasked with creating a new educational
mobile application aimed at enhancing online learning experiences. In this
context, answer the following four questions.
1. First, for understanding how users interact with a newly developed mobile
application, your goal is to gather data to evaluate the usability and user
satisfaction of the application. Using the concepts and methodologies
discussed in Module 8 of the Human Computer Interaction:
a. Design a Data Gathering plan for data gathering, specifying the
methods you would use (e.g., interviews, questionnaires,
observations) and justify your choices based on the nature of the
study.
b. Discuss how the data gathered from each method can be analyzed to
provide insights into the usability and user satisfaction of the mobile
application.
Note: Your answer should demonstrate a clear understanding of the different
data gathering techniques, their appropriate application, and the importance of
ethical considerations in human-computer interaction.
Question One
Pg. 02
Design a Data Gathering plan for data gathering, specifying the methods you would use (e.g.,
interviews, questionnaires, observations) and justify your choices based on the nature of the
study.
There are a number of benefits to conducting interviews as part of the research process,
particularly when developing a mobile app for use in education. One essential feature is
the ability to monitor users’ reactions in real time and gain nuanced information about
how they feel about the app.
Pg. 03
Question One
Motives for Using Interviews:
1. Facial Expressions and Emotions:
Users’ expressions and body language can be studied in detail during
interviews. This form of communication is effective in conveying a
wide range of feelings, from excitement to frustration to confusion to
satisfaction.
Understanding users’ emotional responses is crucial for gauging the
app’s impact on their learning experience. Engaged and satisfied
expressions may indicate engagement and satisfaction, while
dissatisfied or frustrated expressions may reveal areas for improvement.
2. Depth of Insight:
Interviews provide a forum for in-depth discussion and free-form
questioning, allowing participants to more fully articulate their feelings,
preferences, and difficulties.
Interviews provide qualitative insights as opposed to surveys which may
only provide quantitative data. A deeper understanding of user
perspectives is achieved through in-depth exploration of user
experiences, which reveals underlying issues, motivations, and
aspirations.
3. Clarification of Responses:
Interviews allow researchers to probe for additional information, probe
into a topic in greater depth, and probe for unexpected insights.
Interviews are unique in that they allow for questioning and clarification
to take place in real time. Researchers are less likely to draw the wrong
conclusions from user feedback if they have a thorough understanding
of the background information.
4. Building Rapport:
When conducting an interview, whether in person or online, it is much
easier to get to know the person you are talking to and build trust.
Participants are more likely to give honest responses when they feel safe
doing so. As a result, the quality and authenticity of the information
gathered is improved.
5. Adaptability to User Reactions:
Interviewers can adapt their questioning and probing techniques based
on the visible reactions and cues from participants.
A more fluid and adaptable interview process is possible when
questions and answers can be dynamically adjusted in response to
participants’ responses. This flexibility keeps the interview focused on
the participant and sensitive to their unique experiences.
Question One
Pg. 04
Discuss how the data gathered from each method can be analyzed to provide insights into the
usability and user satisfaction of the mobile application.
Method
Analysis to be done


Surveys/
Questionnaires •

Interviews



User Analytics



Usability
Testing



Focus Groups


In-App
Feedback
Mechanism

Use statistical tools to analyze
quantitative data.
Look for patterns and
correlations in user responses.
Identify key metrics such as
satisfaction scores, feature
preferences, and demographic
trends.
Conduct thematic analysis on
qualitative responses.
Look for recurring themes,
sentiments, and specific user
quotes.
Categorize insights based on
positive and negative feedback.
Insights






Quantify overall user
satisfaction.
Identify popular features and
areas for improvement.
Understand user demographics
and preferences.
Uncover in-depth user
experiences and motivations.
Identify specific pain points and
areas of delight.
Understand the emotional
aspects of user satisfaction.
Use analytics tools to track user •
interactions.
Analyze user journeys, time

spent on different features, and
drop-off points.

Monitor user engagement
metrics.
Identify popular features and
areas with low engagement.
Understand user navigation
patterns.
Pinpoint usability issues through
user interaction data.
Evaluate task success rates,
completion times, and error
rates.
Analyze qualitative feedback
from usability test sessions.
Identify common usability
issues and areas of
improvement.
Pinpoint specific usability
challenges.
Understand how users navigate
through the app.
Prioritize improvements based
on observed user behavior.




Summarize key discussion
points and themes.

Identify areas where opinions
are shared or divergent.
Analyze group dynamics and

how users influence each other.
Regularly review and
categorize user feedback.

Understand collective opinions
and sentiments.
Identify consensus or
disagreement on specific
features.
Gain insights into group
preferences and expectations.
Quickly address emerging
issues reported by users.
Question One
Pg. 05



Naturalistic
Observation


Identify common issues and
recurring suggestions.
Monitor trends in feedback over
time.
Analyze observational data to
understand user behavior in a
natural setting.
Look for patterns, routines, and
common practices.
Document any unexpected or
emergent behaviors.





Understand user sentiment in
real-time.
Prioritize features or fixes based
on user-reported feedback.
Understand how users naturally
interact with the app.
Identify usability issues that may
not be apparent in controlled
settings.
Gain insights into the context of
use and user habits.
Question Two
Pg. 06
Learning
Outcome(s):
CLO3
Question Two
2 Marks
2. Next, your task involves analyzing data collected from various sources,
interpreting the findings, and presenting them effectively. Based on the
concepts and techniques discussed in Module 9:
a. Describe the process you would follow to analyze both qualitative and
quantitative data collected from your research. Include specific
methods (e.g., content analysis, thematic analysis for qualitative data,
and statistical analysis for quantitative data) and explain why these
methods are suitable for your project.
b. Propose strategies for effectively presenting your findings. Consider
different presentation methods (e.g., structured notations, storytelling,
graphical representations) and justify which method(s) would be most
effective for your audience and study goals.
Note: Your response should demonstrate a comprehensive understanding of the
principles and practices of data analysis, interpretation, and presentation in the
context of human-computer interaction.
Question Two
Pg. 07
Describe the process you would follow to analyze both qualitative and
quantitative data collected from your research. Include specific methods (e.g.,
content analysis, thematic analysis for qualitative data, and statistical analysis
for quantitative data) and explain why these methods are suitable for your
project.
Type
Met
hod
Process
Content Analysis
Qualitative
Examine and categorise
qualitative information such as
interview recordings, notes
from focus groups, and survey
responses that invite free-form
commentary.
Motivation
Content analysis is suitable for
systematically analyzing large
volumes of textual data.
Create a system for
categorising content based on
its overarching themes, topics,
and emotions.
It provides a structured approach
to identify recurring themes and
patterns.
Use the coding scheme in a
methodical manner to classify
data.
The method allows for objectivity
in analyzing qualitative data and
can be applied across various
sources.
Codes can be analysed for
patterns by summarising and
counting how often they
appear.
Question Two
Pg. 08
Thematic Analysis
Identify and define initial
themes based on the research
objectives.
Code data into relevant
themes, allowing for both
inductive and deductive
coding.
Review and refine themes
iteratively.
Inferential Statistics
Quantitative
Descriptive Statistics
Extract key quotes and
examples to support each
theme.
Summarize quantitative data
using measures of central
tendency (e.g., mean, median)
and dispersion (e.g., standard
deviation).
Generate frequency
distributions for categorical
data.
Create visual representations
such as histograms and bar
charts for better understanding.
Conduct statistical tests (e.g., ttests, ANOVA, regression
analysis) to explore
relationships between
variables.
Use statistical methods to
identify significant differences
or correlations in the data.
Calculate effect sizes to assess
the practical significance of
findings.
Thematic analysis is well-suited
for identifying, analyzing, and
reporting patterns within
qualitative data.
It provides flexibility in exploring
both expected and unexpected
themes.
Thematic analysis is widely used
in educational research for its
applicability to diverse datasets.
Descriptive statistics provide a
snapshot of key characteristics of
quantitative data.
They help in summarizing and
presenting data in a clear and
easily interpretable manner.
Descriptive statistics are
foundational for understanding the
overall distribution of responses
and key metrics.
Inferential statistics help draw
conclusions about a population
based on a sample.
They are essential for identifying
patterns and relationships within
quantitative data.
Inferential statistics provide a
level of generalizability to the
broader user population.
Question Two
Pg. 09
Propose strategies for effectively presenting your findings. Consider different
presentation methods (e.g., structured notations, storytelling, graphical
representations) and justify which method(s) would be most effective for your
audience and study goals.
Method
Definition
Benefits
If selected
Structured Notations

Use tables,
charts, and
matrices to
present
structured and
organized data.
Break down
findings into
categories,
themes, or key
metrics.
Provide clear
labels, headings,
and annotations
for easy
comprehension.
Facilitates a concise
and organized
presentation of
quantitative data.
Enables straightforward
comparisons between
different categories or
groups.
Appeals to audiences
who prefer a systematic
and detail-oriented
approach.


Use structured
notations to present
key performance
indicators (KPIs)
such as user
satisfaction scores,
engagement levels,
and feature usage
metrics.
Display comparative
tables for different
user demographics
or user segments.
Clearly outline the
strengths and
weaknesses of the
app in a systematic
manner.
Question Two
Graphical Representations
Storytelling
Pg. 10
Frame findings
within a
narrative
structure,
emphasizing the
journey from
problem
identification to
resolution.
Use anecdotes,
quotes, and user
stories to make
the data
relatable.
Create a logical
flow that guides
the audience
through the
research process
and insights.
Utilize charts,
graphs, and
visualizations
(e.g., bar charts,
line graphs, pie
charts) to
illustrate
patterns, trends,
and relationships
in the data.
Choose visuals
that enhance the
understanding of
complex
information.
Incorporate
color, icons, and
labels for clarity.

Engages the audience
emotionally and
intellectually.
Provides context and
meaning to data points.
Makes complex
findings more
accessible and
memorable.



Enhances the visual
appeal and accessibility
of data.
Facilitates quick
comprehension of
trends and
comparisons.
Supports the
communication of
quantitative findings
effectively.


Share user
testimonials and
quotes to highlight
positive experiences
and challenges.
Craft a narrative
around the evolution
of user satisfaction
from the app’s
launch to the
present.
Use storytelling to
illustrate how
specific features
impact the learning
journey of users.
Create a user
engagement timeline
using a line graph to
show fluctuations
over time.
Use pie charts to
illustrate the
distribution of user
satisfaction ratings
for different app
features.
Design bar charts to
showcase the
popularity of various
learning modules.
Question Three
Pg. 11
Learning
Outcome(s):
CLO1 and CLO3
Question Three
2 Marks
3. Now, for creating the intended new application, you are responsible for
discovering and defining the requirements of the project. Using the
knowledge acquired from Module 10:
a. Explain the different types of requirements (e.g., functional, nonfunctional, data, environment, user, usability, user experience) that
must be considered for the mobile educational application. Provide
examples for each type relevant to the project.
b. Develop a set of personas and scenarios that represent typical users
of the application. Explain how these personas and scenarios will help
in understanding the requirements and guiding the design process.
Note: Your response should demonstrate a comprehensive understanding of the
process of discovering requirements in human-computer interaction, with a
focus on practical application to a real-world project.
Question Three
Pg. 12
Explain the different types of requirements (e.g., functional, non-functional, data, environment,
user, usability, user experience) that must be considered for the mobile educational
application. Provide examples for each type relevant to the project.

Functional
Requirements
NonFunctional
Requirements
Describes the
specific features
and functionalities
that the mobile
application must
have to meet user
needs
Specifies the
characteristics that
the application
must have, such as
performance,
reliability, and
security






Data
Requirements
Environment
Requirements
Outlines the data
needed to operate
the application and
how it should be
stored, processed,
and accessed.
Describes the
technical and
software
environments in
which the
application will
operate.




User Registration: The app must allow
users to create accounts with a unique
username and password.
Learning Modules: The app should
provide interactive learning modules for
different subjects.
Progress Tracking: The app must track
and display user progress within each
learning module.
Performance: The app should load
content within 3 seconds for optimal
user experience.
Reliability: The app should have a 99%
uptime, ensuring availability for users.
Security: User data must be encrypted
to protect sensitive information.
User Profiles: The app should store user
profiles, including personal information
and learning history.
Content Repository: A database is
required to store educational content,
organized by subject and difficulty
level.
Analytics Data: The app must collect
and analyze user interaction data for
continuous improvement.
Device Compatibility: The app should
be compatible with iOS and Android
devices.
Network Requirements: The app must
function seamlessly on 3G/4G
networks.
Question Three
Pg. 13
User
Requirements
Describes the
characteristics and
expectations of the
target users.

Operating System: The app should be
compatible with the latest versions of
iOS and Android.

Age Range: The app is designed for
students aged 12-18.
Language Preferences: The app should
support multiple languages to
accommodate diverse users.
Accessibility: The app must be designed
to accommodate users with disabilities.



Usability
Requirements
Specifies how
user-friendly the
application should
be and outlines
criteria for user
interaction



User
Experience
(UX)
Requirements
Describes the
overall experience
the application
should provide to
users.


Navigation: The app must have intuitive
navigation for easy access to learning
modules.
Feedback: Users should receive instant
feedback on quiz and assignment
submissions.
Consistency: The app’s design elements
and layout should be consistent across
all screens.
Engagement: The app should be
engaging, encouraging regular use
through interactive elements.
Personalization: Users should have the
option to customize their learning
experience based on preferences.
Aesthetics: The app’s design should be
visually appealing and conducive to a
positive learning experience.
Question Three
Pg. 14
Develop a set of personas and scenarios that represent typical users of the application. Explain
how these personas and scenarios will help in understanding the requirements and guiding the
design process.
Personas

Alex, the High School Student:
Alex is a 16-year-old high school student with a keen interest in science and technology.
Goals and Needs:
Wants to access engaging and interactive learning content.
Prefers quick and accessible information for better understanding.
Requires progress tracking to stay motivated in each subject.

Ella, the Working Parent:
Background: Ella is a 30-year-old working parent with a full-time job and two children.
Goals and Needs:
Seeks a flexible learning platform to fit into her busy schedule.
Values clear and concise educational materials for effective self-paced learning.
Appreciates features that support collaborative learning with her children.

Raj, the College Student with Accessibility Needs:
Background: Raj is a 22-year-old college student with a visual impairment.
Goals and Needs:
Requires an inclusive platform with accessibility features such as screen readers.
Prefers content with alternative formats like audio descriptions and transcripts.
Values a user interface designed with accessibility considerations.
Question Three
Pg. 15
How Personas and Scenarios Help:

Understanding Requirements:
o
Personas provide a human-centered perspective, helping to identify specific
requirements based on user goals and needs.
o
Scenarios illustrate how different users interact with the application, uncovering
potential pain points and opportunities for improvement.

Guiding the Design Process:
o
Personas serve as reference points throughout the design process, ensuring that
features align with the identified user characteristics.
o
Scenarios help designers envision user interactions, guiding the creation of user
interfaces and the implementation of key functionalities.

Empathy and User-Centric Design:
o
Personas foster empathy among the design team, encouraging a user-centric
approach to decision-making.
o
Scenarios create a narrative that humanizes the design process, making it easier
for the team to understand user motivations and frustrations.

Validation and Iteration:
o
Personas and scenarios provide a foundation for testing and validation, allowing
the design team to assess whether the application meets the needs of the
intended users.
o
If discrepancies arise during testing, personas and scenarios aid in iterative
design, helping the team refine and enhance features based on real user
experiences.
Question Four
Pg. 16
Learning
Outcome(s):
CLO1 and CLO4
Question Four
2 Marks
4. In the context of designing a creating a new educational mobile application,
apply the concepts learned in Module 11 of the Human Computer Interaction.
a. Describe the process of creating a prototype for the interactive website.
Explain the difference between low-fidelity and high-fidelity prototypes
and justify which type would be more suitable for the early stages of
design for this website. Provide examples of what these prototypes might
include (e.g., sketches, wireframes, interactive mockups).
b. Identify potential compromises that might arise in the prototyping process
(such as limitations in functionality or design fidelity) and suggest
strategies to address these compromises.
Note: Your response should demonstrate a comprehensive understanding of
the principles of design prototyping and construction in the context of humancomputer interaction, with a focus on practical application and critical thinking.
Question Four
Pg. 17
Describe the process of creating a prototype for the interactive website. Explain the difference
between low-fidelity and high-fidelity prototypes and justify which type would be more suitable
for the early stages of design for this website. Provide examples of what these prototypes might
include (e.g., sketches, wireframes, interactive mockups).
Process of Creating a Prototype:
1. Define Objectives:
• Clearly outline the goals and objectives of the interactive website.
• Identify key features and functionalities that need to be prototyped.
2. User Flows and Navigation:
• Create user flows to map out how users will navigate through the
website.
• Define the structure and hierarchy of pages and interactions.
3. Sketches and Wireframes:
• Develop low-fidelity sketches or wireframes to illustrate the basic
layout and structure of each page.
• Focus on key elements such as navigation, content placement, and
essential features.
4. Interactive Mockups:
• Develop interactive mockups to demonstrate user interactions and
flows.
• Incorporate clickable elements to simulate navigation and showcase
basic functionality.
• Use tools like Sketch, Adobe XD, Figma, or InVision to create
interactive prototypes.
5. Usability Testing:
• Conduct usability testing with potential users to gather feedback on the
prototype.
• Identify areas of improvement in terms of user experience and
functionality.
6. Iteration:
• Use feedback to iterate and refine the prototype.
• Make adjustments to the design, layout, and interactions based on user
testing results.
Question Four
Pg. 18
Low-Fidelity Prototypes
High-Fidelity Prototypes

Minimal detail and
visual styling.
Often hand-drawn
sketches or basic
wireframes.
Focus on layout,
structure, and flow
without intricate
design elements.

Ideal for the early
stages of design
when the focus is on
concept validation
and usability testing.
Quick and costeffective to create,
allowing for rapid
iteration.


Characteristics


Suitability for Early
Stages



Examples for the Website

Basic sketches
outlining page
structure and layout.
Wireframes
illustrating the
placement of key
elements.
Flow diagrams
mapping out user
navigation.






Detailed visual
design, including
colors, images, and
typography.
Closer representation
of the final product.
Incorporates
interactive elements
and realistic content.
Typically used in
later stages when the
design is more
finalized.
Useful for
showcasing the
visual aesthetic and
fine-tuning details.
Fully designed
mockups with
realistic images and
content.
Interactive
prototypes with
clickable buttons and
navigation.
Detailed user
interface elements
and visual styling.
Pg. 19
Question Four
Justification for Low-Fidelity Prototypes in Early Stages:
• Rapid Iteration:
Low-fidelity prototypes can be quickly created and modified, facilitating a faster
iteration process.
They are ideal for exploring different design concepts and gathering early feedback.
• Focus on Functionality:
Early design stages prioritize understanding user flows, interactions, and usability.
Low-fidelity prototypes allow designers to focus on functionality without getting
distracted by detailed visual elements.
• Cost-Efficiency:
Creating low-fidelity prototypes is generally less time-consuming and resourceintensive.
It allows for testing and refining ideas without significant investment in detailed
visual design.
• User-Centric Testing:
Low-fidelity prototypes are effective for user testing and validation of concepts.
Users can provide feedback on the fundamental aspects of the design, such as
navigation and layout.
• Alignment with Agile Methodology:
Low-fidelity prototypes align well with an agile design approach, emphasizing
quick iterations and user feedback throughout the process.
Question Four
Pg. 20
Identify potential compromises that might arise in the prototyping process (such as
limitations in functionality or design fidelity) and suggest strategies to address these
compromises.
Compromise
Explanation
Strategy to solve

Limited
Functionality
Due to time or resource

constraints, the prototype
might not fully capture the
complexity or functionality
of the final product.


Design Fidelity
Challenges
High-fidelity design
elements may be
challenging to implement
in the early stages, leading
to a less visually polished
prototype


Prioritization: Focus on
prototyping core
functionalities that are
critical to user
experience.
Iterative Approach:
Build upon the
prototype in iterations,
gradually adding more
features.
Minimum Viable
Product (MVP):
Prototype the most
essential features first to
ensure a functional core.
Incremental Fidelity:
Start with low-fidelity
prototypes to focus on
functionality and
gradually increase
design fidelity in
subsequent iterations.
Placeholder Elements:
Use placeholder images
or content to represent
the intended visual style
without the need for
detailed assets.
Style Guides: Develop a
style guide early on to
ensure consistency in
design elements as
fidelity increases.
Question Four
Pg. 21

Limited User
Interactivity

Interactivity might be
limited in early prototypes,
making it challenging to
simulate complex user
interactions.



Time Constraints
Technical
Limitations
Limited time for
prototyping may result in
incomplete or rushed
iterations.
Technical constraints may
hinder the implementation
of certain features or
interactions in the
prototype.


Key Interactions:
Prioritize prototyping
key user interactions
that have the most
impact on the user
experience.
Explanatory Notes:
Accompany the
prototype with
explanatory notes to
describe intended
interactions.
Supplement with
Documentation: Provide
detailed documentation
to clarify interactions
not fully represented in
the prototype.
Prioritization: Focus on
prototyping the most
critical aspects first.
Agile Iterations: Adopt
an agile approach,
allowing for quick
iterations and
adjustments based on
continuous feedback.
Time-Boxing: Set
specific time limits for
each prototyping phase
to ensure a balance
between speed and
quality.
Feasibility Assessment:
Conduct a feasibility
assessment early on to
identify technical
challenges.
Question Four
Pg. 22



User Feedback
Interpretation

Interpretation of user
feedback from the
prototype may be
subjective or challenging to
implement

Collaboration with
Developers: Work
closely with
development teams to
understand technical
limitations and find
alternative solutions.
Prototyping Tools:
Choose prototyping
tools that align with the
technical capabilities of
the development
environment.
Clear User Scenarios:
Present clear user
scenarios to participants
during usability testing
to provide context.
Iterative Testing:
Conduct iterative testing
sessions to refine the
prototype based on
ongoing user feedback.
Collaborative Analysis:
Involve multiple team
members in the analysis
of user feedback to
ensure diverse
perspectives.

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