Quiles Jonathan Hci2 Activity1
Quiles Jonathan Hci2 Activity1
QUILES
II – BSIT – D
Human Computer Interaction 2
Activity 1:
This activity is intended for you to put into practice what you have studied
in this chapter. Specifically, the objective is to enable you to define
usability and user experience goals and to transform these and other
design principles into specific questions to help evaluate an interactive
product.
• Find an everyday handheld device, for example, a remote control, digital
camera, or smartphone and examine how it has been designed, paying
particular attention to how the user is meant to interact with it.
(b) Give a description of the user experience resulting from interacting with it.
- Because the smartphone has enough size, fits to the user, has a lot of specifications
and preferences, and it also has a fingerprint and face detector the users will not be
able to feel uncomfortable and unpleasant after using it for a long time.
(c) Outline some of the core micro-interactions that are supported by it. Are they
pleasurable, easy, and obvious?
- Base on my observation from this device the micro-orientation that is supported by this
device is the settings of many modes, such as dark mode, do not disturb mode, eye
protection, focus mode, bedtime mode and many modes. Yes, these micro-interactions
of these device is pleasurable, easy to use, and obvious because you can personally
specify it base on your preferences and wanting.
(d) Based on this module and any other reading material you have come across
about interaction design, compile a set of usability and user experience goals
that you think will be most relevant in evaluating the device. Decide which are the
most important ones and explain why.
- This smartphone device designed by having a good utility, users can do what they
need to do, such as playing online games, watch k dramas or anime, and even connect
to Internet. From this reason it would feel satisfying and entertaining for using this
smartphone device.
(e) Translate each of your sets of usability and user experience goals into two or
three specific questions. Then use them to assess how well your device fares.
(f) Repeat steps (c) and (d), but this time use the design principles outlined in the
chapter.
- The main design principle of this smartphone is affordance. User can figure out easily
which button or application he/she is going to use. Also, there are many meaningful
images, icons, links, messages and captions which make user easier to use it.
1. Can users learn and used the smartphone easily even if they don’t have
background in using it?
-Yes, they can. The smartphone is design as user friendly even if the user
doesn’t have any background in using it, because the device has many buttons,
captions and messages that will give the user a sign or signal about on how to
use it.
2. Is it easy to use?
- Absolutely. If the device is new there is a video tutorial that you can watch
before you can use the device. The smartphone can detect if the user is having a
difficulty in using it.
(g) Finally, discuss possible improvements to the interface based on the answers
obtained in steps (d) and (e).
1. The smartphone designers should add more settings that will help the users
especially when sometimes the device has only a limited access in different
applications and website.
2. Add more easy functions to help the user as possible.