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1. Compare and contrast GOMS and CCT.

GOMS (Goals, Operators, Methods, and Selection) and CCT (Cognitive Complexity Theory) are both
cognitive model techniques. With GOMS the goals are what the user wants to achieve, the operators
are basic actions users perform, the methods are the decomposition of a goal into sub-goals/operators,
and the selection is the means of choosing between competing methods. With CCT, there are two
parallel descriptions: one of the users goals, and the other of the computer system (which is referred to
as the device in CCT). The production of rules in CCT are in the form of if condition then action where
the condition is a statement about the contents of working memory.

2. Compare and contrast BNF and TAG.
BNF (Backus-Naur Form) and TAG (Task-Action Grammar) are both linguistic cognitive models. With
BNF, the rules to describe the dialog grammar are purely at a syntactic level, ignoring the semantics of
the language. This is a commonly used method and many system dialogs can be described easily using
BNF rules. TAG, is the successor of sorts to BNF. Measures of BNF have been criticized as not cognitive
enough. TAG deals with the shortcomings of BNF by including elements such as parameterized grammar
rules to emphasize consistency and encoding the users world knowledge.

3. Do a keystroke-level analysis for finding Penn State Fall 2014 course schedule
online. (Hint: you don't have to calculate all the details, but to briefly explain what
the procedures are.)
In a keystroke analysis of finding a Penn State Fall 2014 course schedule online, assuming the user is
seated at the computer you would begin by calculating every smallest movement beginning with moving
the hand to the mouse, where on the screen to click, when to remove the hand from the mouse and use
the keyboard, what key(s) to press at the keyboard, possibly moving back to the mouse, etc The
keystrokes all have timed values associated with them, and in an analysis one would compare several
methods of accomplishing the same task and analyze what the results would be with the various
methods.

4. What is the main theme of "Universal Design"?
Universal design is primarily concerned with designing systems so that they can be used by anyone in
any circumstance. The is accomplished by incorporating the universal design principles which: allow for
equitable use, flexibility in use, simplistic and intuitive in use, perceptible information, tolerance for
error, low physical effort, and size/space approach and use. Universal design also focuses on designing
for a diverse level of users that may include: the visually impaired, users of all ages, users of with other
sensory disabilities (other than sight), and cognitive impairments.

5. Compare and contrast Web usability and Web accessibility?
With web usability the focus is on the website, or application being web-friendly, with web
accessibility, the primary concern is in conforming to design principles that will enable the design to
accommodate a diverse level of users. Web usability simply translates well into the web, and may or
may not be web accessible. By contrast, a web site focused on accessibility, will likely be web friendly
and offer high levels of usability.

6. List at least 5 HCI design principles (or guidelines) for people with disabilities.
Guideline 1.1: Provide text alternatives for all non-text content.
Guideline 1.2: Provide synchronized alternatives for multimedia.
Guideline 1.3: Ensure that information, functionality, and structure are separable from presentation.
Guideline 1.4: Make is easy to distinguish foreground information from background images or sounds.
Guideline 2.1: Make all functionality operable via a keyboard or a keyboard interface.
Guideline 2.2: Allow users to control time limits on their reading or interaction.
Guideline 2.3: Allow users to avoid content that could cause photosensitive epileptic seizures.
Guideline 2.4: Provide mechanisms to help users find content, orient themselves within it, and navigate
through it.
Guideline 2.5: Help users avoid mistakes and make is east to correct them.

7. What is cognitive modeling? What are the underlining assumptions of cognitive
models? And why study cognitive modeling in HCI?
Cognitive modeling is a representation of users in interactive systems. The underlining assumptions of
which form the foundation of any cognitive models are cognitive architectures, or assumptions of the
human mind. The primary reason to study cognitive modeling in HCI is that this is an emerging
technology with ramifications that are so far reaching that it will undoubtedly have the capacity and
likelihood of touching every life form on the planet.

8. Look at the attached sample research article. Please explain what type of
research study it is? Also identify participant groups, dependent and independent
variables, research hypothesis, experimental design, experimental procedure, and
data analysis.
The attached research paper is an analytical research paper. The participant groups are human subjects
forty-two engineering undergraduate students in a software engineering class. One independent
variable with two varied levels was studied. The two were two different types of game-based learning
systems. The first used a role-playing strategy and the other used a traditional drill-and-practice gaming
strategy to guide design. Three dependent variables were measures: (1) a knowledge achievement test,
(2) intention to use gaming platforms, and (3) satisfaction toward gaming learning environments. The
research hypothesis was that game-based learning has the potential to improve overall learning
outcomes of engineering students. The experimental design, experimental procedure, and data analysis
were in observing, recording, and analyzing the two treatments. In treatment one, the role-playing
game (RPG) strategy a unit of interactive materials was developed using RGP strategy. In treatment 2,
the Drill-and-practice (DAP) gaming strategy used the traditional drill-and-practice gaming strategy to
guide system design. The participants were randomly assigned into two groups. It was explained to the
students about the purpose of the experiment, and demonstrated to them how to use varied types of
gaming platforms. Further discrepancies were made to not import bias. With the data analysis, it was
concluded that a simple game design (DAP) yielded a significantly better learning outcome than a
complex game design (RPG) in terms of learning factual and conceptual knowledge.

9. Identify and explain two examples (for each) in ubiquitous computing and
augmented realities.
One example of ubiquitous computing can be found in the digital satellite television arena. With many
digital satellite providers, a user is able to exit from one room while watching television, and enter
another room, with a television in the new room, and have it resume from where they left the other
room. Another example of ubiquitous computing can be found in IMAP email clients where a user can
check their email form a wide-range of devices and see their messages anywhere. With augmented
realities, one example is a ride that I recently experienced at Disney World called Soarin. This attraction
does such an excellent job at digiality (a blend of digital and reality - this is my own personal term which
Im trying to make stick!) that I, having a fear of heights, was indeed convinced that I was in a glider and
soaring over many interesting locations. Another example of augmented reality is in many flight
simulators offered to both novice users and military personnel. Training scenarios benefit greatly from
augmented reality environments in that no real damage or mistakes will have an impact in the real
world. Although, as a side note, this blending of digital and reality (digiality) can produce such a vague
distinction between the two that this itself can be damaging in the real world, and should be practiced
with caution and limits.

10. Compare and contrast traditional HCI applications and new applications such as
ubiquitous computing and augmented realities.
With traditional HCI applications there are defined input and output devices. For example, keyboards
and mice are used to input, and displays/monitors and printers are used as output devices. With HCI
applications tasks are performed while sitting at the computer. Programs at the computer are executed
and WIMP structured. With newer technologies there is a distinct blur with input and output devices as
they often can be, and perform both functions. With the use of heat and motion sensors, eye gazing,
and touch, HCI has a new face in todays technology. With the spread of ubiquitous computing, users
rarely even notice that computing is happening. It has become commonplace. No longer is going to a
computer the only solution for completing a task. With augmented reality, the distinction between the
real world and the digital world are even more unclear. In fact, the more transparent the distinction is,
the more successful the augmented reality technology is. This is a far cry from booting up your
computer and performing a task with a keyboard, mouse, monitor, and computer.

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