Saturday, July 11, 2026

UCSC HCI/UX Notes (2023 Paper) 2nd Year 2nd Semester BIT Colombo Software Projects

✨ UCSC HCI/UX Notes (2023 Paper) ✨

User-Centered Design (UCD)

Theory

User-Centered Design (UCD) is a design philosophy where users are involved throughout the software development process. Instead of designing based only on technical requirements, designers first understand the users' needs, goals, abilities, and limitations.

According to ISO 9241-210, UCD is an iterative process, meaning the product is repeatedly designed, tested, and improved based on user feedback.

Principles of UCD

  • Understand users and their environment.
  • Involve users throughout the design process.
  • Design based on user feedback.
  • Evaluate designs continuously.
  • Improve through multiple iterations.

Importance of UCD

  • Improves Usability: Products become easier to learn and use (e.g., An ATM with clear instructions reduces user mistakes).
  • Increases User Satisfaction: Users enjoy systems that match their expectations.
  • Reduces Development Cost: Finding problems early is cheaper than fixing them later.
  • Increases Product Success: Satisfied users recommend the system.

Exam Answer Summary

UCD is an iterative design approach focusing on users, their needs, and goals throughout every stage. Designers continuously gather feedback to improve the product. It improves usability, increases satisfaction, reduces costs, and achieves higher adoption rates.

Expert-Based Usability Evaluation

Theory

These are expert-based methods that do not require real users.

1. Heuristic Evaluation

Developed by Jakob Nielsen. Usability experts inspect the interface using 10 usability heuristics (e.g., Visibility of system status, Error prevention, Consistency). It is cheap, fast, and finds many problems quickly.

2. Cognitive Walkthrough

Experts imagine they are first-time users. They complete tasks step-by-step asking: Will the user know what to do? Will they notice the button? Will they understand feedback? The purpose is to find learning problems.

3. Predictive Modeling (GOMS)

Uses mathematical models instead of real users. A popular model is GOMS (Goals, Operators, Methods, Selection Rules). The purpose is to predict how long users take to perform tasks.

Exam Answer Summary

  • Heuristic Evaluation: Experts inspect the interface using usability principles.
  • Cognitive Walkthrough: Experts simulate a user's thinking while completing tasks.
  • Predictive Modeling (GOMS): Mathematical models predict user performance without involving real users.

A/B Testing

Theory

A/B Testing compares two versions of the same interface to determine which performs better. Version A is the current design; Version B is the new design. Users are randomly divided into two groups and behaviour is measured.

Steps

  • Step 1: Define objective (e.g., Increase purchases).
  • Step 2: Create two versions (e.g., "Buy Now" vs "Purchase").
  • Step 3: Split users randomly (50% A, 50% B).
  • Step 4: Collect data (Clicks, Sales, Bounce rate).
  • Step 5: Analyze results.
  • Step 6: Implement the better design.

Example

An e-commerce site tests a Green checkout button (A) against an Orange button (B). The orange button receives more purchases, so Version B becomes the final design.

Advantages

  • Data-driven decisions
  • Easy comparison
  • Improves conversion rate
  • Reduces guessing

Advantages of High-Fidelity Prototypes

Theory

High-fidelity prototypes closely resemble the final product, including colours, images, fonts, animations, and interactive buttons (created in Figma, Adobe XD, Sketch).

Advantages

  • Realistic user feedback: Users behave naturally because it looks real.
  • Better usability testing: Most interactions can be fully tested.
  • Stakeholder approval: Managers can easily visualize the final product.
  • Developer communication: Developers know exactly how the interface should look and function.

Exam Answer Summary

High-fidelity prototypes produce realistic user feedback, support detailed usability testing, help gain stakeholder approval, and provide clear specifications for developers.

Laboratory vs Natural Setting Testing

Laboratory Testing

Testing is done inside a controlled environment where researchers control noise, lighting, and equipment. It allows accurate observations and controlled experiments, but users may behave differently knowing they are watched.

Natural Setting Testing

Testing occurs in the user's real environment (Home, Office, Classroom). It yields real behaviour and natural interaction, but it is harder to control distractions and observe closely.

Comparison

LaboratoryNatural Setting
Controlled environmentReal environment
High control over variablesLow control
Less realistic behaviourMore realistic behaviour
Easier data collectionHarder observation

Four Interaction Design Principles

Theory

Interaction Design Principles help create usable and intuitive systems.

  • Visibility: Users should easily see available actions (e.g., Visible Login button).
  • Feedback: System immediately informs users about actions (e.g., "Payment Successful" message).
  • Consistency: Similar functions should look and behave similarly (e.g., Same Save icon everywhere).
  • Affordance: Objects should suggest how they are used (e.g., Raised button appears clickable; door handle suggests pulling).

Exam Answer Summary

  • Visibility: Important functions should be easy to see.
  • Feedback: The system should respond immediately to user actions.
  • Consistency: Similar elements should behave similarly.
  • Affordance: Interface elements should clearly indicate how they can be used.

Choosing the Best Evaluation Method

Scenario 1: Mobile App Navigation

Best Method: Heuristic Evaluation.
Why? Experts quickly identify navigation problems using established usability principles without needing users.

Scenario 2: Online Banking Difficulties

Best Method: Cognitive Walkthrough.
Why? Experts follow each task step-by-step to discover exactly where users become confused or make mistakes.

Scenario 3: E-Learning Satisfaction

Best Method: User Surveys.
Why? Surveys gather opinions directly from many users regarding satisfaction, ease of use, and overall experience.

Exam Answer Summary

ScenarioMethodReason
Mobile app navigationHeuristic Eval.Experts identify problems using principles.
Banking difficultiesCognitive Walk.Reveals where users struggle step-by-step.
E-learning satisfactionUser SurveysCollects direct feedback on user experience.

Theory Questions Strategy

  • Begin with a definition.
  • Explain the purpose of the concept.
  • List key characteristics or steps.
  • Include a real-world example.
  • For comparison questions, use a table where appropriate.
  • For scenario questions, explain why the chosen method is the most suitable.

This structure aligns well with the marking style typically used in UCSC IT4106 examinations.

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