HCI Fall 2002 Qualifier Exam
Format for Qualifier:
Each student should answer four (4) questions in total.
Two (2) questions must come from Part 1 (Process and Theory). The two
(2) remaining questions must come from your two declared areas of specialization;
one question from each area.
Please start each new question on a new page. When writing your answers,
place relevant references that are cited in your answer at the end of the
question.
Part 1: Process and Theory
1. A video game company is designing a game around the premise of the movie
Toy Story (i.e., the toys in a child's room are alive with their own personalities,
ideals, and agendas - the toys just “play” dead when humans are present).
The genre of the game is to be a detective “Who Done It?” The toy Mr.
Potato HeadTM has had his nose stolen, and the toy community is concerned
with discovering who stole it to avoid any more theft. The player takes
on the role of a pair of toy binoculars that is hired to solve the case.
The player is presented with a 360 degree, very highly detailed view of the
room. While the toys go about their lives, the player can zoom in on
specific scenes in “infinite” detail to search for clues but can not move
from the center of the room. The player can view multimedia evidence,
collect clues (e.g., a ransom note), and arrange interviews with specific
toys. Random events (e.g. news of another “nose”-napping) may interrupt the
story.
Choose two of the four following theories to assist in the game design process.
Justify your selection of theories and give examples of applying the theory
to the design process. (No need to define the theories.) Are your two techniques
orthogonal, complementary or in conflict?
a) Human Model Processor / GOMS family
b) Situated Action
c) Activity Theory
d) Distributed Cognition
2. Pie menus never really “caught on”, that is, they have not been used widely
outside particular niche systems and domains.
a) Provide a description of the basic pie menu and two variations on the
pie menu such as flow menus and marking menus.
b) Pick two different theoretical/evaluative models of usability and critique
the pros and cons of pie menus with respect to each.
c) Why, despite many good arguments in favor of pie menus, have they not
become prominent in the desktop graphical user interface?
3. It is often difficult to produce informative and generalizable results
from empirical laboratory studies and more qualitative field studies to inform
the design of complex human-computer interfaces. Clearly, they can
have benefits too, however.
a) Pick some example domain such as air traffic control or electronic voting,
and provide examples and justification for two limitations and two benefits
of these techniques.
b) Using your own research experience, discuss the limitations and benefits
in applying these techniques (both lab and field)?
4. Creating interfaces on mobile devices can be particularly challenging.
In particular, emulating the context in which the mobile device would be
operated can be difficult in a laboratory environment.
For three of the following terms, discuss key strengths and weaknesses of
this approach/technique/theory when applying it to the mobile interface domain.
(These are separate short answers; you do not need to try to compare or contrast.)
a) Heuristic Evaluation
b) Cognitive Walkthrough
c) Fitts’ Law analysis
d) Wizard of Oz prototyping
Part 2: User Interface Software and Technology
5. In the 1980’s two major architecture models were proposed for UI design:
the Seeheim model [Pfaff 85], and the Model-View-Controller (MVC) [Krasner
88, Goldberg 84]. Each of these represents a different conception for the
organization of a 2-dimensional graphical user interface.
a) Briefly define the basic organizational ideas of the Seeheim and MVC models.
What are the major differences between Seeheim and MVC? What are the
main strengths and weaknesses of each?
b) Both Seeheim and MVC have had influence on toolkits and architectural
models to support the development of UI software. Give one example
of a UI toolkit in common use today and discuss how either or both of Seeheim
and MVC influenced its development. Similarly, give one example of
a more modern conceptual architecure for UI development and discuss how either
or both Seeheim and MVC have influenced its development.
c) What are constraints and how are they used in UI development? Provide
some examples of toolkits or systems that support constraints. What is the
relationship between constraint specification and management and the architectures
and toolkits discussed above?
6. Imagine the construction of a classroom for computer-enhanced education.
The room has an interaction surface, or electronic whiteboard, at the front
that is 8’ high and 24’ wide, with an output resolution of 3072 x 768 pixels.
In addition to accepting traditional mouse and keyboard input, the input
technology on this large interactive surface allows for smooth pen-based
input (for handwriting), gesture recognition (both on and away from the surface),
multiple simultaneous input (i.e., for two-handed input or for multiple person
interactions) and recognition of physical objects at or near the surface
(such as magnets used to tag spots on the surface. In addition, camera
technology will allow for the recognition and interpretation of paper placed
on the surface, such as a posterboard or post-it note.
a) With all of this input technology, there is a potential for many different
modes of interaction. For example, when making marks
on the electronic whiteboard, the pen strokes may be recognized into text
or special graphical shapes, or recognized as special commands (e.g., to
create whitespace on the board) or just left as is as digital ink for humans
to read. Discuss the challenges and potential solutions to minimizing
the number of modes and of handling smooth transitions between various modes
of interaction with the large interactive surface. Where possible,
provide examples of solutions to these challenges with examples from the
research or commercial communities.
b) Discuss the advantages and challenges of simultaneous input on the large
interactive surface, as briefly described in the first paragraph. Where possible,
provide examples of solutions to these challenges with examples from the
research or commercial communities.
Part 3: CSCW
7. Shared text editors and shared drawing editors have been popular application
themes in CSCW and the technical challenges of architectures for groupware.
a) What are the similarities and differences between the two domains, when
considering the technical challenges of constructing systems to support shared
text or shared graphics editing?
b) What solutions have been proposed to address problems of consistency of
the underlying shared data across distributed authoring machines?
c) What solutions have been proposed to support awareness of the state of
the shared document and the activity of other users as they change the document?
8. The CoWeb has been mildly successful at Georgia Tech. Students voluntarily
use it in many classes, and we've measured learning benefit of at least one
kind of use in an English Composition class. Teachers from Architecture,
Math, ChemEng, and CS use it daily. Yet, it's not been overwhelmingly
successful. Students in some Math, Engineering, and CS classes avoid
using the CoWeb. The perceived sense of competition in these classes
makes it irrational behavior to give up one's “edge” by talking with others.
Some faculty avoid the CoWeb because it doesn't fit in with their practices.
Over-generalizing, faculty who aren't looking to create a Web presence for
their classes and/or aren't interested in web-based collaborative learning
activities can't find the time to find a place for the CoWeb in their classes.
The interesting observation to make is that none of these problems
has anything to do with usability. Every study, questionnaire, and
interview about the CoWeb points to a high degree of usability. Simply
put, some people choose not to use it anyway.
a) Can you envision a collaboration tool that might address the students',
faculty, or both sets of concerns, and yet would provide some advantages
of groupware/collaboration? What kind of tool might work here?
b) What other efforts, in addition to or in place of modifying the CoWeb,
would you recommend to encourage wider adoption?
c) How would you evaluate the tool to determine if it is addressing the concerns?
Can you evaluate prior to deployment, or would you have to have it deployed
to know whether or not it would work?
Part 4: Ubiquitous Computing
9. In designing an “intelligent” meeting room, one challenge involves the
coordination of activities across a number of public and private displays.
There may be multiple display surfaces on the walls and tables that are viewed
and potentially controlled by any person in the room. In addition,
individuals may possess handheld or laptop computers that they bring with
them to the room and they would like to share information and control among
their devices, the shared displays and other personal devices in the room.
a) Describe one potential software solution for facilitating this coordinated
control of multiple devices in the intelligent meeting room. It is
important to take into consideration the dynamic aspects of this problem,
that is, you should not assume that the number and identity of the public
or private displays/devices is known in advance or remains constant. For
the purposes of this question, please ignore the issue of private side-conversations/interactions
between the small, private displays. Provide references to existing
research or commercial results that relates to your suggested solution or
provides an alternative solution to a similar problem.
b) How would you assess the effectiveness of your coordinated control scheme
from the perspective of the humans in the room? Discuss both formative
and summative evaluation strategies.
10. Two approaches to ubiquitous computing are to place
the infrastructure in the environment or to place the infrastructure on the
body. This applies to decisions on where sensing occurs, where information
is stored and where information is processed.
a) From a technical perspective, discuss the advantages and disadvantages
of environmental versus body approach on the basis of sensing, storage and
computation.
b) From a human perspective, discuss the advantages and disadvantages of
environmental versus body approach on the basis of sensing, storage and computation.
c) Give one concrete application example from the literature in which the
environmental approach would be preferred over the body approach because
it provides a feasible technological solution and is also appealing from
the human perspective.
d) Conversely, give one concrete application example from the literature
in which the body approach would be preferred over the environmental approach
because it provides a feasible technological solution and is also appealing
from the human perspective.