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Hci Scheema

The document discusses the significance of good design in human-computer interaction, emphasizing that well-designed interfaces enhance user experience and productivity while reducing errors and frustration. It also outlines the historical development of graphical user interfaces (GUIs), highlighting key milestones and the evolution of user interaction with computers. Furthermore, it covers characteristics of GUIs, the impact of poor design on user psychology and performance, and methods for determining basic business functions in system design.
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0% found this document useful (0 votes)
7 views18 pages

Hci Scheema

The document discusses the significance of good design in human-computer interaction, emphasizing that well-designed interfaces enhance user experience and productivity while reducing errors and frustration. It also outlines the historical development of graphical user interfaces (GUIs), highlighting key milestones and the evolution of user interaction with computers. Furthermore, it covers characteristics of GUIs, the impact of poor design on user psychology and performance, and methods for determining basic business functions in system design.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Human Computer Interaction

III-I VR17 Supplementary

1.A) i) Explain about the importance of good design? [6M]

Ans : A well-designed interface and screen is terribly important to our users. It is their window
to view the capabilities of the system and it is also the vehicle through which complex tasks can
be performed.
A screen’s layout and appearance affect a person in a variety of ways. If they are confusing and
inefficient, people will have greater difficulty in doing their jobs and will make more mistakes.
Poor design may even chase some people away from a system permanently. It can also lead
to aggravation, frustration, and increased stress.
We don't care?
We don't possess common sense?
We don't have the time?
We still don't know what really makes good design?
The most successful companies know there are compelling reasons to prioritize design to
improve the odds of success. Good design creates meaningful first impressions, helps you
differentiate yourself from your competitors, can solve problems, and boosts brand awareness
and the bottom line

Benefits of good design

1. Screens are less crowded


2. Would be less time consuming, 25 percent less time
3. Screen would be 20 percent more productive
4. 25 percent fewer errors
5. Improve decision making time
6. Training cost are lower
7. The organization customers benefit because of improved services

ii) Discuss about the chronological history of graphical user interface? [6M]

Ans: Web usage has reflected this popularity. The number of Internet hosts has risen
dramatically:
• In 1984, hosts online exceeded 1,000;
• in 1987, 10,000;
• in 1989, 100,000,
• in 1990, 300,000;
• in 1992 hosts exceeded one million.
• In 1979, the Xerox Palo Alto Research Center developed the first prototype for a GUI. A
young man named Steve Jobs, looking for new ideas to work into future iterations of the
Apple computer, traded US $1 million in stock options to Xerox for a detailed tour of
their facilities and current projects. One of the things Xerox showed Jobs was the Alto,
which sported a GUI and a three-button mouse. When Jobs saw this prototype, he had an
epiphany and set out to bring the GUI to the public.
• Apple engineers developed Lisa, the first GUI-based computer available to the public. It
was too expensive; no one bought it. But the seed germinated into a flower that would
change the world.
• Released in 1984 and billed as "insanely great," the Macintosh caught the public eye with
one of the most famous commercials ever. This immortal television advertisement
depicted users of IBM's PC as Orwellian drones trapped in the maw of a monochromatic,
brutally mechanical, command-line interface, and dramatized their symbolic liberation by
a woman bearing a new tool for home computations.
• Relatively inexpensive and fantastically easy to use, the "Mac" was a smashing success,
despite the limited computing power and memory housed in the chassis. Programs like
MacPaint, which contained the seminal elements of Photoshop, the king of modern
graphics editing programs, turned an entire generation of artists on to the possibilities of
digital art. Word processing was never easier. There was a shortage of software, but
companies were eager to develop for the Mac, seeing its potential for widespread
infiltration into the non-techie market. One of the biggest software developers for the
Macintosh was a company called Microsoft.
• It wasn't long before Microsoft, headed up by one Bill Gates, entered the GUI game.
Gates, who as near as I can tell has never had an original idea in his career, is
nevertheless extremely good at copying the great ideas of others. Windows copied the
conceptual framework of the Macintosh GUI, right down to the trash can (which
Microsoft calls a "recycle bin"), and marketed it as a platform for DOS-based computers.
Apple sued, but a less-than-technically inclined court ruled that it is legal to copy the
"look and feel" of something if the internal mechanisms are different. This is mostly
because, in the United States, the "look and feel" is defined as the "structure, sequence,
and organization" of a program. Apple lost, and Microsoft got to keep its GUI. It was
ruled that porting a metaphor to another platform was not criminal.
• The rest is history. Apple is flailing around and Microsoft is poised for world domination,
mostly on the strength of an idea that wasn't Gates' in the first place. But what a great
idea it was.
• Today, personal computers are relatively easy to use because they are based on a visual
language, representing system operations with icons and employing a visual metaphor -
the desktop. The GUI has become standard on the vast majority of desktop computers
(Unix boxes being the chief exception), to the point where the desktop metaphor is
transparent. No one even thinks about it any more; they just use it.
• When Jobs was embarking on the Macintosh project, he told his team that the computer
they were constructing would "put a dent in the universe." He was right.

OR

1.B)i) Explain the characteristics of Graphical user interface? [6M]


Ans: Characteristics of the Graphical User Interface

1. Sophisticated Visual Presentation: Visual presentation is the visual aspect of the


interface. It is what people see on the screen.

2. Pick-and-Click Interaction: The primary mechanism for performing this pick-and-click


is most often the mouse and its buttons. The user moves the mouse pointer to the relevant
element (pick) and the action is signaled (click).

3. Object Orientation: A graphical system consists of objects and actions. Objects are
what people see on screen. They are manipulated as a single unit. Objects can be
composed of sub objects. For example, an object may be a document. The document's
sub objects may be a paragraph, sentence, word, and letter.

4. Restricted Set of Interface Options: The array of alternatives available to the user is
what is presented on the screen or may be retrieved through what is presented on the
screen nothing less, nothing more. This concept fostered the acronym WYSIWYG.(What
You See Is What You Get)

5. Use of Recognition Memory: Continuous visibility of objects and actions encourages


use of a person's more powerful recognition memory. The "out of sight, out of mind"
problem is eliminated.

6. Visualization: Visualization is a cognitive process that allows people to


understand .Information that is difficult to perceive, because it is either too voluminous or
too abstract.

7. Concurrent Performance of Functions: Graphic systems may do two or more things at


one time. Multiple programs may run simultaneously. When a system is not busy on a
primary task, it may process background tasks (cooperative multitasking)

ii) Discuss the following characteristics : Page Size, Page Resolution, Sense of Place with
respect of web pages.
[6M]

Ans: Page size: Printed pages are generally larger than their Web counterparts. They are also
fixed in size, not variable like Web pages. The visual impact of the printed page is maintained in
hard-copy form, while on the Web all that usually exists are snapshots of page areas. The visual
impact of a Web page is substantially degraded, and the user may never see some parts of the
page because their existence is not known or require scrolling to bring into view. The design
implications: the top of a Web page is its most important element, and signals to the user must
always be provided that parts of a page lie below the surface.
Page resolution: the resolution of displayed print characters still exceeds that of screen
characters, and screen reading is still slower than reading from a document. Design implication:
Provide an easy way to print long Web documents.

2) A)i) Discuss the typical psychological and physical responses to poor design? [6M]

Ans: Psychological Typical psychological responses to poor design are:


• Confusion: Detail overwhelms the perceived structure.Meaningful patterns are difficult to
ascertain, and the conceptual model or underlying framework cannot beunderstood or
established.
• Annoyance: Roadblocks that prevent a task being completed, or a need from being satisfied,
promptly and efficiently lead to annoyance.
Inconsistencies in design, slow computer reaction times, difficulties in quickly finding
information, outdated information, and visual screen distractions are a few of themany things
that may annoy users.
• Frustration: An overabundance of annoyances, an inability to easily convey one's intentions to
the computer, or an inability to finish a task or satisfy a need can cause frustration. Frustration is
heightened if an unexpected computer response cannot be undone or if what really took place
cannot be determined: Inflexible and unforgiving systems are a major source of frustration.
• Panic or stress: Unexpectedly long delays during times of severe or unusual pressure may
introduce panic or stress.Some typical causes are unavailable systems or long response times
when the user is operating under a deadline or dealing with an irate customer.
• Boredom: Boredom results from improper computer pacing (slow response times or long
download times) or overly simplistic jobs.
• These psychological responses diminish user effectiveness because they are severe blocks to
concentration.
Thoughts irrelevant to the task at hand are forced to the user’s attention, and necessary
concentration is impossible.
The result, in addition to higher error rates, is poor performance, anxiety, and dissatisfaction
• Psychological responses frequently lead to, or are accompanied by, the following physical
reactions.
• Abandonment of the system: The system is rejected and other information sources are relied
upon. These sources must, of course, be available and the user must have the discretion to
perform the rejection. In business systems this is a common reaction of managerial and
professional personnel. With the Web, almost all users can exercise this option.
• Partial use of the system: Only a portion of the system's capabilities are used, usually those
operations that are easiest to perform or that provide the most benefits. Historically, this has been
the most common user reaction to most computer systems. Many aspects of many systems
often go unused.
• Indirect use of the system: An intermediary is placed between the would-be user and the
computer.
Again, since this requires high status and discretion, it is another typical response of managers or
others with authority.
• Modification of the task: The task is changed to match the capabilities of the system.
This is a prevalent reaction when the tools are rigid and the problem is unstructured, as in
scientific problem solving.
• Compensatory activity: Additional actions are performed to compensate for system
inadequacies.
A common example is the manual reformatting of information to match the structure required by
the computer.
This is a reaction common to workers whose discretion is limited, such as clerical personnel.
• Misuse of the system: The rules are bent to shortcut operational difficulties. This requires
significant knowledge of the system and may affect system integrity.
• Direct programming: The system is reprogrammed by its user to meet specific needs. This is a
typical response of the sophisticated worker.
• These physical responses also greatly diminish user efficiency and effectiveness. They force the
user to rely upon other information sources, to fail to use a system's complete capabilities, or to
perform time-consuming "work-around" actions

ii) How to determine the basic business functions? Explain [6M]


Ans: Understand the Business Function
• Business definition and requirements analysis
Direct methods
Indirect methods
Requirements collection guidelines
• Determining basic business functions
Developing conceptual modes
Understanding mental models
Users new mental model
• Design standards or style guides
Value of standards and guidelines
Document design
Design support and implementation
• System training and documentation
Training
Documentation

DIRECT METHODS
• Individual Face-to-Face Interview
• Telephone Interview or Survey
• Traditional Focus Group
• Facilitated Team Workshop
• Observational Field Study
• User-Interface Prototyping
• Usability Laboratory Testing
• Card Sorting for Web Sites
• A technique to establish groupings of information for Websites

INDIRECT METHODS
• MIS Intermediary
• Paper Surveyor Questionnaire
• Electronic Surveyor Questionnaire
• Electronic Focus Group
• Marketing and Sales
• Support Line
• E-Mail or Bulletin Board
• User Group
• Competitor Analyses
• Trade Show
• Other Media Analysis
• System Testing
Determining Basic Business Functions
• Major system functions are listed and described, including critical system inputs and outputs.
A flowchart of major functions is developed. The process the developer will use is summarized
as follows:
– Gain a complete understanding of the user's mental model based upon:
• The user's needs and the user's profile.
• A user task analysis.
• Develop a conceptual model of the system based upon the user's mental model. This includes:
• Defining objects.
• Developing metaphors.
Understanding the User's Mental Model
• The next phase in interface design is to thoroughly describe the expected system user or users
and their current tasks.
• The former will be derived from the kinds of information collected in Step 1 "Understand the
User or Client," and the requirements analysis techniques described above.
• A goal of task analysis, and a goal of understanding the user, is to gain a picture of the user's
mental model.
• A mental model is an internal representation of a person's current conceptualization and
understanding of something.
• Mental models are gradually developed in order to understand, explain, and do something.
• Mental models enable a person to predict the actions necessary to do things if the actions have
been forgotten or have not yet been encountered.
OR
B)i) Discuss briefly about human interaction speeds? [6M]
Ans: Human Interaction Speeds
• The speed at which people can perform using various communication methods has been studied
by a number of researchers.
• Reading: The average adult, reading English prose in the United States, has a reading speed in
the order of 250-300 words per minute. Proof reading text on paper has been found to occur at
about 200 words per minute, on a computer monitor, about 180 words per minute.
Human Interaction Speeds.
• One technique that has dramatically increased reading speeds is called Rapid Serial Visual
Presentation, or RSVP. In this technique single words are presented one at a time in the center of
a screen. New words continually replace old words at a rate set by the reader. For a sample of
people whose paper document reading speed was 342 words per minute. (With a speed range of
143 to 540 words per minute.) Single words were presented on a screen in sets at a speed
sequentially varying ranging from 600 to 1,600 words per minute. After each set a
comprehension test was administered
Reading
• Prose text - 250-300 words per minute.
• Proof reading text on paper - 200 words per minute.
• Proofreading text on a monitor - 180 words per minute.
Listening
• Speaking to a computer: 150-160 words per minute.
• After recognition corrections: 105 words per minute.
Keying
• Typewriter
Fast typist :150 words per minute and higher
Average typist : 60-70 words per minute
• Computer Transcription 33 words per minute
Composition: 19 words per minute
• Two finger typists
Memorized text:. 37 words per minute
Copying text: 27 words per minute
• Hand printing
Memorized text: 31 words per minute.
Copying text: 22 words per minute.

ii) Explain how perception,memory,sensory storage influence on interface and screen


design? [6M]

1. Ans: PerceptionPerception is our awareness and understanding of the elements and objects
of our environment through the physical sensation of our various senses, including sight,
sound, smell, and so forth. Other perceptual characteristics include the following:

a)Proximity. Our eyes and mind see objects as belonging together if they are near each other in
space.

b)Similarity. Our eyes and mind see objects as belonging together if they share a common
visual property, such as color, size, shape, brightness, or orientation.

c) Matching patterns: We respond similarly to the same shape in different sizes. The letters of
the alphabet, for example, possess the same meaning, regardless of physical size.

d) Succinctness: We see an object as having some perfect or simple shape because perfection
or simplicity is easier to remember.
e) Closure: Our perception is synthetic; it establishes meaningful wholes. If something does not
quite close itself, such as a circle, square, triangle, or word, we see it as closed anyway.

f) Unity: Objects that form closed shapes are perceived as a group. o Continuity. Shortened
lines may be automatically extended.

g) Balance: We desire stabilization or equilibrium in our viewing environment. Vertical,


horizontal, and right angles are the most visually satisfying and easiest to look at.

h) Expectancies: Perception is also influenced by expectancies; sometimes we perceive not


what is there but what we expect to be there. Missing a spelling mistake in proofreading
something we write is often an example of a perceptual expectancy error;

i)Context: Context, environment, and surroundings also influence individual perception. For
example, two drawn lines of the same length may look the same length or different lengths,
depending on the angle of adjacent lines or what other people have said about the size of the
lines.

j)Signals versus noise: Our sensing mechanisms are bombarded by many stimuli, some of
which are important and some of which are not. Important stimuli are called signals; those that
are not important or unwanted are called noise.

2. Memory

Memory is viewed as consisting of two components, long-term and short-term (or working)
memory.

Short-term, or working, memory receives information from either the senses or long-term
memory, but usually cannot receive both at once, the senses being processed separately. Within
short-term memory a limited amount of information processing takes place.
Long-term memory contains the knowledge we possess. Information received in short-term
memory is transferred to it and encoded within it, a process we call learning. It is a complex
process requiring some effort on our part.

3. Sensory Storage

Sensory storage is the buffer where the automatic processing of information collected from our
senses takes place. It is an unconscious process, large, attentive to the environment, quick to
detect changes, and constantly being replaced by newly gathered.

3)A)i) Distinguish the following heading types used in screen design a)Control section
heading b) Control sub section/row heading c) field group heading [6M]

Ans:Control section: Provide an ordering of screen information and elements that: Is rhythmic,
guiding a person’s eye through the display. In establishing eye movement through a screen,
also consider that the eye tends to move sequentially, for example: From dark areas to light
areas. o From big objects to little objects. From unusual shapes to common shapes. From highly
saturated colors to unsaturated colors. Encourages natural movement sequences. Minimizes
pointer and eye movement distances.

Control sub section: Locate the most important and most frequently used elements or controls
at the top left. Maintain a top-to-bottom, left-to-right flow. Assist in navigation through a
screen by: Aligning elements. Grouping elements. Using of line borders. Through focus and
emphasis, sequentially, direct attention to items that are:1. Critical. 2. Important. 3. Secondary.
4. Peripheral. Tab through window in logical order of displayed information. Locate command
buttons at end of the tabbing order sequence.When groups of related information must be
broken and displayed on separate screens, provide breaks at logical or natural points in the
information flow.

Field group:Groupings Provide functional groupings of associated elements.Create spatial


groupings as closely as possible to five degrees of visual angle. Evenly space controls within a
grouping, allowing 1/8 to 1/4 inch between each.Visually reinforce groupings:Provide adequate
separation between groupings through liberal use of white space. — Provide line borders around
groups. Provide meaningful titles for each grouping.Grouping Using Borders Incorporate line
borders for:Focusing attention on groupings or related information. Guiding the eye through a
screen. Do not exceed three line thicknesses or two line styles on a screen, however.Use a
standard hierarchy for line presentation. Create lines consistent in height and length.Leave
sufficient padding space between the information and the surrounding borders. For adjacent
groupings with borders, whenever possible, align the borders left, right, top, and bottom. Use
rules and borders sparingly.

ii) With neat sketch, Explain various visually pleasing composition of screen design? [6M]

Ans : Provide visually pleasing composition with the following qualities:

Balance Symmetry Regularity. Predictability. Sequentially. Economy. Unity.


Proportion. Simplicity. Groupings.

Regularity Create regularity by establishing standard and consistently spaced horizontal and
vertical alignment points. Also, use similar element sizes, shapes, colors, and spacing.

Balance
 Create screen balance by providing an equal weight of screen elements, left andright, top and
bottom.

Symmetry

 Create symmetry by replicating elements left and right of the screen centerline.
Predictability
 Create predictability by being consistent and following conventional orders or
arrangements.
Sequentiality
 Provide sequentiality by arranging elements to guide the eye through the screen in
an obvious, logical, rhythmic, and efficient manner.
 The eye tends to be attracted to:
A brighter element before one less bright.

Isolated elements before elements in a group.

Unity
 Create unity by:
Using similar sizes, shapes, or colors for related information.
Leaving less space between elements of a screen than the space left at the margins.

Proportion
 Create windows and groupings of data or text with aesthetically pleasing
proportions.
Pleasing proportions.
Square 1:1
Square-root of two 1:1.414
Square-root of three 1:1.732
Double square 1:2
Golden rectangle 1:1.618
Simplicity (Complexity)
 Optimize the number of elements on a screen, within limits of clarity.
 Minimize the alignment points, especially horizontal or columnar.
Groupings
 Provide functional groupings of associated elements.Create spatial groupings as closely as
possible to five degrees of visual angle
OR

B)i) List out the techniques to provide and emphasis? [6M]

Ans: Focus and emphasis


To provide emphasis use techniques such as :
Higher brightness
Reverse polarity
Larger and distinctive font
Underlining
Blinking
Line rulings
Contrasting colors
Larger size
Positioning
Isolation
Distinctiveness
White space
ii) Explain the importance of statistical graphics in screen. List various statistical graphics
with diagrams? [6M]
Ans: statistical graphics
• A statistical graphic is data presented in a graphical format.
• A well designed statistical graphic also referred to as chart or graph.
• Use of statistical graphics - reserve for material that is rich, complex or difficult.
• Data Presentation
• emphasize the data
• Minimize non data elements
• Minimize redundant data
• Fill the graph’s available area with data.
• Show data variation
• Provide proper context for data interpretation
Scales and shading:place ticks to marks scales on the outside edge of each axis.

employ a linear scale.


mark scales at standard or customary intervals
Start a numeric scale at zero.
display only a single scale on axis.
provide aids for scale interpretation.
4)A)i) Give the brief note about animation and audition? [6M]
Ans: Animation
UseTo provide feedback
For visual interest
Make it interruptible or independent of user’s primary interaction
Do not use it for decoration
Permit it to be turned off by the user
For fluid animation, present images at 16++ frames /second
Auditions
Consider auditory icons
The design Process
Define the icon’s purpose and use
Collect, evaluate, and sketch ideas
Draw in black and white
Draw using an icon-editing utility or drawing package
Test for users
Expectations
Recognition
Learning
Test for clarity
Register new icons in the system’s registry
ii) What are the issues to be considered in combining mediums? Explain. [6M]
Ans: Use sensory combination that work best together
Auditory text with visual graphics
Screen text with visual graphics
Both the visual and auditory information should be totally relevant to the task being
performed
Visual and auditory textual narrative should be presented simultaneously
Considering downloading times when choosing a media
Testing
Legibility
Comprehensibility
Acceptance
OR
B)i) Discuss about components of Multimedia? [6M]
Ans:Multimedia is a form of communication that combines different content forms such as text,
audio, images, animations, or video into a single presentation, in contrast to traditional mass
media, such as printed material or audio recordings. Popular examples of multimedia include
video podcasts, audio slideshows, animated shows, and movies.

1. Text Materials

Text takes us back to how the internet started, as a means of sending written messages back
and forth between researchers. Actually, it takes us back quite a bit further, as pretty much
every office memo ever written has mostly consisted of text with perhaps a smidgen of other
media types thrown in. Text is still a primary way to transmit information, although nowadays,
it is also used to augment other forms of communication, such as a text description of a
photograph.

2. Photographs and Other Still Images

Illustrations are perhaps the oldest form of media, harking back at least as far as the prehistoric
paintings on cave walls found in various locations around the world. Gutenberg's printing press
in the 1400's enabled mass distribution of multimedia works containing both text and images.
The growth of electronic communications has meant that older text-only forms of
communication could be enhanced with photographs and images as well. Small images such as
thumbnails or icons are often used as a visual "entry point" to larger images or more detailed
information.

3. Audio Files

Your website or presentation can add sound, from a musical background to a spoken
explanation, by including audio files. Even digital cameras, a quintessentially image-based
technology, have been engineered these days to record sound as well. Many sound files are
compressed, which reduces the file size without greatly sacrificing sound quality. Compressed
files require less storage space and stream faster when sent over the internet or transmitted to
local systems.

4. Video Presentations

Video presents moving pictures and typically combines images and sound for a compelling
multimedia experience. Of course, videos can include text as well, which often appears as
captioning for spoken words or as text in an image, as in the case of a slide presentation. Video
files are some of the most memory-intensive multimedia applications, but clever streaming
methods makes their use practical in everyday use.

5. GIFs and Other Forms of Animation


Animated files occupy a middle ground between still images and video. GIFs, which is an
abbreviation for graphic image files, in particular, are small files that present a single image or
rapidly display a sequence of a few images to give the appearance of motion.

ii) List out the screen based controls and explain how to choose proper screen based
controls with examples?

[6M]

Ans: Screen Based controls, often simply called controls and sometimes called widgets. By
definition,
they are graphic objects that represent the properties or operations of other objects.
A control may:
Permit the entry or selection of a particular value.
Permit the changing or editing of a particular value.
Display only a particular piece of text, value, or graphic.
Cause a command to be performed.
Possess a contextual pop-up window.
Identify the characteristics and capabilities of the various screen-based controls, including:
Buttons.
Text entry/read-only controls.
Selection controls.
Combination entry/selection controls.
Specialized operable controls.
Custom controls
Presentation controls.

Web controls.

5)A)i) Distinguish between QWERTY and DVORAK layout? [6M]

Ans: .1.QWERTY is the layout that almost the whole world uses while most people have not
even heard of Dvorak
2.QWERTY and Dvorak only differs in the arrangement of the letters
3.QWERTY is the older keyboard layout compared to DVORAK
4.Dvorak was designed with the ergonomics in mind while QWERTY was not
5.QWERTY is now standardized all over the world while Dvorak comes in a variety of layouts
for different people
6.Although acquiring a Dvorak keyboard is not as easy as getting a QWERTY keyboard, most
operating systems allow you to modify standard keyboards

ii) Elaborate on the functioning of the following interactive devices

a) Track Ball b) Graphic Tablet c) Joystick [6M]


Ans:
Track Ball: A trackball is a pointing device consisting of a ball housed in a socket containing
sensors to detect rotation of the ball about two axis, similar to an upside-down mouse: as the user
rolls the ball with a thumb, fingers, or palm the pointer on the screen will also move. Tracker
balls are commonly used on CAD workstations for ease of use, where there may be no desk
space on which to use a mouse. Some are able to clip onto the side of the keyboard and have
buttons with the same functionality as mouse buttons.[9] There are also wireless trackballs which
offer a wider range of ergonomic positions to the user.
Joystick
Isotonic joysticks are handle sticks where the user can freely change the position of the stick,
with more or less constant force.
Isometric joysticks are where the user controls the stick by varying the amount of force they push
with, and the position of the stick remains more or less constant. Isometric joysticks are often
cited as more difficult to use due to the lack of tactile feedback provided by an actual moving
joystick.
Graphics tablet

A graphics tablet with a pen


A graphics tablet or digitizing tablet is a special tablet similar to a touchpad, but controlled with
a pen or stylus that is held and used like a normal pen or pencil. The thumb usually controls the
clicking via a two-way button on the top of the pen, or by tapping on the tablet's surface.
A cursor (also called a puck) is similar to a mouse, except that it has a window with cross hairs
for pinpoint placement, and it can have as many as 16 buttons. A pen (also called a stylus) looks
like a simple ballpoint pen but uses an electronic head instead of ink. The tablet contains
electronics that enable it to detect movement of the cursor or pen and translate the movements
into digital signals that it sends to the computer.This is different from a mouse because each
point on the tablet represents a point on the screen.
OR
B)i) Explain about display technology and scanners? [6M]
Ans: Displays – Small and Large (cont.)
• Raster-scan cathode-ray tube (CRT)
Electron beam sweeping out lines of dots to form letters
refresh rates 30 to 70 per second
• Liquid-crystal displays (LCDs)
Voltage changes influence the polarization of tiny capsules of liquid crystals flicker-free
– Size of the capsules limits the resolution
• Plasma panel
rows of horizontal wires are slightly separated from vertical wires by small glassenclosed
capsules of neon-based gases
• Light-emitting diodes (LEDs)
certain diodes emit light when a voltage is applied
arrays of these small diodes can be assembled to display characters
• Electronic ink
Paper like resolution
• Large displays
Mobile device displays
• Currently mobile devices used for brief tasks, except for game playing
• Optimize for repetitive tasks
• Custom designs to take
advantage of every pixel
• Data Lens allows compact overviews
• Web browsing difficult
• Okay for linear reading, but making comparisons can be difficult Animation, image, and video
• Accelerated graphics hardware
• More information shared and downloaded on the web Scanning of images and OCR
• Digital video
• CDROMS and DVDs
• Compression and decompression through
MPEG
• Computer-based video conferencing
Printers
• Important criteria for printers:
– Speed
– Print quality
– Cost
– Compactness
Variety of typefaces, fonts, and sizes
– Highlighting techniques (boldface, underscore, and so on)
– Support for special forms (printed forms, different lengths,
and so on)
– Reliability
dot-matrix printers
• inkjet printers
• thermal printers or fax machines
• laser printers
• Color printers
• Photographic printers

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