MOD 3
MOD 3
topic under them, with proper examples. detailed for university-level final semester exams, with a
report format suitable for studying, no references needed just explanations, include a few case
studies for examples:
HCI Models: Cognitive
models: SocioOrganizational issues
and stakeholder
requirements –
Communication and
collaboration modelsHypertext, Multimedia and
WWW, Process Flow -
Case Studies
Thanks for the detailed request! Before I start, could you please clarify a few points to ensure the study
material is perfectly tailored for you:
1. Should I cover specific cognitive models (like Norman's model, GOMS, etc.) in detail?
2. For socio-organizational issues, would you like a focus on aspects like power dynamics, resistance
to change, organizational culture, etc.?
3. For communication and collaboration models, should I include models like CSCW (Computer-
Supported Cooperative Work), Shannon-Weaver, etc.?
4. For Hypertext, Multimedia, and WWW, do you want technical aspects (like architecture and
protocols) discussed too, or mainly user interaction aspects?
5. Any specific number of case studies you would like (e.g., 2-3 per major topic)?
Once you confirm these details, I will start building a thorough, exam-focused report for you!
Perfect, thanks for the clarification! I’ll start preparing an in-depth, university-level study report covering:
Cognitive Models in HCI (including detailed models like Norman's model, GOMS, etc.)
Hypertext, Multimedia, and WWW (both user interaction and technical aspects)
Process Flow
I’ll also include 2 well-developed case studies per major topic, with clear explanations suitable for final
semester exams.
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I'll structure it like a detailed study report, without references but rich in examples and elaboration. Let
me get started and I’ll update you soon!
When goals are clearly supported by the interface and each step has clear signals (strong mappings
and feedback), users succeed. For instance, a well-designed smartphone app clearly shows where to
tap and highlights the result, minimizing confusion at each of Norman’s stages.
Another class of cognitive models is GOMS, which stands for Goals, Operators, Methods, and
Selection rules. A Goal is a high-level intention (e.g. “send an email”), Operators are basic actions (like
keystrokes, mouse clicks, mental decisions), Methods are sequences of operators to accomplish a
goal (e.g. open mail client, click Compose, type message, press Send), and Selection rules decide
which method to use when there are alternatives. Designers use GOMS to break down tasks and
predict how long an expert user will take. For example, using the Keystroke-Level Model (a simplified
GOMS), one can assign typical times (e.g. 0.2 sec per click, 0.4 sec per mental step) and sum them to
estimate task time. If a menu path requires ten clicks but a shortcut method takes five clicks and
one mental decision, GOMS shows the shortcut is faster.
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GOMS components:
Selection rules: Conditions to choose methods (e.g. if user knows shortcut, use it).
By modeling tasks this way, designers can compare interfaces. For example, if adding a one-click
“Save” button reduces several operators, GOMS will predict a proportional time saving. Other
cognitive models include the Model Human Processor (MHP), which views the user as having
perceptual, cognitive, and motor processors. The MHP assigns typical times (e.g. 100ms for visual
perception, 70ms for cognitive processing) and can be used with laws like Fitts’ Law to predict
pointing times or reaction times. For instance, MHP analysis can estimate how long a user needs to
recognize a blinking icon (perception + cognitive) and move the mouse to click it (motor). More
detailed architectures like ACT-R model how knowledge chunks and memory retrieval affect
interaction, but these are usually beyond first-pass design considerations.
Case Study 1: Telephone Response System Redesign. A usability team analyzed a complex phone
menu system (like a tax advice hotline) using a GOMS approach. They listed user goals (e.g. “get tax
form info”) and operators (each voice prompt and keypress). GOMS revealed that some menu paths
had many extra steps. By reorganizing options and adding shortcuts (reducing operators), they
predicted up to 25–30% faster task completion. When users tested the new menu, average call time
did drop accordingly and users reported it felt faster and less confusing. This shows how a cognitive
model (KLM/GOMS) can guide design: by focusing on reducing operators, the interface became
more efficient.
Case Study 2: Mobile Health Records App. Researchers applied a GOMS-style cognitive task
analysis to a mobile personal health record (mPHR) app. They identified user goals (e.g. “view lab
results”, “message doctor”) and broke each into operators and methods. Their model predicted a
total task time (e.g. ~5.7 minutes to perform several common tasks) and found that mental
operators (thinking, decision-making) dominated over physical taps. This indicated high cognitive
load. The team then streamlined the interface: they cut unnecessary screens and made actions
more intuitive. For example, instead of a hidden “view results” menu, they added a direct button
labeled “Results.” After redesign, tasks required fewer steps and users reported the app felt simpler.
The predicted time also dropped. This case shows a model highlighting where mental steps can be
reduced to improve usability.
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innovation or prefers familiar workflows, and tailor the interface (or the rollout strategy)
accordingly.
Power dynamics and politics also play a crucial role. Different stakeholders (CEOs, managers, end-
users, IT staff) often have conflicting interests. The person or group with the most power may
impose their needs on the system. For example, if top management mandates a new reporting
dashboard, they may prioritize high-level summary views, while everyday workers need detailed
transaction access. Ignoring less powerful stakeholders (like frontline users) can lead to resentment
and work-arounds. Effective design involves stakeholder analysis: identifying all affected parties
and understanding their influence. A common approach is to map stakeholders by interest and
authority (e.g. in a Power/Interest grid). Primary stakeholders (e.g. direct users and project funders)
must be consulted first, while secondary stakeholders (e.g. IT support, regulators) influence
requirements as constraints.
Users often exhibit resistance to change – they may prefer familiar systems and distrust new
technology. This can stem from fear of extra work, lack of training, or concerns about job security
(e.g. “Will this UI automate my role away?”). To mitigate resistance, designers engage users early
through training, demonstrations, and gradual rollout. Clear communication about benefits (e.g.
“this app will save you 30% of time on daily tasks”) and involving users in testing can ease transition.
For example, having power users demo the system to peers leverages internal influence to reduce
backlash.
Case Study 1: Hospital EHR Implementation. A hospital introduced a new electronic health record
(EHR) interface. Senior management (who held the power) prioritized compliance and billing
features. However, doctors and nurses – who actually use the interface – found it burdensome. The
hospital’s culture highly valued clinician autonomy and patient care efficiency. Because designers
did not involve doctors in early design, the interface did not match actual workflows (for instance,
mandatory fields delayed charting). As a result, many staff resisted the new UI: they underused it or
maintained parallel paper records. The project required extensive additional training and still left
many usability issues unresolved. This case shows how ignoring organizational culture and power
imbalances (management vs users) can undermine interface acceptance.
Case Study 2: Corporate ERP Rollout. A manufacturing firm rolled out a new enterprise resource
planning (ERP) system. Executives (the powerful stakeholders) demanded it unify finance, inventory,
and reporting. The design team consulted mainly with senior managers and the IT department, but
production-line workers – who would use the system daily – were largely ignored. In the factory’s
culture, shop-floor workers were skeptical of corporate initiatives. After launch, workers found the
ERP interface confusing and misaligned with their routines (e.g. key fields missing or unnecessary
steps). Many reverted to old spreadsheets or shadow systems. The resulting lack of “critical mass”
(wide user adoption) frustrated management’s ROI expectations. Only after revisiting stakeholder
requirements – interviewing actual users and simplifying the interface – did acceptance improve.
This shows that analyzing and prioritizing stakeholders upfront is crucial for HCI success.
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transmitter, across a channel, to a receiver, and finally to the destination of the message. Noise in the
channel can distort the message. For instance, consider a voice call: the speaker (source) creates a
sound; the microphone/transmitter encodes it as an electrical signal sent over a network (channel);
the receiver decodes it to sound for the listener (destination). Static on the line acts as noise. In
interface design, we apply this model by ensuring signals are clear and redundant if necessary. For
example, software might use both text and icon feedback (redundancy) so that even if a user misses
one cue (“file saved” message), the other cue (a checkmark icon) conveys the result.
https://commons.wikimedia.org/wiki/File:Shannon-Weaver_model_of_communication.svgFig. 1: Shannon-
Weaver Model of Communication (source → transmitter → channel (noise) → receiver →
destination). Communication requires encoding and feedback to close the loop. When designing
collaborative systems, we extend this with feedback channels (making communication two-way or
transactional). Human communication models emphasize the shared context or “common ground”
between participants. In practice, modern interfaces often use interactive models: for example, in a
chat application (like Slack), every message is sent back and forth with clear feedback (read receipts,
typing indicators) reducing misunderstandings.
Beyond Shannon-Weaver, other models focus on the roles of sender and receiver. Berlo’s SMCR
model highlights the Source, Message, Channel, and Receiver – noting that communication
effectiveness depends on skills, attitudes, and knowledge of each party. The Transactional model
goes further, showing that people simultaneously send and receive messages and have unique
fields of experience. In interface terms, this means supporting two-way dialogue: e.g. an email client
not only lets users write (encoding) but also clearly shows replies and threads (decoding and
feedback). The design must account for differences in users’ context (language, cultural norms) to
avoid misinterpretation.
In group settings, CSCW (Computer-Supported Cooperative Work) models address how
technology facilitates teamwork. CSCW systems provide shared workspaces (documents,
whiteboards) and communication channels (video, chat). They support synchronous collaboration
(like video conferencing or co-editing a document in real time) and asynchronous collaboration (like
email, forums, or version control). Key principles include shared awareness (knowing what others are
doing) and common ground (shared understanding). For example, Google Docs shows cursor
presence and comments, making collaborators aware of each other’s actions (CSCW feature).
Designing CSCW interfaces involves features like version history, presence indicators, and threaded
discussions to support coordination.
Case Study 1: Distributed Engineering Team. An aerospace firm’s design team was spread across
offices. They used a CSCW platform combining video calls, shared CAD models, and an online
document repository. The Shannon-Weaver ideas were applied: engineers left detailed written
summaries along with verbal meeting notes to avoid “noise” (misunderstanding). The system logged
all actions so that if someone missed a meeting (noise in the communication channel), they could
review recorded transcripts and comments. Feedback features (like annotations and real-time
cursors) kept everyone in sync. This collaborative environment led to faster design iterations and
fewer integration errors, illustrating effective use of communication and CSCW concepts.
Case Study 2: Open-Source Software Development. On a platform like GitHub, a worldwide team
collaborates on code. Developers use issues and pull requests as communication channels: an
issue (message) may be created by one member and discussed by many, with others “decoding” it
through code review. The design of the platform embodies CSCW: it provides history (common
record of work), branching (parallel workspaces), and messaging. Contributors often explicitly
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mention contexts or code snippets to reduce ambiguity (adding redundancy to the message). For
example, when one programmer proposes a feature, they typically include screenshots or code
examples. Others reply with comments (feedback) to close the communication loop. This structured,
model-based collaboration system has enabled very large, successful projects by ensuring clear,
reliable communication among team members.
The Web architecture itself is a client–server model. A web browser (client) sends an HTTP request
to a web server, which returns an HTML page (with CSS/JS) as the response. For example, clicking a
link (hypertext) in the browser generates a URL request to a server. The server finds or generates
the page and sends it back. Under the hood, the network uses protocols (DNS to find the server’s
address, then TCP/IP for transmission). From a usability standpoint, designers must remember this
flow: pages take time to load, so performance optimization (caching, minimizing image sizes, using
CDNs) is crucial. Usability principles for the Web include consistency (similar look and function
across pages), visibility of system status (show loading indicators), and accessibility (alt text for
images, high contrast, scalable fonts). Interfaces must also be responsive to different devices
(mobile vs desktop). For example, a navigation menu might collapse into a “hamburger” icon on
phones. Forms should have clear labels and validation messages. Good web interfaces also follow
established conventions (logo links to home, links change style on hover, etc.) so users transfer
knowledge from one site to another.
Case Study 2: Airbnb (Online Marketplace). Airbnb’s website demonstrates effective multimedia
and web design for commerce. Listings are rich with high-quality photos (multimedia) and
interactive maps. The interface uses clear hyperlinks and filters (hypertext and navigation aids) so
users can easily browse locations and dates. On the technical side, the site employs APIs and
asynchronous requests: selecting a date range automatically updates available listings without
reloading the whole page (AJAX). For usability, Airbnb uses a consistent visual style (brand colors,
icons) and large clickable areas. For example, each listing card is a large link that previews
information on hover (providing feedback). The booking form has input masks and inline validation
(usability features). This design keeps the user informed and in control, leveraging WWW
architecture (responsive design and web technologies) to support seamless exploration of many
listings.
Task analysis is a key part of these flows. It involves breaking down user goals into detailed steps.
Designers often create task flows or user flows to map out sequences.
For instance, the image above shows a designer sketching a
user flow on paper (“User Flow: Social Log in → Enable location”). This flowchart lists each screen or
decision point in order, helping designers see the whole process. If a step requires too many user
actions, they might simplify it. Task analysis can also use hierarchies: a Hierarchical Task Analysis
(HTA) might break “Purchase item” into sub-tasks like select product, add to cart, checkout. By
analyzing these steps, designers ensure the interface provides all necessary controls. For example, if
“click 'Checkout'” is a task step, the UI must have a clearly labeled checkout button at that point.
Often teams will lay out these flows visually. The photograph
above shows interface wireframes pinned on a wall, connected by arrows. Each pinned paper is a
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screen mockup. This storyboard approach is common in workshops: designers and stakeholders
can see the end-to-end journey. It helps spot missing links (no way back to the homepage, for
example) or overly complex branches. Integrating this into an iterative design model means after
initial testing, the team revisits this board to make changes (perhaps combining steps or reordering
them). This visual process flow becomes a living document – when users give feedback, the arrows
and notes are updated to reflect a new version of the design.
Sources
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