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JIMMA UNIVERSITY

JIMMA UNIVERSITY INSTITUTE


OF TECHNOLOGY
Faculty of Computing and Informatics
Department of Computer Science

Human-Computer Interaction (CoSc 3122) Assignment-I: Individual


Assignment section 1

Name : MABRATE AFARA…….…..…….....…….... RU0757/10

Title:
 HCI and Design in the Context of Dementia
 Voice Guided Interface

Jimma, Ethiopia
January 2022
Part I
1.HCI and Design in the Context of Dementia
1.1 Introduction
Human–computer interaction (HCI) researchers, designers and practitioners are increasingly
turning their attention to addressing pressing societal issues. One of the major global challenges
facing the twenty-first century is the ageing population. This brings about both challenges and
opportunities and will motivate societal change. Older people currently make up a larger portion
of the population than ever before. More people living into advanced old age means that
incidences of dementia, for which advanced age is a major factor, will increase. Dementia is a
term for a range of diseases and conditions and dementia care is complex and multifaceted.
Dementia impacts individuals, families and communities and is prompting a re-evaluation of
local and global care systems. Until relatively recently, research has predominantly focused on
the biomedical aspect of dementia, aiming to find a cure and prolong life.
People living with dementia are part of a complex ecology of care. They are members of
familial, local and social communities; serviced by local and national healthcare systems;
impacted by the economic, legal and citizenship systems; and users of the everyday environment
and so, effected by decisions made in relation to infrastructure and urban planning. This
complexity and ‘messiness’ of the everyday design space for people living with dementia can be
accommodated in the wide range of approaches used in HCI and design and be embraced by
researchers and designers willing to collaborate and work across fields and disciplines. However,
to do this, researchers and designers need to take into account the multivariate stakeholders and
the dynamic systems, structures and environments in which dementia care exists, and work in
context.
The scope will focus on an overview of why context is important for HCI and discuss the
relationship between HCI and design and language and terminology used in the design for
dementia care space and discuss the rationale for an in-context design approach.

1.2 Context and HCI


The interaction context refers to the micro-level of context around the interaction between the
user and the product (e.g., interaction of the user with the television, of the user with the other
people watching the game and the home environment).

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As society moves from an experience economy towards a transformation economy, designers,
researchers and practitioners are increasingly addressing global societal challenges, that call for
local understandings and solutions, and use local infrastructures. These societal challenges are
complex and dynamic and impact on the everyday lives of people. They also present
opportunities and challenges for design and the development of technologies. But to understand
how, why and when they impact and what can be done to support people, we need to understand
the context in which these challenges exist. To ignore the context in which people live poses
risks that can lead to misinformation, misinterpretation, inappropriate design and wasted
resources, at a time when they are increasingly limited.

For researchers or practitioners more familiar with fundamental research or technological


approaches that seek to address precise hypothesis and limit variables, working in context can be
challenging, and may sometimes appear counterintuitive. But, to provide appropriate and
effective design and technological solutions that impact quality of life, in its many different
forms, researchers and designers need to embrace the complexities and ‘messiness’ of everyday
life. They need to use research approaches and practices that enable them to understand context
as an inextricable part of the process of engaging directly with people and their needs. To impact
quality of life, HCI and design projects need to be conducted in context.

Inclusivity, accessibility and usability are societal priorities, and ongoing priorities in the field of
HCI. The multidisciplinary field developed because of the need to ensure that computers and
digital technologies were accessible to a general public and not only to experts or engineers.
Now, HCI researchers and developers address a broad spectrum of human experiences and
activities and support social and civil needs through the development of interactive technologies.
As new challenges arise, the HCI community engages across fields and disciplines, beyond HCI
and the universal needs of computer interaction, to address the needs of specific user groups and
the challenges they face in relation to everyday technology use. As HCI recognizes users as a
heterogeneous group with individual needs, wants and desires, the domain has increasingly
begun to explore human perspectives and how to foster interaction and experience through
technology, by embracing design research and employing design practices.

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1.3 HCI and Design
From a background of shaping the appearance of products, design is now being re-
conceptualized as a discipline that empowers human beings through the development of artifacts,
systems and services that contribute to meaning making in the everyday, supports individuals
and communities and impacts social and behavioral change. Designers are taking on some of the
greatest challenges facing society this century by working in transdisciplinary ways, and by
operating across disciplinary boundaries. Design has become a field of research that critically
pushes forward, intersects with other research disciplines such as health, psychology,
engineering and computer science and offers new perspectives, approaches and innovative
solutions.

Designers deal with challenges that involve multiple viewpoints, that are sometimes seemingly
conflicting and opposing, and are able to integrate them into a single concept. Designers do this
by identifying needs, conceptualizing and building and testing prototypes to arrive at new ideas.
Design draws on processes that facilitate understandings of cognitive and emotional responses to
aesthetics and technology. To understand the needs of users and stakeholders, designers take into
account discourse, disciplinary understanding and the experiences of people by using sensitive
and inclusive approaches.

Design research uses design artefacts and systems in research–through–design approaches, to


address challenges and investigate context. To support the ongoing shift of HCI in reaching a
wider range of populations and being inclusive and accessible, design research can provide
valuable insights and approaches that focus on individuals and human perspectives. Through the
use of design artefacts and systems, researched in context, design can support HCI as it responds
to social challenges.

One of the key challenges in society today is how technology can support older people and
people living with dementia. As computers and technology are ubiquitous in the everyday, older
adults, many with cognitive or physical limitations, chronic diseases or frailty, will increasingly
access and use technologies that are unfamiliar and challenging for them to use.

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1.4 Ageing and Dementia
Dementia is complex and multifaceted and impacts not only the person with the diagnosis but
also those caring for them and society as a whole. Human-Computer Interaction (HCI) design
and development are pivotal in enabling people with dementia to live well and be supported in
the communities around them.

Scientific and medical advances and improvements in living conditions means a higher
proportion of the population than ever before will live into old age and advanced old age. Many
people will grow older in relatively good health, with vitality. But with more people entering
advanced old age, the incidences of age-related challenges increases, the most significant being
dementia. This has extensive social and economic implications in exerting stress on existing
healthcare systems and social structures.

Dementia impacts all aspects of society and life and there are many different stakeholders
invested in the care of people living with dementia. The dementia care space is made up of a
complex network of stakeholders, legacy systems and approaches to care that include, clinical,
medical, healthcare, social, cultural, economic and policymaking communities. Dementia, while
a global issue, is embedded in society differently across nations, countries, states, provinces and
districts. Dementia care is administered through different bodies, departments and organizations,
In addition, dementia care and support takes place in a variety of settings and environments, with
people living alone at home, with a caregiver or their family; in nursing homes and aged care
facilities; in private residential facilities; in institutionalized hospitals and emergency care
departments; and in palliative care homes.

Dementia is not a specific identifiable disease, but an umbrella term for a range of diseases and
conditions of which Alzheimer’s disease is the most common form (60–80% of cases), followed
by vascular dementia (5–10%) (Alzheimer Association 2019). Dementia is progressive and
irreversible. The impact varies significantly from person to person and according to the type of
dementia present (Alzheimer Association 2019). There is no cure on the horizon, and none
expected in the upcoming years. Therefore, prevention strategies that address lifestyle choices
such as diet, exercise and smoking and potential risk factors such as low education, stress and
high blood pressure are being explored. But, because of the complexity of the condition, it is

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likely that only a limited number of dementia cases can be prevented. Furthermore, prevention
research is still in its early stages, especially with regard to Alzheimer’s disease.

Dementia often impacts memory, cognitive and physical functioning, judgement,


communication, a person’s ability to perform everyday activities, and may impact personality
and behavior. Support is often needed for everyday tasks and activities, including wayfinding
and orientation, food shopping and preparation, maintaining social connection, legal and
financial challenges, and, in the later stages of the disease, with personal hygiene and care. To
access services, people may need support with reading, comprehension and in the use of
communication technologies and online systems. Processes, systems and the environment need
to be adapted and improved to enable them to cope with cognitive and physical changes brought
on by dementia.

Globally and locally healthcare and dementia care have undergone fundamental, philosophical
and radical changes, resulting in person-centered approaches and the promotion of self-
management in care. Philosophies of care are now focusing on person-centered approaches and
on providing people currently living with dementia and those invested in their care, support and
strategies to enable them to cope with dementia, to improve their lived experience and well-
being and to experience the best quality of life possible. Design and technology can be used to
address the challenges of living with dementia now and in the future. But, to contribute
meaningfully designers and researchers need to engage with the complexities of engaging in this
area.

1.5 Moving HCI and Design Forward in the Context of Dementia


As dementia care transitions from a primarily epidemiological perspective and outlook towards
an experience-oriented view, it means that people with dementia are no longer perceived as a
homogenous group, or judged in terms of the characteristics of their condition. Rather, they are
assessed as individuals with their own wants, needs, beliefs, dreams and desires. This perspective
is increasingly being taken into account in the research, design and development of technology in
the HCI domain. Such approaches promote inclusive and socially just perspectives for
collaborating with people with dementia in HCI research, through a research and design
approach of with rather than for.

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In HCI and design research, there are various methods for involving users. Cocreation (Sanders
and Stappers 2008) and participatory approaches (Muller 2003; Robertson and Simonsen 2013)
allow potential users, and the people impacted by the outcomes of a research or design project, to
be part of the design process. The involvement of people with dementia is of particular
importance in the quest to design usable, desirable, empowering and acceptable new
technologies for them. However, dementia has unique characteristics, and all people with
dementia are impacted by the condition differently, therefore direct and active involvement
needs to be facilitated to ensure that design artefacts (technologies, objects, experiences or
services) address their needs. To do this, it is important to engage with all of those who will be
impacted by the design artefacts, and to include them as experts in the lived experience of
dementia.

As HCI and design communities rise to the challenge of supporting vulnerable groups,
approaches are needed that take into account human perspectives, nuances and intricacies. More
conventional methods used in HCI, such as controlled labs, do not provide the means to deal
with the complexities of life in the everyday, neither do they allow for an ecologically valid in
context research. However, a designedly perspective can support an understanding of context,
including how individuals are located within physical environments, their interactions, their
ever-changing relationships and their engagement with material objects and ‘things’. Together
HCI and design can engage in new processes in context and develop recommendations for new
technology and service development. These approaches allow us to investigate the impact of
technology on the environment, the network of relationships and the people involved.

Part II
1. Voice Guided Interface

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What are Voice User Interfaces?

Voice user interfaces (VUIs) allow the user to interact with a system through voice or speech
commands. Virtual assistants, such as Siri, Google Assistant, and Alexa, are examples of VUIs.
The primary advantage of a VUI is that it allows for a hands-free, eyes-free way in which users
can interact with a product while focusing their attention elsewhere.

Applying the same design guidelines to VUIs as to graphical user interfaces is impossible. In a
VUI, there are no visual affordances; so, when looking at a VUI, users have no clear indications
of what the interface can do or what their options are. When designing VUI actions, it is thus
important that the system clearly state possible interaction options, tell the user what
functionality he/she is using, and limit the amount of information it gives out to an amount that
users can remember.

Because individuals normally associate voice with interpersonal communication rather than with
person-technology interaction, they are sometimes unsure of the complexity to which the VUI
can understand. Hence, for a VUI to succeed, it not only requires an excellent ability to
understand spoken language but also needs to train users to understand what type of voice
commands they can use and what type of interactions they can perform. The intricate nature of a
user’s conversing with a VUI means a designer needs to pay close attention to how easily a user
might overstep with expectations. This is why designing the product in such a simple, almost
featureless form is important—to keep the user mindful that a two-way “human” conversation is
infeasible. Likewise, the user’s patience in building a communications “rapport” will help
improve satisfaction when the VUI, becoming increasingly acquainted with the speaker’s voice
(which the speaker will use more effectively), rewards him/her with more accurate responses.

Learn more about Voice User Interfaces

Take a deep dive into Voice User Interfaces with our course Design Thinking: The Ultimate
Guide .

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Some of the world’s leading brands, such as Apple, Google, Samsung, and General Electric,
have rapidly adopted the design thinking approach, and design thinking is being taught at leading
universities around the world, including Stanford d.school, Harvard, and MIT. What is design
thinking, and why is it so popular and effective?

Design Thinking is not exclusive to designers—all great innovators in literature, art, music,
science, engineering and business have practiced it. So, why call it Design Thinking? Well, that’s
because design work processes help us systematically extract, teach, learn and apply human-
centered techniques to solve problems in a creative and innovative way—in our designs,
businesses, countries and lives. And that’s what makes it so special.

The overall goal of this design thinking course is to help you design better products, services,
processes, strategies, spaces, architecture, and experiences. Design thinking helps you and your
team develop practical and innovative solutions for your problems. It is a human-
focused, prototype-driven, innovative design process. Through this course, you will develop a
solid understanding of the fundamental phases and methods in design thinking, and you will
learn how to implement your newfound knowledge in your professional work life. We will give
you lots of examples; we will go into case studies, videos, and other useful material, all of which
will help you dive further into design thinking. In fact, this course also includes exclusive video
content that we've produced in partnership with design leaders like Alan Dix, William
Hudson and Frank Spillers!

This course contains a series of practical exercises that build on one another to create a complete
design thinking project. The exercises are optional, but you’ll get invaluable hands-on experience
with the methods you encounter in this course if you complete them, because they will teach you
to take your first steps as a design thinking practitioner. What’s equally important is you can use
your work as a case study for your portfolio to showcase your abilities to future employers! A
portfolio is essential if you want to step into or move ahead in a career in the world of human-
centered design.

Design thinking methods and strategies belong at every level of the design process. However,
design thinking is not an exclusive property of designers—all great innovators in literature, art,

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music, science, engineering, and business have practiced it. What’s special about design thinking
is that designers and designers’ work processes can help us systematically extract, teach, learn,
and apply these human-centered techniques in solving problems in a creative and innovative way
—in our designs, in our businesses, in our countries, and in our lives.

That means that design thinking is not only for designers but also for creative
employees, freelancers, and business leaders. It’s for anyone who seeks to infuse an approach to
innovation that is powerful, effective and broadly accessible, one that can be integrated into
every level of an organization, product, or service so as to drive new alternatives for businesses
and society.

You earn a verifiable and industry-trusted Course Certificate once you complete the course. You
can highlight them on your resume, CV, LinkedIn profile or your website.

Part II Assignment
1. Describe the main disciplines which have contributed to HCI?
 Human-computer interaction (HCI); is a multidisciplinary field of study focusing on the
design of computer technology and, in particular, the interaction between humans (the users)
and computers.

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 HCI understands the Complex Relationship between Human and Computers, which are two
distinct ‘Species’. Successful Integration is dependent upon a better understanding of both
Species. Hence HCI borrows and establishes its roots in Disciplines concerned with both.
 The Human computer interaction field covers a wide range of topics and its development has
relied on contributions from many disciplines.

The disciplines that have contributed significantly to the growth of HCI include the following:

a. Ergonomics/Human Factors
Ergonomics (or human factors) is the scientific discipline concerned with the understanding of
interactions among humans and other elements of a system, and the profession that applies
theory, principles, data, and methods to design in order to optimize human well-being and
overall system performance.
An Ergonomically friendly environment is essential within the workplace as it promotes higher
staff morale, less absences amongst employees from the workplace; due to pain felt from
working on a computer and increased productivity, which ultimately increases profitability.
Ergonomics is about ‘fit’ within a working environment. It is essential that employees are aware
of ergonomics which enables them to consider the health and safety aspects when operating
computers. Only when end users are aware of all aspects of ergonomics can companies benefit
from an ergonomically friendly environment within the workplace. This dissertation has been
divided into two main sections. The first section concerns Ergonomics and the second section is
concerned with Human Computer Interaction. Even though each of these sections is large in
themselves and could have a whole dissertation dedicated to them; they are related to each other.
Ergonomics and HCI are related to each other because ergonomics is the working environment
the end user is operating within and HCI is the interaction the end user actually has with the
computer system. The computer is the sole physical interface between the end user and the
information, which they are inputting into the computer system

b. Computer Science
 One of the main contributions of computer science to HCI is to provide knowledge about the
capabilities of technology and ideas about how this potential can be harnessed.

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 In addition, computer scientists have been concerned about developing various kinds of
techniques to support software design, development and maintenance. In particular, there has
been a strong interest in automating design and development when feasible.
 New tools to facilitate HCI e.g., Software design, development & maintenance, User
Interface Management Systems (UIMS) & User Interface Development Environments
(UIDE), prototyping tools and Graphics.

c. Cognitive Psychology
 Psychology is concerned primarily with understanding human behavior and the mental
processes that underlie it.
 To account for human behavior, cognitive psychology has adopted the notion of information
processing. Everything we see, feel, touch, taste, smell and do is couched in terms of
information processing.
 The objective cognitive psychology has been to characterize these processes in terms of their
capabilities and limitations.
 Therefore, Cognitive Psychology contributed to HCI in terms of: Information processing,
Capabilities, Limitations, Cooperative working and Performance prediction.

d. Artificial Intelligence
 Artificial Intelligence (AI) is concerned with the design of intelligent computer programs
which simulate different aspects of intelligent human behavior.
 The relationship of AI to HCI is mainly concerned with user’s needs when interacting with
an intelligent interface. These include the use of natural language and speech as a way of
communicating with a system and the need for system to explain and justify its advice.

e. Engineering & Design:


 Engineering is an applied science, which relies heavily on model building and empirical
testing. Design contributes creative skills and knowledge to this process.
 In many respects the greatest influence of engineering on HCI and subsequently on
interface and system development is through software engineering.

Diagrammatic representation is according to the following:

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Figure 1.1 Disciplines that Contribute to HCI

2.find an everyday handheld device.


2. Find an everyday handheld device, e.g., remote control, digital camera,
Smartphone, and examine how it has been designed, paying particular attention
to how the user is meant to interact with it.
a. From your first impressions, write down what first comes to mind as to what are good and
bad about the way the device works.

The object I chose was Smartphone (Techno Spark 5PRO)

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 Smartphone’s have changed our world in many ways and, they have a massive role in
making our daily life convenient.

Therefore, the good about the Smartphone are:

 Helpful - smooth functionality with low user effort

 Efficiency - allow the user to complete tasks repeatedly with a minimum of effort

 Utility -provide the right kind of functionality to allow users to carry out all their tasks.

 Easy to learn and use most functionality

 Fast access to most important device features

 Touch screen interactions are responsive and accurate

 Easy to organize and add content and applications

 Flawless great integration of music player and phone

 Aesthetically pleasing software transitions (and in general)

 Bad about the way the device works


 Although, the Smartphone has changed our lives for the better in some ways, but it definitely
has its drawbacks.
 Thus, the bad about the Smartphone are:
 Limited support of file types
 Social Media Addiction
 Wastage of Time
 Exposes for unnecessary cost
 Inability to run multiple applications at once
b. Give a description of the user experience resulting from interacting with it

To describe the user experience associated to interacting with the Smartphone here is one user
scenario and one description.

 Interaction with the device was quite simple as you press the “On/Off” button.

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 The first thing you notice when you power up the device is the size, vividness and crispness
of the screen - images look great.
 Then you start interacting with the device via the smooth and responsive touch screen display
 The functionality on the device is also well prioritized. Phone and music player functions are
definitely the two most prominent features of the device.
 The best word to sum up the experience of using the Smartphone is delightful. Before you
even turn on the device you can notice that it is beautiful in both look and feel.
 Therefore, the experience of using the touch screen is impressive. Across all of these
interactions the device is extremely responsive in a way that makes it feel very natural.

3.Compare the following:


I.A Paperback Book and An eBook
a. What are the main concepts and metaphors that have been used for each
(think about the way time is conceptualized for each of them)?

 Paperback Book
 Paperback books are designed on a conceptual model of reading by turning a set of physical
pages that are stitched together and supported by a spine.
 Bookmarks, or other artifacts, like paper tickets, receipts or a piece of paper are used to
indicate where the reader has read up to when closing the book and then returning to it.
 The book also has a table of contents and sometimes an index of keywords at the back. 

 An eBook
 E-books are based on the metaphor of a printed paperback but with additional functionality.
 The conceptual model is to provide a means of reading text from pages and to be able to
move from page to page.
 Another similarity is that e-books are presented via a physical device (e.g. a Kindle) that is
about the same size as a paperback.
 The look of the page is often similar to that of a paperback book - black text appearing on a
white screen.
b. How do they differ?
 The Key Differences Between a Paperback Book and an eBook is Summarized as below

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Paperback Book E-BOOK

 A printed book refers to the physical  E-book refers to the digital book.
book.
 Printed book contains number of  E-book contains all pages in digital
pages bound together with its front format means the book is
cover and back cover page. transformed into electronic form.
 Printed books are difficult to carry.  E-books are easy to carry.

 Printed books have static layout.  E-books have dynamic layout.

 These books can be shared with others  These books can be easily shared
with little physical effort. with others through digital sharing
 This book acquires a physical space as  These books acquire memory as
storage. storage.
 Price of printed books is  Price of E-books is comparatively
comparatively higher than E-books. less than physical books.

 There is a fear of wear and tear of  There is no fear of wear and tear of
physical book. physical book.

Table 1.1 Differences Between a Paperback Book and an eBook

c. What aspects of the paper-based artifact have informed the digital app?
 Paperback books are designed on a conceptual model of reading by turning a set of physical
pages that are stitched together and supported by a spine.
 Bookmarks, or other artifacts, like paper tickets, receipts or a piece of paper are used to
indicate where the reader has read up to when closing the book and then returning to it.
 However, E-books are based on the metaphor of a printed paperback but with additional
functionality. The conceptual model is to provide a means of reading text from pages and to
be able to move from page to page.
 Another similarity is that e-books are presented via a physical device (e.g. a Kindle) that is
about the same size as a paperback. The look of the page is often similar to that of a
paperback book - black text appearing on a white screen. However, there are many

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differences to how an e-book is read and used. Pages are turned by pressing a button on the
side.
d. What is the new functionality?
 An e-book is downloaded from an online store as a file and stored on one device. The size of
the text appearing on the screen can be increased and the brightness of the page can be
adapted to suit the reader.
 There are also additional navigation functions that show how many pages have been read and
how much of the book is left to be read.
 One of the disadvantages of losing the physicality of the paperback book is it does not have
the same aesthetic appeal when reading it. While the digital cover can appear the same on a
screen it is less easy to pick it out from others that are stored on the e-reader.
 Also, they cannot be flicked through or browsed in the way people do when picking up a
physical paperback book.
e. Are any aspects of the conceptual model confusing? What are the pros and
cons?
 The e-book becomes confusing when it comes to resizing the text, because of the fact
that text will flow differently from page to page if we resize.
 Pros:
 Low update cost
 No shipping cost
 Easy to carry
 Searchable
 Cons:
 Not Convenient to read
 Printing cost
 Easy to copy (privacy issues)

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II.A paper-based map and a smartphone map
 A paper-based map
 Paper-based maps are designed as visual representations of a geographical area, such as a
city, that are intended to help people find places and plan a route and navigate their way to an
unfamiliar destination.
 They are typically based on a conceptual model of a 2D bird’s eye view of the physical world
that the user looks down on.
 Features of the environment are coded using schematic and concrete mappings (e.g. blue
lines for a river, a dashed line for a railway track) that show relationships between the
geographical elements (e.g. where roads intersect).
 They require map reading skills – knowing how to locate you relative to the physical world
and how to plan a route.
 Physical maps are fixed and use canonical signs and symbols to represent objects.

 Smartphone Map
 Smartphone digital maps are based on a conceptual model of the physical map, using similar
elements to show a geographical terrain. However, they also have much more functionality
and interactivity added to them.
 They can be used while stationary to plan a route – which can be provided automatically and
annotated on the physical map.
 They can also be used while walking or driving to show where the user is relative to the
surrounding environment and how far they have gone and how far to go to reach their
destination.
 The user is also represented with a cursor/circle or person icon to show where they are.

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i. How do a paper-based map and a smartphone map differ?

Paper-Based Map Smartphone Map

 Paper maps are printed on physical papers  They can be downloaded for free

 Paper maps can be accessed offline  Digital maps must be accessed online

 Mostly uses symbols to represent features  Shows all features including time and the
and routes actual building

 Cannot be updated easily  Can be easily updated

 Paper maps are limited to specific area  Digital maps are not limited to any area
based on the scale of the map

 Paper maps cannot represent all features at  Digital maps can represent all features at
the same time the same time

Table 1.1 Differences Between a Paperback Book and an eBook

C. What aspects of the paper-based artifact have informed the digital app?

 People can locate themselves, plan the route, and monitor their navigational progress with
both map systems. Physical maps can be opened up and spread out to see a whole area.
Smartphone maps, however, are constrained by the size of the device screen.
 To accommodate this they only show a partial area at any given time, so that it is difficult to
get an overall map of a region. To compensate the device provides zooming functions at
various scales to enable the user to move through, expand or shrink the map.
 When reading a paper map users have to match where they are with what they are looking at
in the map, such as landmarks or street names, in order to locate themselves.
 Smartphone maps have transformed map reading into more of a follow the dot/arrow
experience that is overlaid on a dynamic spatial representation of the environment.

D. What is the new functionality?

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The benefits of reducing the use of classic paper maps with pictograms in favor of new
technologies and digital maps are clear, and their future is undoubtedly headed towards a digital
transformation process that is very complete and competitive solutions for skiers, mountain
enthusiasts, and the managers of ski resorts and mountain destinations.

There are now digital solutions that not only adapt to these particular needs, but also have many
other benefits, described below:

 Reducing paper use. Sustainability.


 Changes can be made at any time.
 No storage. Optimal ‘contactless’ distribution.
 Multi-device. Better promotion.
 Entails significant cost savings
 Perfect for linking to slope information, routes, services, and local businesses

E. Are any aspects of the conceptual model confusing?

 The conceptual confusion on the Google maps comes when introducing an address it can
send you to a different location with same street name or home address but different zip
code making it hard to figure it out to the user until it is too late.
 The physical books of maps are bulky to transport, and several pages are required to
show just an area of interest making it complicated to take on a walking trip.
 You only need some minimum map reading skills to use when using a physical map but
when navigating on the Google application it’s hard to figure it out how it works or when
to click to hear the voice navigation, or how to avoid highways.

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F. What are the pros and cons?

Paper-Based Map

Pro: Don’t require technical device to use

 Con: Expensive, heavy and bulky


 Pro: You can write important data on
map for future reference
 Con: You must orient yourself
 Pro: Coordinates to navigate
 Con: Specialized by zones
 Pro: Shows entire areas
 Con: Must know how to read map

Smartphone Map.

 Con: Distracting
 Provide useful information on the road
and navigation progress
 Con: Requires data connection or
internet
 Pro: Voice command
 Con: Needs battery power
 Updated daily with new roads and areas
 Con: Image limited by screen size

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REFERENCE

1. http://mmspl.epfl.ch/webdav/site/mmspl/shared/BCI/publications/
baztarricadiplomaproject.pdf
2. Direct Brain-Computer Communication With User Rewarding Mechanism Gary N.
Garcia, Touradj Ebrahimi, Jean-Marc Vesin and Abel Villca pdf Brain-Computer
Interface (BCI) Christophe Guger, Günter Edlinger, g.tec – Guger Technologies OEG
Herbersteinstr. 60, 8020 Graz, Austria, pdf

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