Human-Computer Interaction 3e Dix, Finlay, Abowd, Beale

exercises  -  2. the computer

EXERCISE 2.9 [extra - not in book]

Consider a typical modern video games console (such as a PlayStation or Xbox). This represents a computer in a highly interactive environment, and is one with a different type of input device from the standard mouse and keyboard. Draw a sketch of a particular console, labeling all forms of input. Explain why the choice of inputs might be appropriate for supporting video game interactions.

Explain how the different nature of the device makes it easier and more intuitive than the keyboard and mouse for all levels of user to interact with the system, because the device is tailored precisely to meet the needs of the user and the requirements of the system. It is interesting and instructive to analyse the input devices and output styles of many computer and arcade games, since they are often the result of careful and sensible design.

answer available for tutors only

open-ended investigation


Other exercises in this chapter

ex.2.1 (open), ex.2.2 (tut), ex.2.3 (open), ex.2.4 (tut), ex.2.5 (tut), ex.2.6 (tut), ex.2.7 (ans), ex.2.8 (ans), ex.2.9 (open)

all exercises for this chapter


home | about | chapters | resources | exercises | online | editions | interactive | community | search | plus +++
exercises: 1. human | 2. computer | 3. interaction | 4. paradigms | 5. design basics | 6. software process | 7. design rules | 8. implementation | 9. evaluation | 10. universal design | 11. user support | 12. cognitive models | 13. socio-organizational | 14. comm and collab | 15. task models | 16. dialogue | 17. system models | 18. rich interaction | 19. groupware | 20. ubicomp, VR, vis | 21. hypertext and WWW