Part IA Easter Term
Interaction Design: Examinable Syllabus and Topic Map
What the exam tests
The Part IA Interaction Design paper (Paper 3, Questions 5–6) is set by Professor Hatice Gunes. The course covers 12 lectures across Lent term. The exam questions are multi-part (a–e), later parts often building on earlier ones. The mark allocation roughly indicates how much to write — roughly 1 mark per substantive point with named-theory justification.
The paper rewards named, applied theory over generic common sense. Every substantive point should reference a named heuristic, law, framework, or principle.
Syllabus Checklist
1. Requirements and Stakeholder Analysis
- The six categories of requirements (Functional, Data, Environmental, User Characteristics, Usability Goals, UX Goals)
- Phrasing requirements as testable statements with a one-line rationale
- CUSTOM stakeholder analysis (Primary, Secondary, Tertiary, Facilitating)
- “Users ≠ stakeholders” — naming at least one non-user stakeholder
- Personas from research data, not guesswork
- Three pitfalls in requirements gathering, with solutions
- Critiquing weak evidence vs strong claims
2. User Research Methods
- Data-gathering methods: interviews, questionnaires, observation, focus groups, ethnography, card sorting, diary studies, contextual inquiry
- Matching methods to project stage (early/exploratory → mid-stage → summative)
- Matching methods to participant populations (visual impairment, emotional vulnerability, time-pressured experts)
- Self-report vs observed behaviour and the gap between them
- Qualitative data analysis: categorical coding (and ), grounded theory, thematic analysis, affinity diagramming
- Triangulation, member-checking, inter-rater reliability
- Bad evaluation: leading questions, unevidenced assertions, HiPPO method
3. Task Analysis
- Hierarchical Task Analysis (HTA): goals, sub-goals, operations, plans
- Constructing an HTA from a task description
- Limitations: fixed sequence, ignores cognitive state, poor error modelling, misses tacit knowledge, cannot model novel tasks
4. Prototyping
- Lo-Fi vs Hi-Fi prototypes — when each is appropriate and why Lo-Fi encourages better feedback
- Named methods: paper prototyping, Wizard of Oz, wireframing, interactive prototype, vertical prototype, horizontal prototype
- Exam sketching: labelled screens with captions, explicit links to requirements
5. Cognitive Foundations
- Human memory: STM/working memory and Miller’s ; LTM and schemas; recognition vs recall
- Design implications: chunking, carry state forward, consistent terminology, autocomplete
- Human attention: selective, divided, sustained, pre-attentive processing
- Design implications: visual hierarchy, reserving pre-attentive cues, avoiding attention competition
- Gestalt theory: Proximity, Similarity, Continuity, Closure, Figure/Ground, Common Fate
- The three-step exam method: name → locate → explain effect
6. Design Principles and IA
- Norman’s principles: affordance, signifier, feedback, mapping
- Visual representation conventions: typography, maps/graphs, schematics, icons, the desktop metaphor
- Cognitive Dimensions: 14 dimensions, 6 notational activities, selecting 3–4 relevant dimensions and discussing trade-offs
- Information Architecture: organisation, labelling, navigation, search
- IA diagrams as trees; common IA issues
7. Mathematical Laws
- Fitts’ Law:
- Hicks’ Law:
- Comparing layouts using both laws
- KLM operators: with typical times
- GOMS: Goals, Operators, Methods, Selection Rules
- Three limitations of GOMS/KLM (expert-only, no errors, requires fixed task)
8. Evaluation
- Nielsen’s 10 heuristics full reference and severity ratings (0–4)
- HE procedure: 3–5 independent evaluators, aggregate, prioritise
- Cognitive Walkthrough: the four questions, procedure, HE vs CW comparison
- Formative vs summative, analytical vs empirical, quantitative vs qualitative
- RCTs and A/B testing; sign test; internal/external/ecological validity; Hawthorne Effect
- Card sorting: open vs closed; similarity formula; interpreting a similarity matrix; sample-size caveats
9. Designing Meaningful Systems
- Three waves of HCI (efficiency → socio-technical → emotion/meaning)
- Design ethnography: what happens + how things matter
- Wicked problems: Rittel & Webber’s characteristics; why goal-based models fail
- Interaction as search; bounded rationality and satisficing
- Prospect theory, heuristics and biases (availability, affect, representativeness, loss aversion, expectation, bandwagon)
- Attention Investment Theory; persuasive design and dark patterns
Past Paper Topic Map (2017–2025)
| Year | Q5 Topics | Q6 Topics |
|---|---|---|
| 2017 | Balancing automated/human control; Winograd’s interaction spaces; task models | Requirements-gathering problems; Gestalt (6 principles); HE on a music player |
| 2018 | Functional/Non-functional/Data requirements; HE on an order-search page; GOMS/KLM | CUSTOM stakeholders; Lo-Fi/Wizard of Oz prototyping; Fitts’/Hick’s Law comparison |
| 2019 | Iterative UCD cycle; HE on a clothing site; card sorting & similarity analysis | Primary stakeholder & data-gathering techniques; HE vs CW choice criteria; Gestalt (4 figures) |
| 2020 | CUSTOM stakeholders; task-analysis limitations; evaluating quantitative findings; HE vs CW for a novel device | Stakeholders & task model (Weather App); data collection for visually impaired users; Gestalt (6 principles) |
| 2021 | Timepiece requirements; Lo-Fi prototype alternatives; HE of two prototypes | CW on weather app (5 tasks); redesign suggestions from CW; further data gathering |
| 2022 | Gestalt (dashboard); CW instruction sheet; mobile vs desktop redesign | Data-gathering methods (COVID app); stakeholders & requirements; design principle; usability/security trade-off |
| 2023 | Human memory; human attention; information architecture & IA issue; evaluation study design (CamCORS) | User research methods (mindfulness app); stakeholder analysis; requirements; design principle; prototyping methods |
| 2024 | Stakeholder groups (ChatGPT); HE of ChatGPT; stakeholder interview questions; interview-data analysis | Requirements; sketch design screens; user personas; Gestalt applied to own design |
| 2025 | Requirements; sketch app screens; IA diagram; CW on own design; redesign from CW | HE violations (Teams); human attention (Teams); human memory (Teams); design principle; low-adoption problem |
Key Formulae
| Formula | Use |
|---|---|
| Fitts’ Law — predict pointing time | |
| Hick’s Law — predict decision time | |
| Card sorting similarity analysis | |
| (Not ID, but appears cross-paper for reference) |
High-Frequency Topics
- Heuristic Evaluation: 2017, 2018, 2019, 2020, 2021, 2022, 2024, 2025 — almost every sitting
- Stakeholders / Requirements: every year without exception
- Cognitive Walkthrough: 2019, 2020, 2021, 2022, 2025
- Gestalt Theory: 2017, 2019, 2020, 2022, 2024
- UCD Process / Prototyping: 2018, 2019, 2020, 2021, 2023, 2025
- Cognitive Foundations (Memory / Attention): 2023, 2025 — new syllabus emphasis