Updated HCI LAB MNUAL
Updated HCI LAB MNUAL
Laboratory Manual
2024-2025
VISION
MISSION
1) To transform the students into innovative, competent and high quality IT
professionals to meet the growing global challenges.
The students of the Information Technology course after passing out will:
Sr.No. Description
DOCUMENT CONTROL
Reference Code SCOE-IT / Lab Manual Procedures
Version No 6.0
Compliance Status Complete
Date of Compliance 07-06-2023
Security Classification Department Specific
Document Status Definitive
Review Period Yearly
Author
Signature
Name Prof.D.G.Jadhav, Prof.S.L.Dawkhar
Designation Assistant Professor
Document History
LABORATORY CODE
Prerequisites:
1. Problem Solving and Object-Oriented Technologies
Course Objectives:
1. To study the field of human-computer-interaction.
2. To gain an understanding of the human part of human-computer-interactions.
3. To learn to do design and evaluate effective human-computer-interactions.
4. To study HCI models and theories.
5. To understand HCI design processes.
6. To apply HCI to real life use cases.
Course Outcomes:
On completion of the course, students will be able
to– CO1: Differentiate between good design and
bad design. CO2: Analyze creative design in the
surrounding.
CO3: Assess design based on feedback and constraint.
CO4: Design paper-based prototypes and use wire frame.
CO5: Implement user-interface design using web technology.
CO6: Evaluate user-interface design using HCI evaluation techniques.
Guidelines for Instructor's
Manual
The faculty member should prepare the laboratory manual for all the experiments, and it
should be made available to students and laboratory instructor/Assistant.
The instructor's manual should include prologue, university syllabus, conduction &
Assessment guidelines, topics under consideration-concept, objectives, outcomes,
references.
Guidelines for Student's Lab
Journal
1. The laboratory assignments are to be submitted by students in the form of journals.
The Journal consists of prologue, Certificate, table of contents, and handwritten write-
up of each assignment (Title, Objectives, Problem Statement, Outcomes, software &
Hardware requirements, Date of Completion, Assessment grade/marks and assessor's
sign, Theory Concept, printouts of the code written using coding standards, sample
test cases etc. To support Go-green, printouts should be asked to any 2 students from
each batch. However, all students must submit the soft copy and should be maintained
by batch teacher.
2. Oral Examination will be based on the HCI theory and HCI lab term work.
3. Candidate is expected to know the theory involved in the experiment.
4. The Oral examination should be conducted if the journal of the candidate is
completed in all respects and certified by concerned faculty and head of the
department.
5. All the assignment mentioned in the syllabus must be conducted.
Guidelines for Lab /TW Assessment
1. Examiners will assess the term work based on performance of students considering
the parameters such as timely conduction of practical assignment, methodology
adopted for implementation of practical assignment, timely submission of assignment
in the form of handwritten write-up along with results of implemented assignment,
attendance etc.
2. Examiners will judge the understanding of the practical performed in the examination
by asking some questions related to theory & implementation of experiments he/she
has carried out.
3. Appropriate knowledge of usage of software and hardware such as tags, coding
standards, design flow to be implemented etc. should be checked by the concerned
faculty member(s).
Guidelines for Laboratory
Conduction
The instructor is expected to frame the assignments by understanding the prerequisites,
technological aspects, utility and recent trends related to the topic. The instructor may
set multiple sets of assignments and distribute among batches of students. It is
appreciated if the assignments are based on real world problems/applications. All the
assignments should be conducted on 64-bit
open-source software.
Guidelines for Oral Examination
Both internal and external examiners should jointly conduct Oral examination. During
assessment, the examiners should give the maximum weightage to the satisfactory
answer of the problem statement in question. The supplementary and relevant questions
may be asked at the time of evaluation to judge
the student‘s understanding of the fundamentals, effective and efficient implementation.
List of Laboratory Assignments
Group A: CO1,2,3
1. Identify and observe bad designs
Students are expected to submit minimum of 3 to 5 photographs of bad designs in their
surrounding or home or any product or neighborhood and create a report mentioning why
is it bad? They can submit word/pdf file having photos and description, source of photos
and place and mention why is it bad and discuss the outcome during lab session.
2. "The Jugad" :
Humans are very creative and often use it to get work done with available set up and
resources. Students are expected to identify Jugad (things used creatively but not meant
for that) things and submit minimum of 3 to 5 photographs of jugad in their surrounding
or home or neighborhood. Prepare a report mentioning the Jugad and source of photos.
Discuss the outcome during lab session.
3. Feedback and Constraint:
Products or interfaces should offer useful feedback to understand the state and have
constraints to avoid mistakes while using them. Students are expected to identify and
analyze minimum of 5
interfaces or products offering feedback and constraint. Prepare a report clearly
showcasing feedback and constraint and support it with minimum of 5 photographs
taken in their surrounding or home or neighborhood. Discuss the outcome during lab
session
Group B: CO 4,5
4. Prototype and wire frame:
Students are expected to choose a problem statement and identify –
5. CSS:
Students are expected to design minimum of 5 web pages using CSS for the problem
statement chosenin assignment no. 4. Apply CSS properties Border, margins, Padding,
Navigation, dropdown list to page
Group C: CO 5,6
1. CMS tool:
Develop website using any CMS tool which falls into one of the categories blog, social
networking, News updates, Wikipedia, E-commerce store. Website must include home
page, and at least 5 forms. Use WordPress/ Joomla/ Drupal /PHP/ CSS/Bootstrap/
JavaScript.
2. Evaluation of Interface:
Students are expected to evaluate minimum of two products / software interface against
known HCI evaluation.
Reference Books:
1. Alan Dix (2008). Human Computer Interaction. Pearson Education. ISBN 978-81-317-
1703-5
2. Ben Shneiderman; Catherine Plaisant; Maxine Cohen; Steven Jacobs (29 August
2013). Designing the User Interface: Strategies for Effective Human-Computer
Interaction. Pearson Education Limited.ISBN 978-1-292-03701-1.
3. https://www.w3schools.com
Assignment No: 1
Problem statement:
Students are expected to submit minimum of 3 to 5 photographs of
bad designs in their surrounding or home or any product or
neighbourhood and create a report mentioning why is it bad? They
can submit word/pdf file having photos and description, source of
photos and place and mention why is it bad and discuss the outcome
during lab session
Theory:
1) Good design
A design of any product or an interface is generally considered
to be good when it is
Simple, Usable, Learnable, Intuitive, and has a Waw factor.
2) Bad design
A design difficult to use, understand its functionality and not
interactive enough to understand its current state is called as
Bad design.
Few real life examples of products and interfaces are
mentioned along with its relevant explanation.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 12 | 53
The handle of the drawer is
vertical in this shelf whereas
usually drawer handles are
horizontal so when I first tried
to open the drawer I thought I
have turn the knob to the left
or right direction and then
pull it to open it. But this was
not the case, the handle was
fixed and the drawer had to
open just by pulling it.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 13 | 53
This drain is higher than the
ground surrounding it.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 14 | 53
So, I received this cup as a
Birthdaygift.
The problem with this cup is
it’s really difficult to drink
anything from it because of
its odd designing.
CONCLUSION:
Students will be able to differentiate between good design and
bad design.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 15 | 53
ASSIGNMENT NO. :02
Problem statement:
Humans are very creative and often use it to get work done with available
set up and resources. Students are expected to identify Jugad (things used
creatively but not meant for that) things and submit minimum of 3 to 5
photographs of jugad in their surrounding or home or neighborhood.
Prepare a report mentioning the Jugad and source of photos. Discuss the
outcome during lab session.
PRE-REQUISITE:
1. Problem Solving and Object-Oriented Technologies
OBJECTIVE:
1. To gain an understanding of the human part of human-computer-
interactions.
THEORY:
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 16 | 53
Car Window Sunshade
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 17 | 53
Using stool as a stump in gully
cricket
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 18 | 53
Plants are grown in tyre.
Plastic Bucket
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 19 | 53
This jugaad is very often use
jugaad in Indian house as we can
see container is loose and can open
easily and we cannot use it for any
liquid material.
If we put some plastic bag in
between container and cap it will
not open easily and it will provide
some air tightness to container.
CONCLUSION:
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 20 | 53
ASSIGNMENT NO. :03
Problem statement:
Products or interfaces should offer useful feedback to understand the state
and have constraints to avoid mistakes while using them. Students are
expected to identify and analyze minimum of 5 interfaces or products
offering feedback and constraint. Prepare a report clearly showcasing
feedback and constraint and support it with minimum of 5 photographs
taken in their surrounding or home or neighborhood. Discuss the outcome
during lab session.
PRE-REQUISITE:
1. Problem Solving and Object-Oriented Technologies
OBJECTIVE:
1. To learn to do design and evaluate effective human-computer-
interactions.
THEORY:
What is Feedback?
Feedback means the product interface shows some form of response or
reaction. The interface should talk back to the user to inform them about
what’s happening. In other words the user must understand whether the
operations are being carried out properly or not. Many times these feedback
messages provide proper guidance to the user about what should be the
next step to be done in order to complete the task in correct manner.
For example: The button should display a ‘pressed’ state, Playing a
spinning wheel while opening any application, or show a progress bar to
keep the user in the loop.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 21 | 53
What are Constraints?
A constraint is a limit or restriction. Every application or product have some
kind of limitation or rules, depending on which the product works.
Sometimes product has good constraints which stops the users from
making mistakes. These are useful constraints. They always help user for
smooth operation of a device or a system. Entering wrong data, pressing
wrong button, selecting incorrect option this type of mistakes can be
nullified by the good constraints. Sometimes there is a need of constraints
to avoid such problems but they are not present.
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In the AC remote good constraint is
that you can’t raise the temperature
above 31°c and below 16°c. You can
see the current temperature on the
display panel, which is feedback.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 23 | 53
There is a quantity constraint with
an online product during a big sale.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 24 | 53
An indication beep is required
to know that laptop is fully
charged.
Conclusion:
Identified and analyzed interfaces and products which gives feedback and
have some constraints.
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ASSIGNMENT NO. :04
Problem statement:
Students are expected to choose a problem statement and identify –Types
of users going to use (age, experience, environmental conditions during use
etc.) Minimum 3 scenarios of use Create paper-based prototypes for
scenarios. Use any open-source tool to wire frame scenarios.
PRE-REQUISITE:
1. Problem Solving and Object-Oriented Technologies
OBJECTIVE:
Design paper-based prototypes and use wire frame.
THEORY:
There are 3 main types of users
1) Novices
For the novice user of a system, progress is slow because of the
limitations of working memory. Chunking is almost entirely
absent.
Systems used by novices require more feedback and more
opportunities for closure.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 26 | 53
Experts organize their knowledge according to a higher conceptual
structure. They can recall more than novices because their knowledge is
chunked. Expert users will look for keyboard shortcuts, abbreviated
sequences. Experts can find constant confirmation screens irritating - Use
these only when important.
What is Prototype?
A prototype can be any mock-up or demo of what a website or any
application will look like, when it goes live. It is generally drawn by
hand on a paper. While it may not have all the bells and whistles of
a final website build, it can give you a really good idea of the
functionality, user journey and flow through a website. A website
prototype is essentially a high-fidelity visual version of the site that
allows you to link between screens and demonstrate how the website
would work before going to build.
Creating website prototypes is useful in many ways. Most
importantly, a prototype allows a user to interact with the website
almost as it would behave when built. While it may not include any
animation or transition styles it does operate on a basic level to let
the user navigate and interact with certain elements on the site.
Prototyping is hugely beneficial in the design process as it allows us
to save a lot of time early on in a web project. Identifying areas for
improvement during the design stage is a lot easier to rectify than
Finding out these problems once the site has gone into development.
Prototyping is also beneficial to show users who may not understand
flat visuals as easily as an interactive version of the site.
Example of a Prototype:
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 27 | 53
Low-fidelity prototypes are often paper-based and do not allow user
interactions. They range from a series of hand-drawn mock-ups to
printouts. In theory, low-fidelity sketches are quicker to create. Low-
fidelity prototypes are helpful in enabling early visualization of
alternative design solutions, which helps provoke innovation and
improvement. An additional advantage to this approach is that when
using rough sketches, users may feel more comfortable suggesting
changes.
Example of a Wireframe:
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 28 | 53
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 29 | 53
Conclusion:
Prototypes are drawn and Wireframes are created using software
tools
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 30 | 53
ASSIGNMENT NO. :05
Problem statement:
Students are expected to design minimum of 5 web pages using CSS
for the problem statement chosen in assignment no. 4. Apply CSS
properties Border, margins, Padding, Navigation, dropdown list to
page.
PRE-REQUISITE:
1. Problem Solving and Object-Oriented Technologies
OBJECTIVE:
Cascading Style Sheets (CSS) form the presentation layer of the user
interface.
THEORY:
CSS
• Cascading Style Sheets (CSS) form the presentation layer of the
user interface.
• Structure (XHTML)
• Behaviour (Client-Side Scripting)
• Presentation (CSS)
Types of CSS
1. External style sheet
2. Embedded styles
3. Inline styles
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 31 | 53
• Inline Style
- Inline styles
- Add styles to each tag within the HTML file
- Use it when you need to format just a single section in a
web page
- Example
h1 {color:red; font-family:sans-
serif} </style>
• External Stylesheet
CSS Syntax
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The selector points to the HTML element you want to style. The
declaration block contains one or more declarations separated by
semicolons. Each declaration includes a property name and a value,
separated by a colon.
Property Description
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none| dotted | dashed | solid | double | groove |
Border- ridge | inset | outset
style
Margin
The margin clears an area around an element (outside the border).
The margin does not have a background color, and is completely
transparent. The top, right, bottom, and left margin can be changed
independently using separate properties. A shorthand margin
property can also be used, to change all margins at once. It is also
possible to use negative values, to overlap content
Value Description
auto The browser calculates a margin
Specifies a margin in px, pt, cm, etc.
length Default value is 0px
% Specifies a margin in
percent of the width of the
containing element
Specifies that the margin should be
inherit inherited from the parent element
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 34 | 53
Padding
Navigation
Example:
Drop Down list can be created by using HTML onordered lists tags
<ul> and list items <li>. One can set below CSS properties for lists.
Property Description
list-style Sets all the properties for a list in one declaration
list-style-
image Specifies an image as the list-item marker
Eg. url(“image.gif”);
list-style- Specifies if the list-item markers should appear inside
position or outside the
content flow
Inside | outside | initial
list-style-type Specifies the type of list-item marker
Circle | square | decimal | lower-alpha | lower-greek |
lower-latin | lower-
roman | upper-alpha | upper-latin | upper-roman
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 35 | 53
Conclusion
Implement user-interface design using web technology.
Various CSS properties have been studied and used for creation of
interactive web page.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 36 | 53
ASSIGNMENT NO. :06
Problem statement:
Develop website using any CMS tool which falls into one of the
categories blog, social networking, News updates, Wikipedia, E-
commerce store. Website must include home page, and at least 5
forms. Use WordPress/ Joomla/ Drupal /PHP/ CSS/Bootstrap/
JavaScript.
PRE-REQUISITE:
1. Problem Solving and Object-Oriented Technologies
OBJECTIVE:
CMS TOOL
THEORY:
Introduction to CMS
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• Client software: is used to present a user interface to help
users add, change, or delete information on web pages, for
example a web browser such as Internet Explorer or Mozilla
Firefox are used to display web based user interfaces.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 38 | 53
Few CMS Development tools are wordpress, Drupal, Jhoomla.
Word press
Word Press is a completely free tool used to create dynamic websites. It is
most popular blogging tools on the web, making it easy for anybody to post
their ideas, pictures, and audio/video. A blog is a type of website or part of
a website that is maintained on a regular basis by it's owner with entries
regarding commentary, reviews, opinions, and other media such as video.
It will be used to create any type of websites such as Business Website,
Informative Website, Review Website, Personal Website, Photo Gallery, etc.
Example
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4. Write ‘photography’ in the search bar and hit the enter button.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 40 | 53
6. You need to click on the Install button from Patio theme and
then click on the Activate link from the next screen.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 41 | 53
9. You will need to give a name to your menu and click on the Create Menu
button.
10. Once the pages are added, you can go to Posts » Add New to add a
new blog post in Word Press.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 42 | 53
11. You can edit these posts to add content and images for display on
your photography website.
12. With all these and many more plug ins you can develop your
website easily using word press.
Website Deployment
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 43 | 53
ASSIGNMENT NO. :07
Problem statement:
Students are expected to evaluate minimum of two products / software
interface against known HCI evaluation.
Evaluate UI designed for CMS assignment using Nielsen’s
Heuristic evaluation technique
Nielsen's heuristics Rules:
1) Visibility of system status: ...
2) Match between system and the real world: ...
3) User control and freedom: ...
4) Consistency and standards: ...
5) Error prevention: ...
6) Recognition rather than recall: ...
7) Flexibility and efficiency of use: ...
8) Aesthetic and minimalist design:
9) Help users recognize, diagnose, and recover from errors:
10) Help and documentation:
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 44 | 53
PRE-REQUISITE:
OBJECTIVE:
Evaluation of Interface
THEORY:
Evaluation in HCI
It is difficult to imagine that an interactive product could be designed and
built without any user-focussed evaluations taking place. It is not possible
to pick up a HCI textbook that does not include at least a chapter on the
evaluation of user interfaces. The way in which these usability evaluation
methods are presented and classified varies between authors. In 1994,
Nielsen claimed that there were four basic ways of evaluating user
interfaces; these being
• Automatically
• Empirically
• Formally
• Informally
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Structured observations Cognitive walkthroughs
Cooperative evaluations Predictive modelling – GOMS
Activity logging Guidelines review
Data logging Consistency inspection
Observations Critical event analysis
Questionnaires Dialogue Error Analysis
Interviews Usability testing
Controlled user tests
Physiological data analysis
Given the large number of methods available, and the many different ways
of classifying them, it can be difficult to know which methods should be
used. There is an abundance of literature on the evaluation of evaluation
methods. Work by (Nielsen and Phillips 1993) focussed on GOMS,
Heuristics and User testing. These were used with three different views of
the design, cold, warm and hot. The cold testing took place with just a
written specification, the warm test was carried out with a limited time on
a prototype (about an hour), and for the hot test, testers could play on the
prototype for as long as they wanted. The user testing activity was only
used with the end product. It was a within subjects design and subjects
were allowed to practice until they plateau-ed. They had a sequence of tasks
to do during which error messages and feedback were given and this
activity was followed by a subjective satisfaction questionnaire.
The findings were that the estimates between experts doing GOMS and
Heuristic evaluations were very varied. This suggested that it is best to not
rely on a single inspection. Other authors have made similar observations.
(REFS) The cost of a heuristic evaluation with a hot view of the design was
costlier than the user test and it was remarked that unless the product is
unstable, or users are unavailable, the user test was preferred at this stage.
(Savage 1996) compared expert reviews, user reviews and user testing. In
this study, expert reviews were defined to be inspection methods carried
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out by human factors specialists. These included heuristic evaluations,
cognitive and pluralistic walkthroughs, and consistency and standards
inspections. The usability tests were conducted in a role-play interaction
using a talk aloud session. User reviews involved potential end users in
viewing slide shows of the product and completing questionnaires and
engaging in group discussion. Results from this study were that expert
reviews tended to inform user interface issues that needed more research
with end users; the other two methods flagged up design issues. Heuristic
evaluations and user tests have been shown in some studies to identify
discrete sets of usability problems (Law and Hvannberg 2002).
In industry, user testing, where users are brought into a lab and asked to
think aloud while performing tasks, and are later questioned about their
experience of the software, is the most widely used technique (Nielsen and
Mack 1994). Cognitive walkthroughs (Wharton, Rieman et al. 1994),
Heuristic Evaluations (Nielsen 1994) and GOMS (Card, Moran et al. 1983)
are all more economical as they do not require running a prototype or
actual users. Empirical methods rely on the availability of real users to test
the interface, whereas informal evaluations rely on the skill and experience
of the evaluator. The recommended number of evaluators for a heuristic
evaluation is 3 – 5 and Nielsen has claimed that five subjects are enough
for a usability test as well. In some instances where users are scarce, users
may need to be saved for a user test, thus forcing the need for expert
reviews. (Nielsen 1994)
However, (John 1996) points out that there are many questions that remain
about all these techniques including
• Is the technique real world enough?
• Does it find faults and fixes, or just faults?
• When in the development process should it be used?
• How does it fare in a cost benefit analysis?
• How can techniques be best used together?
• What are the costs of learning a new technique?
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 47 | 53
It is possible to simplify these into four stages; these being.
• Purpose of the product – users would be defined here
• Availability of resources
• Stage of the project
• Purpose of the evaluation
Purpose of Evaluation
The Evaluation will have its’ own purpose, it may be to
• Predict problems
• Discover problems
• Evaluate against another product
This may change over a product design lifecycle. It is possible that the
evaluator may want one evaluation to cover all three aspects.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 48 | 53
user experience convenient.
D e p a r t m e n t o f I n f o r m a t i o n T e c h n o l o g y P a g e 49 | 53
3) Offer Informative Feedback:
Example: Status
Explanation: When a payment is done or received the status of payment
is displayed below the amount.
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4) Design Dialog to Yield Closure:
Example: Check after successful transaction
Explanation: After the amount has been successfully transacted
from the account a blue tick pops up with a notification sound
indicating that the operation was successful.
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6) Permit easy reversal of actions:
Example: Blocking and Unblocking
Explanation: User can block any contact and can unblock it again.
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8) Reduce Short-Term Memory Load:
Example: Transaction History
Explanation: Transaction history is properly maintained to keep a
Track of payments made making it convenient for user.
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