Final Hciu
Final Hciu
Final Hciu
HCIU
Group Assignment
GROUP ASSIGNMENT PANIPAT CE00306-2-HCIU HUMAN COMPUTER INTERCATION AND USABILITY PT1181/82
HAND OUT DATE HAND IN DATE WEIGHTAGE 21 AUGUST 2013 11 NOVEMBER 2013 50%
INSTRUCTION TO CANDIDATES: 1. Students are advised to underpin their answers with the use of references (cited using the Harvard Name System of Referencing). 2. Late submission will be awarded zero (0) unless Extenuating Circumstances (EC) is upheld. 3. Cases of plagiarism will be penalized 4. The assignment should be in both hardcopy and softcopy: The hard copy of the assignment should be bound in an appropriate style (comb bound ) The softcopy of the written assignment and source code where appropriate should be on a CD in an envelope /CD cover and attached to the hardcopy.
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Level 2(Computing)
HCIU
Group Assignment
GROUP ASSIGNMENT PANIPAT CE00306-2-HCIU HUMAN COMPUTER INTERCATION AND USABILITY In-Course Assignment Topic- Interface Design Assignment LIBRARY MANAGEMENT SYSTEM Group Number-..
HAND OUT DATE HAND IN DATE Submitted By: Aakash Bathla(GL) PT1182214 Kawal Deep Singh Shubham Sharma PT1183306 PT1181138 21 AUGUST 2013 11 NOVEMBER 2013 Submitted To: Mr. Ravi Sachdeva(Module Lecturer)
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Level 2(Computing)
HCIU
Group Assignment
Marking Scheme (CE00306-2 HCIU Assignment) Marks will be accorded to the team members for all work carried out in their respective section. The following are the marks that are to be awarded to each team member for the work done by the entire group. Student Name: Intake No.: Marks (70%) 10 15
Group Plan Walkthrough Critical Discussion and Application of User Requirements: To include the selection of data gathering methods the actual user profiling process performed discussions on task analysis conducted the impact of user profiling and task analysis on the design Critical Discussion and Application of Usability Goals and Competitive Analysis: To include the selection of design principles the selection of usability goals competitive analysis the impact of the activities on the design Critical Discussion and Application of Design and Prototype: To include parallel design, peer to peer evaluation and its impact on the design. each screen purpose and strategy behind its design Critical Discussion and Application on Testing: To include details on heuristic evaluation performed details on the formative testing performed details on the impact of the results to the final prototype Individual Research and Reference Use of research to support decision making (appropriate use of citations and references) in relevant to: User Profiling Usability Goals and Competitive Analysis Design and Prototype Testing Each member will be responsible for documenting the research section for one chosen usability engineering section identified above Note: A group of three will only choose the first three sections for the individual component. Asia Pacific Institute of Information Technology
15
15
15
Marks (30%) 20
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Level 2(Computing)
HCIU 5
Group Assignment
Presentation: Demonstration of the final prototype/ability to explain the whole usability engineering process undertaken Overall achievement of the learning outcome: Understanding of the overall HCI consideration for the project
Performance Criteria:
Criteria:
Remarks
Distinction Outstanding, comprehensive and clear explanation or implementation of the A: 70%+ criteria A quality piece of work giving full coverage of the criteria Credit Effective and well standard of criteria used with some minor limitations B: 60-69% Credit C: 50:59% Acceptable and sufficient of criteria used with some severe limitations
Pass Some criteria used with major limitations D: 40-49% Marginal Fail E: 30-39% Fail F: 0-29% Insufficient and unclear of criteria used.
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Level 2(Computing)
HCIU
Group Assignment
BE (HONS) IN COMPUTING In-course Assignment Information Sheet CE00306-2 Human Computer Interaction & Usability Assignment Interface Design Assignment Subject Intakes Date Assigned Date Due Lecturer Submission : : : : : Human Computer Interaction & Usability PT1181/82 21 August 2013 11 November 2013 Ravi Sachdeva
LEARNING OUTCOMES At the end of this assignment, you should be able to: 1. Show fundamental issues of human computer interaction and cost effective assessments of usability. 2. Apply common techniques in HCI to plan, investigate, model, synthesis and evaluate a small-scale prototype.
Assignment Overview You are to complete one piece of intensive course work for the module HCIU which is worth 50% of the module overall marks. The incourse work is to be completed as a piece of cooperative and collaborative group work. You need to work in a team of 4/3 members.
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HCIU
Group Assignment
You are required to develop an interface of a Library Management System. The design should be made with respect to the HCI design guidelines. It should be an interactive application which can be developed using an authoring tool of your choice. Do note that the purpose of this assignment focuses on the user interface and what goes into the entire design process that will give it a certain look and feel. A fully functional system is not expected to be produced. However, some limited functionality (such as dummy output) is expected in order to demonstrate the ability of the system. Database backend are not necessary. First Stage At the initial stage of this project, the team members are to meet together and brainstorm for this project. As a team, you are required to submit your proposal which includes the following requirements: You need to draw a scheme of work that shows how and when your team will perform the usability engineering activities (as identified on page 3 of this document) Your plan should include details of the tasks (including meetings) that will be involved and what deliverables you will produce as the usability project proceeds, including the final report itself. You are advised to include some spare time in your plan for unforeseen events e.g. one or more team members being absent for short periods. Deliverable: You will be expected to walk through your plan with a module tutor during week 5 of the module (for up to 10% see the Marking Scheme in page 4). You will need to make a 10-minute appointment to do this, normally during one of the usual timetabled slots. Once this proposal is approved then you and your team can move on to the second stage of the project where design, implementation, documentation and presentation will be scheduled.
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HCIU
Group Assignment
Your team will work through the following usability engineering activities: User Requirement User Profiling/Stakeholder analysis Task analysis Usability Goals and Competitive Analysis Identifying usability principles used in the system Competitive Analysis Prototype and Walkthrough Parallel design Storyboarding and description of each screen purpose and strategy behind its design Testing of Design Heuristic evaluation Formative Testing General Implementation Final presentation References Complete documentation (maximum 10000 words) must be produced to contain all the activities that the development team went through in producing the system. Complete and detailed research is required for each activity. As this is a group assignment, it is expected that the usability engineering activities are to be carried out together as a team. Each member must demonstrate knowledge and ability to explain each activity and the justifications of any decision made. This will contribute to the individual marks during the presentation. Each member will be responsible for documenting the research section of one chosen usability engineering section. Throughout the development cycle, the team is required to discuss the progress of the project every two weeks. Documentation of the discussions is to be included as part of the submission together with a detailed workload matrix to show the participation of all group members. The workload matrix is to be signed off by each team member.
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HCIU
Group Assignment
Marks will be accorded to the team members for all work carried out in their respective section. The following are the marks that are to be awarded to each team member for the work done by the entire group. Group Plan Walkthrough Critical Discussion and Application of User Requirements: To include the selection of data gathering methods the actual user profiling process performed discussions on task analysis conducted the impact of user profiling and task analysis on the design Critical Discussion and Application of Usability Goals and Competitive Analysis: To include the selection of design principles the selection of usability goals competitive analysis the impact of the activities on the design Critical Discussion and Application of Design and Prototype: To include parallel design, peer to peer evaluation and its impact on the design. each screen purpose and strategy behind its design Critical Discussion and Application on Testing: To include details on heuristic evaluation performed details on the formative testing performed details on the impact of the results to the final prototype Individual Research and Reference Use of research to support decision making (appropriate use of citations and references) in relevant to: User Profiling Usability Goals and Competitive Analysis Design and Prototype Testing Each member will be responsible for documenting the research section for one chosen usability engineering section identified above Note : A group of three will only choose the first three sections for the individual component. Presentation: Demonstration of the final prototype/ability to explain the whole usability engineering process undertaken Asia Pacific Institute of Information Technology Marks (70%) 10 15
15
15
15
Marks (30%) 20
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Level 2(Computing)
HCIU 5
Group Assignment
Overall achievement of the learning outcome: Understanding of the overall HCI consideration for the project
Performance Criteria:
Criteria:
Remarks
Distinction Outstanding, comprehensive and clear explanation or implementation of the A: 70%+ criteria A quality piece of work giving full coverage of the criteria Credit Effective and well standard of criteria used with some minor limitations B: 60-69% Credit C: 50:59% Acceptable and sufficient of criteria used with some severe limitations
Pass Some criteria used with major limitations D: 40-49% Marginal Fail E: 30-39% Fail F: 0-29% Insufficient and unclear of criteria used.
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Level 2(Computing)
HCIU
Group Assignment
Acknowledgement
-
Around a period of two months we were working hard to achieve our goal. We are strived hard to complete our assignment. Now after the completion of our group assignment we are happy to see the best results. Our goal was to give an outstanding and appreciating performance. Though there were lots of problems we had to face but we all worked together and moved on and on. Today we are out with flying colours. First, we would like thank to APIIT INDIA to provide us the opportunity to do such an assignment. We are very much grateful to our Module Lecturer Mr. Ravi Sachdeva for her continuous support in the development of the assignment and have enabled us to complete our assignment on time. He was always there to listen and to give advice and He also taught us how to express our ideas. We greatly acknowledge the working contribution of Director Sir, who encouraged us and provided us with all kinds of facilities including Ultra modern Library and computer Lab. We would also like to thank all our friends, family and everybody else who helped us anyways in our assignment. Last and but not the least, I want to acknowledge all my friends and colleagues who supported us in our assignment.
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Level 2(Computing)
HCIU
Group Assignment
Certification:
This is to Certify that Group Consisting of Aakash Bathla (Group Leader) Kawal Deep Singh Shubham Sharma (PT1182214) (PT1183306) (PT1181138)
Has Successfully Completed their Project named LIBRARY MANAGEMENT SYSTEM of the Module Human Computer Interaction and Usability As Per Staffordshire University Guidelines and Under my Guidance.
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Table of Contents
Acknowledgement .. 10 Certification . 11 Introduction 12 Workload Matrix:...13 1 User requirements 1.1 user profiling....... 1.1.2 Why we user Profiling. 1.1.3 Process of User Profiling. 1.2 Human Factors Stakeholder Analysis. Selection and Justification of the Stakeholder.. 2 Data Gathering Technique. 2.1 Interview 2.2Questionnaire /Survey. 2.3Observation. 2.4Focus Group... 2.5Questionnaire Analysis.. 3 Task Analysis 3.1Hierarchical Task analysis 4 usability goals and competitive analysis. Design Principle.... How Design Principles will be achieved.
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Level 2(Computing)
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Group Assignment
Competitive Analysis. Comparison with other similar websites. Learnings from competitive analysis... Impact of Usability Goals and Competitive Analysis.. 5 Design and Prototype. 5.1Card Sorting 5.2 Parallel Design Sketches Prototyping Storyboarding..... Screen design ... 6 Evaluation... 6.1 Evaluation framework 7 Usability testing 8 heuristic evaluation Appendix References
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Level 2(Computing)
HCIU
Group Assignment
Introduction:
The Term HCIU stands for Human Computer Interaction and User Interface .It is the study of interaction between user and Computer. HCIU is concerned with the design, evaluation and implementation of interaction computing Systems for human is and with the study of major phenomena surrounding them. HCIU is a very broad discipline that encompasses different specialties with different concerns regarding computer development. As a group we are decided to develop an attractive and user friendly LIBRARY MANAGEMENT SYSTEM. It is one of the popular sites that can be seen by everyone. It has become the necessity of every college and school. As this site is mainly used by student and library faculties, we are going to introduce a new interface which will be helpful to every computer user and it would not provide the majorfunctionalities but would also provide the user with the simplest interface and easily navigation to menus and sub-menus. The Site is being developed by keeping the following considerations in mind such as: Effectiveness, Efficiency, Usability and Simplicity. Understanding the key issues in the field of Human-Computer Interaction. A System that can be easily understandable and navigated by the student and library. Designing and evaluating interfaces on the basis of relevant knowledge and appreciation of human capabilities.
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HCIU
Group Assignment
Aakash Bathla
Shubham Sharma
1. User Requirement 1.1. User Profiling and data gathering 1.2. Stakeholder analysis 1.3. Task analysis 1.4. Documentation 2. Usability Goals and Competitive Analysis 2.1. Identifying usability goals 2.2. Design principles 2.3. Competitive Analysis 2.4. Documentation 33.3 33.3 33.3 33.4 33.3 33.3 33.3 100 33.3 33.3 33.3 33.4 33.4 33.4
33.3
33.3 33.3
33.4 3. Prototype and Walkthrough 3.1. Parallel design 3.2. Storyboarding 3.3. Software prototyping 3.4. Documentation 33.4
33.3
33.3
33.4
33.3
33.3
33.3
33.3
100
4. Testing of Design 4.1. Heuristic evaluation 4.2. Formative Testing 4.3. Documentation 33.3 33.3 33.3 33.4 33.4 33.3 33.3 33.3 33.3
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Group Assignment
Signature ____________________
____________________
Shubham Sharma(PT1181138)
____________________
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Level 2(Computing)
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Group Assignment
1.0
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Level 2(Computing)
HCIU
Group Assignment
User profiling plays a vital role in framing the system usable which is easy to learn, remember and easy to use. User Profiling is done so that it can aspire to the system to match the users tasks and to meet the user requirements. Without proper User Profiling, the interface will fail if it does not know what the actual user require. The system will fail if it is not as per the requirement of user. In order to make the system, it is important to understand the capabilities and limitations of those we are designing for our users. User Profiling consists of three main things:
User Profiling
Users
Goals
Tasks
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HCIU
Group Assignment
Under this we have all the features related to the user like how the user look like, their background, skills and all. Identify attributes of users -Physical Characteristics: It is related to the outer appearance of the user, like how the user looks like. It also signifies the age of the user. The users ability and users disabilities like is the user is having any eye sighted problem for which he/she uses glasses. Its all related to the user outer appearance. -Background: Here it means the educational background of the user which shows upto what extent the user can understand the things, the social and religious background of the user which helps a lot in making the system. -Skills: In this we get a fair idea about the skills and task experience of the user. We get to know what the user knowledge and experience is and what kind of task the user can perform. -Preferences: Under this we can get to know how efficient the user is and how efficiently he/uses the system to meet his/her requirements. 2. To know where is the task performed? Under this we will have an idea about the place and the situation where the system has to work and according to which the system has to design because surrounding environment matters a lot in working of a system. While standing, while sitting, in a crowded place, where the system is going to be used. Are users under stress or they are in absolutely light mood while using the system. Is there confidentiality required or need to hide some information The working space of the user, what kind of lighting do they work under, the kind of place they sit and work .All the things related to their surroundings. Surrounding noise
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Level 2(Computing)
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Group Assignment
3. To know the relationship between the user and the data? Under this we can collect the information about relationship between the user and the data: Personal Data: Is the data always accessed at same machine and personal to the user or not. Can anyone else use the same data or not. Do users move between or work on the same particular machine. Common Data: Is the data being used is personal to a user or common to all the users. Is the data passed sequentially between the users? 4. To know how often the task are performed? Under this we get to know the about the frequency of using the system to perform any task: Frequent users remember more details so no much assistance is required for them. So the System is designed in same manner. Infrequent users may need more help even for simple operations. So more and more steps and guidance is given for such types of users in the system. 5. To know what are the time constraints? Mainly time constraints deal with these Points: What functions will users be in a hurry for and which functions can wait, positioning of functions as in the same manner so that will easy for the user to perform his/her task as per his/her need. Is there any timing relationship between the tasks like if this task is performed then within this much of time span the another task has to be done otherwise there will be time out or the page will expire. This all have to decide while designing the system.
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Level 2(Computing)
HCIU
Group Assignment
Classification of user on the basis of domain knowledge and expertiseThe entire user domain can also be divided on the basis of knowledge possessed by the intended users. They can be categorized as under-
Novice User- These are the users who has either no or limited knowledge of the occupational
task to be performed, and of computers and interface concepts. They are very new to the system and will need a simple and basic interface. They may include that domain of users that has no prime knowledge of basic computer handling and software handling. But this domain will constitute very less numbers of users involved in present era of technology. Guidelines for Novice User: 1. All initiative should come from the computer- the novice may not know what is to be done. 2. Each required input should be brief- the shorter it is more likely it is to be remembered. 3. Input procedures should be consistent with user expectations-humans search for patterns and will generalize. 4. Help should always be available-online. 5. I here should be sufficient feedback-closure.
Knowledgeable Intermittent Users- These are the users who understand the main
concept of the task. They also have a broad knowledge of computers and interface concepts. These users may have problem in maintaining the system as they dont have a deep knowledge of the system. The users in the group come under the less frequent users group and hence may sometimes feel some problems in dealing with the system.
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Level 2(Computing)
HCIU
Group Assignment
Expert Frequent Users- These Users may include computer geeks. This user force may
include the developers and engineers who all are often involved in developing computer applications. They are termed as frequent users, due to their tendency of maintaining close relations to computer world. These mostly use shortcuts to accelerate the works faster.
1.2 Human FactorsConsidering Human Factors is a potent part of constructing a design of any system. Knowing users capability and restrictions is important for guiding the arrangement of controls and components of any system. Certain human factors effecting interface working are: 1. Physiology:- It mainly deals with physical build up or body parts of the users. It deals with the physical abilities and disabilities of the users. The design of system or interface is many a time affected by human physiology or built up factors. Hence, designers must take care of various techniques for users to access input and output modules. Physiology can be covered under three points:-
Reaction Time: It is the response which an user takes to response for a action or
an activity. It vary from one user to another one.
Disability: User may also possess some disability which may restrict them to make
full use of system. Disease like Rheumatoid arthritis often restrict user from accessing interface containing too many buttons and splash screens. Hence, paper use of mouse
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Level 2(Computing)
HCIU
Group Assignment
control has been considered and tools like arrows keys will be used to handle input modules.
2. Cognition: Cognition is the scientific term for The Process of thought and it is
basically related to brain of human body. It is related with the aspect that how many things we can understand at a same time. It mainly deals with the human understanding, thinking, reasoning, problem solving capabilities, memory. It also deals with time span for which an individual can pay attention to a specific task. According to George Millers (1956) theory, 72 chunks of information can be held in short-term memory at any time. This concept must be followed while designing the interfaces for any system. 3. Perception: It describes perceiving power of users. It is the capabilities and limitation of visual processing and understanding how users perceive size and depth. While designing the system, care should be taken about all the human cognition ane perception factors which could affect the output of the sytem.
It can be measured by mainly three laws: Law of proximity: Describes that object near each other tend
to be grouped together.
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Level 2(Computing)
HCIU
Group Assignment
Stakeholder Analysis: Person, group or organization that has direct or indirect stake in an
organization, because it can affect or affected by the Organisations actions, objectives, and policies. Stakeholder analysis is a technique we can use to identify and access the importance of key people, groups of people, or institutions that may signifies influence the success of our activity or project. The technique can be used alone or with team members. The Stakeholder concept was first used in a 1963 internal memorandum at the Stanford research institute .It defined stakeholders as those groups without whose support the organization would cease to exist The four main categories of stockholders affecting are listed below: Primary Stakeholder : Users who directly uses the system are known as primary stakeholder. These users actually use all the resources of the system. They are the persons who are affected either positively or negatively due to the project. Secondary Stakeholder: Those who dont work on the system but need reports regarding system at regular interval of time or in other words we can say that who are interested in progress reports of system are kept under the category of secondary stakeholders. This may include project managers, system managers etc. Tertiary Stakeholder: Those who are the owner of the system and who are investing money and their capital in development of the system comes under the category of tertiary stakeholders. i.e all who are interrelated with loss and profit of system comes under tertiary stakeholders or those who help in managing the system comes under this category. Facilitating Stakeholder: Those persons who are involved in designing, developing and maintaining the products are known as Facilitating stakeholders.
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Group Assignment
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Group Assignment
The stakeholders can be prioritized more precisely as follow: 1. Primary stakeholder: These are those who directly use the system and here the primary stakeholders are the librarian, student and faculty as they for whom the whole system is going to be developed. 2. Secondary stakeholder: These are the people who dont use or work on the developed system but they want the reports after every certain period of time and here for library management system the secondary stakeholders are director and accountant. 3. Tertiary stakeholder: These are the people who tell the developers to develop the system and here APIIT SD INDIA, Panipat is the owner of the system who is paying the developers to develop the system. 4. Facilitating: These are the developers who develop the system and maintain the system and here the students namely aakash bathla, shubham Sharma, kawal deep singh are the developers.
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Level 2(Computing)
HCIU
Group Assignment
Recommended during early phases of research Recommended during latter phases of research projects. projects.
Qualitative data is more rich, time consuming, Quantitative data is more efficient, able to test and less able to be generalized. Data is in the form of words, pictures or objects. hypothesis, but may miss contextual details. Data is in the form of numbers and statistics.
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Level 2(Computing)
HCIU
Group Assignment
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Group Assignment
2.1 Interview
Interview is one of the most important ways to gather information and create contents for a story. Interviews are conducted on one-on-one or small group of people. The purpose of an interview are to become familiar with different types of interviews, To understand when interviews might be useful for the evaluation, and to identify the components of a good interview.
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Level 2(Computing) Types of Interview: 1. Structured Interview 2. Open-Ended Interview 3. In-Depth Interview
HCIU
Group Assignment
Structured Interview: Sometimes referred to as patterned interview. Interviews that use predetermined categories of answers. The main purpose of the structured interview is to pinpoint job skills that are essential to the position. Open- Ended Interview: Broad Questions area asked in a predetermined manner allowing for free-flowing conversation. Can be used both to give and receive information. In-Depth Interviews : An In-depth Interview is a conversation with an individual conducted by trained staff that usually collects specific information about one person. When to use Different Types of Interviews: Structured Interviews Suitable for short, non-sensitive topics Can address program processes and subjective response to program outcomes. May be useful for needs assessments and satisfaction surveys. Open-Ended and In-Depth Interviews Used to gather detailed information, opinions and experiences and to thoroughly document processes. Help to make connections between the program impact and other aspects of participants lives.
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HCIU
Group Assignment
1. Enables us to learn about things that can-not be directly observed. 2. Add an inner perspective to outward behaviors. 3. Increase Accuracy of response. 4. Respondents can raise concerns 5. Enables Modification to lines of inquiry 6. The interviewer can probe deeper into a response given by an interviewee. Disadvantages of Interviews: 1. It is time consuming. 2. The Interviewer may be biased and ask close questions. 3. Quality of information obtained is largely dependent upon the interviewer.
2.2Questionnaire /Survey:
Questionnaire is a document containing a set of questions regarding the information that needs to be gathered, and it allows the analyst to collect information and opinion from respondents. The purposes of a questionnaire are to understand the survey would be useful for the evaluation and to learn about the components of a good questionnaire/survey. Closed-Ended Questions: Question that give the respondent a choice of answers to select from. Open-Ended Questions: Questions that allow the respondent to write an answer in his/her own words.
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HCIU
Group Assignment
1. The responses are gathered in a standardized way, so questionnaires are more objective, certainly more so than interviews 2. Generally it is relatively quick to collect information using a questionnaire. However in some situations they can take a long time not only to design but also to apply and analyze. 3. Potentially information can be collected from a large portion of a group. This potential is not realized, as returns from questionnaires are usually low. However return rates can be dramatically improved if the questionnaire is delivered and respond to in time. Disadvantages: 1. Questions may be misunderstood by respondents. 2. Responses to closed-ended questions provide limited depth. 3. Quantitative analysis is less meaningful when the sample size is small. 4. Survey use requirements an understanding of survey design and statistics.
2.3Observation
Observation method is a technique in which the behavior of research subjects is watched and recorded without any direct contact. It is a qualitative method that provides descriptive information about what happens in a program event, Including the environment or context, activities, processes and discussions.
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HCIU
Group Assignment
This method can be independently or in combination with other methods of a job analysis. There are three methods of job analysis based on observation, which are: Direct observation: This method observes employees in the performance of their duties, recording observation as they are made. Work Method Analysis: This method is used to describe manual and repetitive production jobs and is used by industrial engineers to determine standard rates of production, to set pay rates. It includes time and motion study and micro-motion system. Critical Incident Technique: Though they employ the same method, these methods differ in terms of who the observing, Advantages of Observation: 1. Firsthand observation 2. Simple to use 3. Verifies data from other sources 4. Useful for manual and psycho-motor tasks. Disadvantages of Observation: 1. Time Consuming 2. May bias worker performance 3. Small sample size 4. Requires skilled observer 5. Validity and reliability may be problematic. 6. Not useful for jobs consisting on mostly mental tasks.
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2.4Focus Group:
Focus groups present a unique opportunity to a group of end-users to discuss their needs, objectives and perceptions in an interactive environment. The opinions and statements of the respondents enable one to derive strategic information and draw interesting conclusions. Conducting a Focus Group The seven basic steps for conducting a focus group are: 1. Determine research objectives 2. Develop a discussion format 3. Choose and screen participants 4. Select a moderator 5. Convene the focus group meeting 6. Collect and analyze the data 7. Make a presentation To improve the effectiveness of the focus group, a special facility, consisting of a meeting room with a round or oval table to enhance communication among the respondents, should be used. Desirable Qualities of moderator The moderator must lead the discussion and ensure that all the predetermined objectives of the interview are met, while making sure that no personal bias affects the course of the interview. Some of the desirable qualities are: Must be well-informed in the nuances of the industry being discussed for a better understanding of the discussion. Must be able to encourage members of the group to discuss concepts in greater detail.
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Group Assignment
Must be able to encourage a debate among the respondents to generate deeper discussions. However, he/she must not allow the interview to degenerate into an argument. Must encourage the involvement of all the members in the group. Must be adaptable. The moderator should commit the sessions questionnaire to memory and allow the session to flow smoothly without enforcing an arbitrary question order. Must exhibit significant degrees of empathy with the group, while maintaining control over the interviews. Advantages of focus group 1. Opinions or ideas of the individual group member can be taken and defined by the group, resulting in more accurate information. 2. A snowballing effect can occur, causing the ideas of individual members of the group to be passed around the ground, gathering both momentum and detail. 3. Focus group interviews are generally more interesting to the respondent than individual interviews. As a result, answers are likely to be longer and more revealing. 4. As the questions of the moderator are directed at a group rather than individuals, the degree of spontaneity of resultant answers is often greater in a focus group interview. Disadvantages of focus group 1. Structuring a random sample is a complicated task. The responses of the participants in the interview are likely to be different from those that did not participate. Therefore, nonresponse can be a serious problem. 2. Focus group is generally costlier than other end-user interview alternatives.
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3. The moderator can introduce significant biases into the proceedings, should he/she fail to ask certain questions or delve deeply into specific areas. 4. Skilled moderators are difficult to find, and when their services are available, they are often expensive. Selection and justification of a chosen data method Any project or task requires a healthy amount of data. Based on this data, the team can induce its work on the project. Data gathering is simply collecting information is related to a project or task from the user or any other sources. Mainly there are five techniques for collecting or gathering information. Questionnaires Interviews Workshops/Focus Group Naturalistic observation Studying documents The requisites of system being developed significantly depend upon the targeted users and the conditions provided to the system of online library management system when is embryo stage. Moreover, when it comes to the interface designing, It becomes all the more potent to consider user expectations to make the system a popular entity among user community. Hence in order to determine the user requirements and considering the market demands, designers often follow various data gathering techniques.
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HCIU
Group Assignment
Since we have to design a online library management system project for College, Our project includes large number of users from places which are geographically as well as culturally apart. In this situations questionnaire s can be good option for collecting valuable data. We will prepare printed as well as online questionnaires in order to reach large community. Heres a small sample of our questionnaire 1. For how many years are you using your current Library management system? a.) 0 year b.) < 1 year c.) 1-5 year d.) > 5 Year Justification: This question is asked to know about the experience of the users. 2. How do you grade performance of your present Library management system? a.) 100% b.) 50%-70% c.) 70%-99% d.) Cant say Justification: This question is asked to know about how well system work. 3. In the Past 10 Years, How many times did your library go through LMS Migration? a.) 0 time b.) 1 time c.) More than once Justification: This question is asked to know about time when you used the system.
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4. Why did your library take a decision to migrate from earlier Library Management System? a.) Cost Factor Maintenance b.) Quality Improvement c.) Administration reasons d.) Economic Reasons e.) New Feature if any_________ Justification: This question is asked to know about the migration of Library.
5. Which background color will be best for the online library management system? a.) Colorful b.) Colorless c.) Not sure Justification: This question is asked to know about the color scheme of website. 6. Are you agree, that there must be some facility for the disable person in Library management system? a.) Yes b.) No c.) Not Sure Justification: This question is asked to know about the facility of system.
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7. Which language is suitable for library management system? a.) English b.) Hindi c.) France d.) Any Other please specify___________________________ Justification: This question is asked to know about the suitable language for system. 8. Which font you like most? a.) Times new Roman b.) Georgia c.) Arial Black d.) Other Justification: This question is asked to know about the font . 9. How often do you visit your college library? a.) Daily b.) Thrice Weekly c.) Weekly d.) Monthly e.) Rarely Justification: This question is asked to know about the have they visited the system before or not .
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10. Are you comfortable with the library catalogue system? a.) Most comfortable b.) Comfortable c.) Comfortable to a little extent d.) Not at all comfortable Justification: This question is asked to know about that is efficient for user or not . 11. Do you always use the internet? a.) Yes b.) No c.) Sometime Justification: This question is asked to know about the accessibility of internet.
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For how many years are you using your current Library management system?
Analysis Impact
0 Year-10%, <1 Year- 60%, 1-5 Year-15%, >5 Year-60% Most of the users are under 1Year
15%
10%
60%
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Question 2
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Analysis Impact
10%
70%
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Question 3
HCIU
Group Assignment
In the Past 10 Years, How many times did your library go through LMS Migration?
Analysis Impact
Question 4
Why did your library take a decision to migrate from earlier Library Management System?
Analysis
Costfactor-5%,qualityimprovement-70%,economicreason15%,administrationreason-5%,anyother-5%
Impact
5% 15%
5% Cost Factor Quality Improvement Economic Reasons Administration reason 70% Any Other
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Question 5
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Group Assignment
Which background color will be best for the online library management system?
Analysis Impact
Question 6
Are you agree that there must be some facility for the disable person in Library management system?
Analysis Impact
10%
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20% Times New Roman 10% 60% 10% Georgia Arial Black Any Other
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Question 9 Analysis Impact
HCIU
How often do you visit your college library?
Group Assignment
Daily-60%,ThriceWeek-20%,Weekly-10%,Monthly-8%,Rarely-2% Daily
8% 10%
20%
Monthly Rarely
Are you comfortable with the library catalogue system? MostComfortable-60%,Comfortable-20%,littleExtent-8%,no-2% Most Comfortable
8% 10% Most Comfortable Comfortable 20% 60% Comfortable to a little extent Not at all Comfortable
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Question 14 Analysis Impact
HCIU
Do you always use the internet? Yes-60%,No-30%,Sometimes-10% Yes
Group Assignment
Conclusion
Data gathering technique consists of how do we go about determining requirements and concluding the results. It is the process of gathering and measuring information on variables of interest, in an established systematic fashion that enables one to answer stated research questions, test hypotheses, and evaluate outcomes. Accurate data collection is essential to maintaining the integrity of research. It made clear about the requirements and needs of user and in what way user will be satisfiedAs defined by Knatterud. G.L. (2012). Due attention was paid while designing the interface so that each and every component of the website is as per the needs of the users so that the website turns out to be a paradise instead of a laid down continued source of frustration. An interview and a questionnaire session with different categories of users (who are interested in antique materials) were conducted in which list of questions was asked to different types of users.
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Knowledge about user Students/faculty:- Student are the one in library management system who uses the system for
only see his details that how many number of book he/she issued date of return like that information is given. Librarian:-Librarian, the one in library management system who issue, return renew, add/ remove student and book, display all student can use all the following functionalities of library management system.
3 Task Analysis
Task analysis is the process of way people performing their jobs: The things they do, the thing they act on and the things they need to know. It is process in which task structure is analyzed. Critical elements and potential usability issues are identified. It is a method/set of methods for understanding the tasks, user carry out with a product/system. The key terminologies involved in task/analysis are goal and task. Goal: The state that the human wishes to achieve. Task: The activities required in order to bring about the state the human wishes to achieve (the goal). Purpose of task analysis 1. Determine the goals and objectives 2. Define and describe in detail the tasks and sub tasks to be performed. 3. Specify the knowledge type(declarative, structural and procedural knowledge) that characterize a task. 4. Select outcomes that are appropriate for the development. 5. Determine activities and strategies. Asia Pacific Institute of Information Technology Page 48
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6. Select appropriate media environments. 7. Construct performance assessments and evaluation. Three potential uses of task analysis in the design process
Existing system
Task Analysis
New System
Related system
New System
3.1Hierarchical Task analysis HTA is a task analysis technique which involves some form of task decomposition to express a whole task into different subtasks. HTA is a commonly used means of breaking tasks down into a hierarchy of goals Operations and plans. The sub-task are then further divided into sub-tasks
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when are then grouped as plans that specifies how the tasks might be performed in an actual situation. The output of HTA are a hierarchy of tasks and subtasks and also plans describing in what order and under what conditions subtasks are performed. Selection and justification of task analysis Goals: We have to keep this thing in our mind that the design should be interactive and the users will not get distracted, confused while accessing the online library management system. Goals of our system when librarian uses the system: 1. Login 2. Add/Remove Books 3. Add/Remove Members 4. Issue Books 5. Renewal Books 6. Return Books 7. Search Books 8. Logout Goals of our system when student uses the system 1. Login 2. Search books 3. Display status of books borrowed by him 4. Logout
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0.0 LOGIN
Plan 0.0 Do 1.0 then 2.0 then do 3.1, 3.2, 3 randomly do 1.4 Plan 3.0 If user forgot 3.1 and 3.2 then go to 3.3. Task Analysis of Login
Task Open Website Click on Login Fill form Submit Critically H H H H Difficulty L L M L Frequency H H H H
Assumptions for Login The person who logged in should have little idea about the online library management system. Asia Pacific Institute of Information Technology Page 51
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HTA OF SEARCH
0.0 Search Books
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3. Task Analysis of Search Book
Task Open Website Click on Login Fill form Search Book Submit Critically H H H H H Difficulty L L M M L Frequency H H H H H
Assumptions for Search Book The person who logged in should have idea about the book name or book id or author name.
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5.0 Logout
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then do 5.0. Task Analysis of Display Status
Task Open Website Click on Login Fill form Display Status Submit Critically H H H H H Difficulty L L M L L Frequency H H H H H
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0.0 LOGIN
Plan 0.0 Do 1.0 then 2.0 then do 3.1, 3.2, 3 randomly do 1.4 Plan 3.0 If user forgot 3.1 and 3.2 then go to 3.3. Task Analysis of Login
Task Open Website Click on Login Fill form Submit Critically H H H H Difficulty L L M L Frequency H H H H
Assumptions for Login The person who logged in should have little idea about the online library management system. Asia Pacific Institute of Information Technology Page 54
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5.0 Logout
For add Book Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.1 then do 4.2 then do 5.0. For Remove Book Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.3 then do 4.4 then do 5.0. Task Analysis of Add/Remove Book
Task Open Website Do Login Fill Add/Remove Book Form Submit H L H Critically H H H Difficulty L L M Frequency H H H
Assumptions for Add/Remove Book The librarian know the book id of the book which he want to delete the book. Asia Pacific Institute of Information Technology Page 55
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5.0 Logout
For add Student Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.1 then do 4.2 then do 5.0. For Remove Student Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.3 then do 4.4 then do 5.0. Task Analysis of Add/Remove Book
Task Open Website Do Login Fill Add/Remove Book Form Submit H L H Critically H H H Difficulty L L M Frequency H H H
Assumptions for Add/Remove Student The librarian know the book id of the book which he want to delete the book. Asia Pacific Institute of Information Technology Page 56
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5.0 Logout
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0. Task Analysis of Search Book
Task Open Website Click on Login Fill form Search Book Submit Critically H H H H H Difficulty L L M M L Frequency H H H H H
Assumptions for Search Book The person who logged in should have idea about the book name or book id or author name.
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5.0 Logout
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0. Task Analysis of Issue Book
Task Open Website Do Login Click Issue Book Fill Requirements for Issue Book Submit H L H Critically H H H H Difficulty L L L M Frequency H H H H
Assumptions for Issue Book The librarian knows the book details to be issued and the student details to whom the book is to be issued.
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5.0 Logout
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0. Task Analysis of Renew Book
Task Open Website Do Login Click Issue Book Fill Requirements for Renew Book Submit H L H Critically H H H H Difficulty L L L M Frequency H H H H
Assumptions for Renew Book The librarian knows the book details to be Renew and the student details to which the book is to be renewed.
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5.0 Logout
Plan 0.0 Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0. Task Analysis of Return Book
Task Open Website Do Login Click Return Book Fill Requirements for Return Book Submit H L H Critically H H H H Difficulty L L L M Frequency H H H H
Assumptions for Return Book The librarian knows the book details to be Returned and the student details who returned the book.
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REFRENCES
//www.soliber.net/01/do-you-need-comparative-or-competitive-analysis/.[ Last accessed 15th Oct 2013]. .( 2013). What is website design. Available: http://www.arawebsitedesign.com/What_is_website_design_66.htm. [Last accessed 21st Aug 2013]. Accessed on 15th September, 2013] UGuide/jingwu/[Accessed on 15th September, 2013] 2013] 2013] [Accessed on September 16, 2010]
2013] -stakeholders_.html [Accessed on September 16, 2013] 2013] http://classweb.gmu.edu/ndabbagh/Resources/Resources2/taskanalysis2.ht m [Accessed on September 15, 2013]
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4 USABILITY GOALS AND COMPETITIVE ANALYSIS OUR GOALS Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Mostly it occurs with the novice user because novice user have no idea that how to interact with the website. Efficiency: Once users have learned the design, how quickly can they perform tasks? It measures the total time taken to perform typical tasks. Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency? Usable systems minimise the time that we need to memorise. This may involve displaying relevant information at appropriate points, providing comparison charts or providing flexible password options. Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? A characteristic of a usable system is that it is designed to be tolerant of errors. This can be done by acknowledging that errors will occur, preventing those that are possible and allowing easy recovery from those that do occur. Count minor and catastrophic errors made by users while performing some specified task. Satisfaction: How pleasant is it to use the design? It asks from the users by the subjective opinion (questionnaire, interview), after trying system for real task.
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Selection of users on the basis of usability Goals: 1. Novice User: Novice user have little or no knowledge about the system. He is about new to the system. So there must be the learn ability. With the help of learn ability user can able to know that what the things he has to do to be the familiar to the interface or know about the system and interface effectively. Other achievable goals are Subjective Satisfaction and errors. Subjective satisfaction gives the result that how much users are satisfied with the system. A minor error can easily be solved by the novice user. 2. Knowledgeable Intermittent Users or Casual user: Such type of users has good or less knowledge. They may be the expert about the system but they are occasionally. They are never frequent to the system so memorability function or goals must be for the casual user which helps him to memorise the function related to the system. Designers of systems that help people to make decisions (such as information systems) must recognise that people are likely to use the first piece of information they see, may not read beyond that, and are very unlikely to read disclaimers or additional information. Error goal can also be add in the Knowledgeable Intermittent Users or Casual user ad they will be able to handle these errors easily. Subjective satisfaction will also be achievable goals in Casual user. 3. Expert User: Expert user have the full knowledge about the system. Usability goals which will be achievable in expert user section is Efficiency, Errors, Subjective Satisfaction. Expert user easily and perfectly handles the errors because he has the perfect knowledge about the system. They have the full command over the short cut keys and having the full idea about local map of the Site. Percentage of types of Users:
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1- Novice user 2- Expert users 3- Casual user Novice users- These are the learner or a new user. Percentage of user for novice is (80%) Expert users- These are called as power users. They have a good knowledge about computer Percentage of user for expert is (10%) Casual users- These are those who is not regular one. Percentage of user for expert is (10%) Design Principle
1. Visibility: visibility means that just by looking, users can see the possibilities for action .It means that placing the controls in a highly visible location and every user easily interact with it. It is useful for all type of users and for all generation. It is the most valuable part of the website to make it success. Because if any user facing problem to see the contents of the website they might be left the website and will select the other option. So perfect visibility must be there. For example : In the antique website, the design team has placed the controls in the highly visible location, with proper color combination and appropriate and clear metaphors. Asia Pacific Institute of Information Technology Page 64
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The name of system is at the top middle position. So that whenever any user opens the website, he gets to see what this website is all about Header is placed in highly visible location makes it more visible
An appropriate color combination, color contrast, font size is used, to enhance the visibility of the controls as well as interface. Controls color, text, background and size and metaphors are styled in a way to make it highly visible
2. Feedback: Feedback is the provision of information to a user about the result of an action when feedback is used in design; the system tells the user that it has done something in response to the user's input. There must be the suitable response. Because if user clicks on the add button and instead of issue it opens the renew page then it may be bad feedback. So a good feedback is very necessary for a good website. Feedback is most important for the new user because he is unaware with the system and he is trying to manage the website with the help of metaphors or the meaning of the language. But if the given thing is wrong then the user will not find their result. For casual and expert user it is also important to memorise the things. Asia Pacific Institute of Information Technology Page 65
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metaphors used are very common, so that just by seeing the metaphor of the control, user gets to know the use of that control.
done.
will give response to the user signed in. On clicking the login link, a pop up window appears to allow user to enter username and password.
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3 Constraints: Constraints are properties of an object that limit the ways in which it can be used. When constraints are used in design, we reduce the possibility of users making errors. With the help of constraints we can easily restrict the possible errors that can be performed. It prevent user from selecting the incorrect options. So it is useful for every type of user either Novice or Casual or Expert to handle the errors. For example: The design team has provided constraints wherever necessary. If the user leaves the text boxes empty login/ register popup window will prompt saying fill all the fields. Some restrictions are provided to the user for doing tasks. User cannot do purchasing until he logins as a member. Proper format is shown so that user does not enter wrong values.
Message is displayed to the user to enter all the filled which is required
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4 Mapping: Mapping is the relationship between controls and their action or effect in the world Natural mapping takes advantage of physical analogies and cultural standards to provide the user with an understanding of how something works. This designing principle is useful for the casual user because they used the website rarely so they have the perception that this thing will be placed at that place and if they will not find there then there is the chance that they will face problems. So to avoid the problems a good mapping must be there For example: In the image gallery, there is previous and next button which correctly means it is meant for moving either to right or left Designer has placed controls in a sequence so the user can interact with it without any delay like if the user is not a member, than he can register as a member simultaneously. The register control is providing just before the login control. Designer has provided the detail control below every antique, so that the user gets to know easily that which particular detail is for which antique.This arrow means next button
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5 :Consistency: Design interfaces to have similar operations and use similar elements for similar tasks. There are two types of consistency. Internal consistency and other is External consistency. Internal consistency refers to designing operations to behave the same within an application. It helps to all types of users basically the casual user through which they can memorise easily their last visit of the website. It is also much useful for External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices. For example: Use of short cut keys always use ctrl key plus first initial of the command for an operation ctrl+C, ctrl+S, ctrl+O A similar layout is used throughout and within the application for e.g. same font style (Georgia), spacing, formatting, font size and color, tooltip on every menu items. Similar elements are used for similar task are used, like designer have used left arrow key to move left direction, right arrow key to move towards right etc.
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6.Affordance: It is the property of an object that indicates how it can be used. It means that everything will be placed at their renowned position. So that any type of user can easily use it and there will be no problem regarding to understand it. It is much useful for the novice user because they have not the proper knowledge about the website, they work with the knowledge of the previous visited site and their expectation is that everything will be in the same position as well as was there. Seeing this drop down menu, user understands that it is meant for scrolling down to choose an option. User can understand by this what is this here
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Identify which usability goals will be followed in the project? As our users are novice ones the following usability goals are followed while making the system. 1) Learn ability: It means easy to learn. We have used different methods to make the system more and easier to learn and access by our users. For that we have used tooltips, guidance and help. Tool tip: It is a small, boxed text message that pops up when a mouse cursor hovers over a toolbar icon to help explain controls. By the use of tool tips we have tried to give a kind of knowledge to our users of what to do and where to do. It can eliminate the confusion of the users while using the system. This is the tooltip which gives necessary information.
Guidance: It is a kind of text or a kind of picture support given to tell the user how the system works. We have used text guidance to tell the user hoe to navigate the system properly so that the users feel absolutely free while using the system. They can get a clear cut picture by the help of guidance given for them. Help: We have used the help option in our system to make the user friendlier with the system. If the user is having any kind of problem while doing any of work on the system then in the help option he/she can ask his/her question and within few minutes get the answer of his/her question. Asia Pacific Institute of Information Technology Page 71
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Site map : It helps user to navigate from one page to another page. It helps the visitors to understand the site structure and layout and thus, quickly gain access to what your site has to offer.
This is site map, used to navigate easily from one page to another
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2) Efficiency: It means doing the work in the minimum amount of time. This usability goal mainly refers to the degree to which a proficient like what are the short cuts available to the system, the various functionalities available, less time taking, etc.. Efficiency is mainly made for the expert user as they use the short cuts and want less time for any sort of action. As our main users are novice so we have not given much emphasis on providing shortcuts or mapping. For example: Shortcut keys: There are shortcut keys for accessing between different web pages in a less period of time.
Shortcuts Ctrl+h Ctrl+a Ctrl+L C H Ctrl+b description go to home page go to administrator page go to library member page go to contact page go to help page go to books details
3) Memorability: It mainly refers to the capability of the system to be remembered by the user. Remembering the whole work after a span of time. As our users are novice ones we have taken extra care in implementing this goal. For this we have maintain the consistency of the different pages of the system so that the user wont feel any kind of confusion while using the system after a time span. We have also used metaphors for making the novice users to remember the things they were using when they left the system as pictorial things can be remembered for a long time.
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Metaphors are the conceptual model that has been developed to be similar in some way to the aspects of a physical entity. A metaphor is a figure of speech that constructs an analogy between two things or ideas; the analogy is conveyed by the use of metaphorical word in place of some other word.
Metaphors Justification This for students pages .
It indicates the feedback page which is used by user to gives their comments This is used for symbolizing first page of website called the home page using home icon This is used for contact us page of the website .then user can contact to get information about journey
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4) Errors: Errors in term of usability goals refers to the error occurrence rate. These errors can either be minor errors that do not affect the system or can be catastrophic errors that are disastrous for the system development. It is very much important to put
Certain constrains on the system so that the user will make errors as less as possible. As we have novice users, they are new to the system, so the chances of making errors are every high. So for this we have use validations in entering the information by the user. If any thing is filled wrong the system will tell the user that he/she is entering wrong data and tell him/her to fill the correct one. We have also use the concept of password for login the account of the user. It will restrict unauthorised user to access the system. for example: Validation: The process of ensuring that a program operates on clean, correct and useful data. It uses routines, often called "validation rules", that check for correctness, meaningfulness, and security of data that are input to the system Showing Message If the field not fell
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ensures that system is pleasant to use. Every system fulfils the requirement of
the user if it is enjoyable. As our system is going to be used by the young ones we have used proper colour combinations. There is the use of flash to make the system look more attractive. Many user attractive coloring pages and many things has been used in the system. As our system is entirely based upon the design principles, it will definitely be a satisfactory one.
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How Design Principles will be achieved? After studying the design principles in HCIU we prefer design principles in our project which make the project user friendly and fulfill all its requirements which users want. 1.) Visibility: The visibility design principle is achieved in following ways in our project: 2.) We placed controls in highly visible location. 3.) We are providing auditory message along with control. 4.) We are trying to providing labels or instructions along with control. 5.) We are also highlighting the control. Using the light background colour which reflects the interface. Making heading dark coloured and font colour must match the whole colour combination. Feedback: The feedback design principle is achieved in following way. It is response of computer with regard to users action. 1) User can give their view after using this website in feedback form. Constraints: constraints are such mandatory limits under which the system can be used. 1)Physical Constraint: for using our website user must need a computer. No other physical constraint we are going to implement in our system. 2) Logical Constraint: validations for going to the home page from the sign up page. 3) Cultural Constraint: We kept the idea in mind that while making the system no ones personal or religious feelings get hurt. Mapping: this design principle is achieved in following ways: All the buttons are placed well. Below every icon there is the text depicting for what it is used.
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Consistency: - Designed interface should have similar operation and use similar elements for similar task. Consistent interface is easier to learn and use. 1) Internal Consistency: All the pages of our system are well maintained through colour combination and all the important menus are placed on each pages. There is option to go to the home page in all the pages. 2) External Consistency: No external consistency we are going to use in our website. Affordance: It can be achieved through following ways: Using icons on buttons tell its suggestibility like using home icon for home button. The << symbol shows that we can move to back page. Thus shows how it can be used. Competitive Analysis: Competitive analysis identifies the strengths and weaknesses of competing products or services before starting work on prototypes. The competitive advantages of each topics are discussed, which help to create usable systems by considering human abilities and limitations, learning about the needs of the user group and involving the users throughout the design process. Taking these steps may involve a little more effort in the early stages of the process, but ensures that the end result is going to be more useful and more usable, and therefore used. Benefits To discover the strengths and weaknesses of competing products or services, To develop a list of issues that need to be addressed in order to compete effectively.
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Competitive analysis helps in finding out what features the competitors have used and where you have lagged in. To keep pace with them, competitive analysis is necessary. Chances are that there will be some things that the competitors do better than you, but if you can swing the positive aspects more in your favor, then the chances are that your business will come out on top the majority of the time. The primary benefits of any competitive analysis are a better understanding of: What your competitors are doing, what they are offering to customers, and how to maintain your competitive advantage, influence competitor behavior to the firm's own advantage, to discover the strengths and weaknesses of competing products or services, to develop a list of issues that need to be addressed in order to compete effectively, to gain consensus among a group of project stakeholders. Once you have a clear picture of what your competitors are doing this will allow you to use some of their techniques on your own website to build your authority and position in the search engine results.
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No metaphors are there, mapping is absent as well the color combination is not good. It is not efficient for the expert users. It is a bad website for the disabled users. It has to be scrolled down much to see all its contents. absent thus all the design principles are not met. It is not learnable (no tooltip), no metaphors in included
Design is not simple. Not good for efficient users (no shortcuts).
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Learnings from competitive analysis After visiting similar websites and finding out their good elements and flaws, in the online library website all additional features and design principles are included in order to make it more usable and satisfy user requirements. Thus, when it will be launched in the market, its place will be no less than the other websites already in use and will be popular among the people easily. Conclusion Competitive analysis means checking out similar products to find out what is bad and what is good in their site It is an important component of usability engineering lifecycle. For making the online library website a better one, the design team has visited several relate websites to find out the good elements as well as flaws that the competitors have made so that the good features are enhanced and implemented in the present website too and remove the bad elements thereby making the website more user-friendly and embraced with features to have a respectable position in the market. It is as important to know what the competitors are doing rather than simply developing and deploying the website. Else it would later make realize that the designed website lacks certain features and functionalities due to which it has not gained customer satisfaction.
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Impact of Usability Goals and Competitive Analysis: 1.) By the help of the usability goals we would be able to produce a system which will be absolutely user friendly 2.) By doing the competitive analysis we would able to know the real time need and requirement of the users i.e. what exactly the users want from a Library management system 3.) Through this we are able to add certain functionalities in our system 4.) Users need not to pay any money to be the part of the web portal. It is absolutely free to everyone.
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References
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2. CLOSEDCARD SORTING: The best design is searched not a particular element. The
participants are given cards with pre grouped site contents. They are than asked to find the best among those groups. This sorting is usually done, when the similar kinds of design are available to us. This technique is evaluative, it is basically used to judge whether a given set of category provides an effective way to organize a given collection of content.
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a.) Home b.) About Us c.) Contact Us d.) Student/Faculty e.) Librarian f.) Feedback Result of Card Sorting(Menus): Sorting by user 1 A B C D E F Sorting by user 2 A C B D E F Sorting by user 3 A B
C
Sorting by user 4 B A D E C F
Sorting by user 5 A B C D E F
Sorting by user 6 A C B E D F
D E F
Here, from the above sorting of menus, designers has found that the maximum no. of user has selected the sorting like A, B, C, D, E, F. So, from the above Card Sorting Technique designer has Selected A, B, C, D , E, F Sorting. Asia Pacific Institute of Information Technology Page 90
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Here, four sketches of headers have been made and shown to six users, to understand their likes, dislikes and needs. The user will choose the best design among these sketches, which user wants to be implemented into the website on the basis of background, color, font, menu location and many others. The design team has done card sorting for the header of our website. Here we have shown 4 headers/ cards. A.)
B.)
C.)
D.)
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(A) (C) Results Of Card Sorting (Header): Sorting By User1 D Sorting By User2 A Sorting By User3 D Sorting By User4 C
(B) (D)
Sorting By User5 B
Sorting By User6 D
Sorting By User7 D
Here, from the above sorting for the header, designer has found that the maximum number of users has selected the Card D for design. So, from the above Card Sorting Technique designer has selected Card D.
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Parallel Design 1
Parallel Design 2
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Parallel Design 3
Participatory Design
The design which is based on user requirements or user preferences .It is also defined as an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure that the product designed meets their needs and is usable. Participatory Design is an approach which is focused on processes and procedures of design and is not a design style. Here the final design is chosen after discussion between all team members. From each of the parallel sketches, best features are taken and implemented into the final design. From parallel sketch one, menubar has been taken, from design 2, background color has been selected, from design 3, slideshow has been chosen and from design4, header has been chosen .The final design is fulfilling all the major design principles. The home page is achieving visibility here the designer has placed the name of shop at the top middle position. So that whenever any user opens the website, he gets to see what this website is all about. An appropriate colour combination, colour contrast, font size and tooltips is used, to enhance the visibility of the controls as well as make the interface consistent. In this design, changes in the colour/ pointer of the buttons on the click or hover event has also been suggested, so this design will also be able to achieve feedback. Asia Pacific Institute of Information Technology Page 95
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The metaphors used in the menu bar are also giving the feedback, that what is the use of particular menu option. In the top-left corner of the screen, there will be the login information about the user, so that whenever he wants to login/ logout, he can do it instantly. So through this design designer is able to achieve mapping also. The designer has provided the help option, if the user (novice) wants to know what exactly the controls are meant for. Hence affordance is achieved (know the properties of the object by just looking at it).
Prototyping:
It is another kind of method which is used to acquire feedback from the users. Prototype is a partial representation of a design that allows users to interact with it and to explore its suitability. Prototyping reduces development time and development costs. It also includes user
satisfaction. So there are fewer chances of website degradation/ unapproved.
It increases the communication between the team members as they discuss what exactly they
want in their system.
Very useful for user testing as prototyping act as a dummy model that defines the system so
the user is able to tell their needs.
It makes it possible to get a formal approval of the design from both programmers and the
client before we proceed to the development stage
There are two types of prototyping: 1.) Low-Fidelity Prototyping 2.) High- Fidelity Prototyping
Low-Fidelity prototyping: It is done at the early stages of the design process and hence it reveals very little features of the final product. It provided limited or no functionality. They are cheap and quick to produce. They are good for considering early design issues. Examples of Low-fidelity prototypes are storyboarding and index cards.
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Storyboarding:
It is a sketch or a graphical representation of the outside system, which shows how a user wants a screen to appear after being developed. It is designed by the designer itself without the use of any computer aids on a white sheet of paper. It basically tells the whole story of our website in the graphical form. The whole story is divided into different screens.
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The storyboards made before designing the online library management system are as follows. 1. Homepage
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6. Librarian
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High Fidelity Prototyping: It is fully interactive, functional detail of the system. This prototype can also be said as sample final design. It is an expensive prototype and it good for sales and marketing of the product for future. Users can operate on the prototype, or even perform some real tasks with it; they faithfully represent the interface to be implemented in the product. They enable wide range of usability issues, quality attributes and impress management. It will include screen designs. Example of high- fidelity prototypes is software prototyping, solid form models.
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Screen Design: Screen design is an example of high-fidelity prototyping. It refers to the activity of incomplete versions of the software program being developed. 1.Home page
2 About Us
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3 Contact us
4 Students/Faculty
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5 Feedback
6 log in
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7 students details
8 search books
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9 issue books
10 Return books
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11 renew books
12 add/remove books
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Conclusion:
Design and prototype is an important phase while designing websites. The story boarding serves as a low-fidelity prototyping while the screen designs serve as a high fidelity prototype. Both helps in removing the communication gap between the user and the developer. The design team has drawn the rough sketches in the form of storyboard and screen designs have been used for representing high-fidelity one. With the help of prototype, users suggestions can be taken and then the final implementation may be changed accordingly to design according to the needs of the user.
References
http://www.seojunkies.com/blog.asp/a=407/cat=4/The_Importance_of_Competitor_A nalysis. [Last accessed 12th Oct 2013]. 12). Do You Need Comparative Or Competitive Analysis? Available: http: //www.soliber.net/01/do-you-need-comparative-or-competitive-analysis/.[ Last accessed 15th Oct 2013].
2013]
Level-2(CSE) HCIU GROUP ASSIGNMENT Asia Pacific Institute Of Information Technology Page 108 h October, 2013]
October, 2013]
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What is evaluation : Evaluation is systematic determination of merit, worth, and significance of something or someone using criteria against a set of standards. Evaluation is performed to determine how well a certain product design meets user needs. What are the types of evaluation? There are two main types of evaluation Formative evaluation: It is done at different stages of development to check that the product meets users needs. Summative evaluation: It assesses the quality of a finished product
When to evaluate? Evaluation is done Throughout design From the first descriptions, sketches etc. of users needs through to the final product Design proceeds through iterative cycles of design-test-redesign Evaluation is a key ingredient for a successful design.
Evaluation Paradigm Any kind of evaluation is guided explicitly or implicitly by a set of beliefs, which are often under- pined by theory. These beliefs and the methods associated with them are known as an evaluation paradigm
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Evaluation Technique
Comments
Quick & Dirty evaluation describes the common practice in which designers informally get feedback from users to confirm that their ideas are in-line with users needs and are liked.
done any time . The emphasis is on fast input to the design process rather than carefully documented findings 2.) Usability Testing testing users performance Usability testing involves recording typical users performance on typical tasks in controlled settings. As the users perform these tasks they are watched & recorded on video & their key presses are logged. This data is used to calculate performance times, identify errors & help explain why the users did what they did. User satisfaction questionnaires & interviews are used to elicit users opinions. 3.) Field Studies observing users Field studies are done in natural settings The aim is to understand what users do naturally and how technology impacts them
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4.) Predictive Evaluation asking experts their opinions
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Experts apply their knowledge of typical users, often guided by heuristics, to predict usability problems. Another approach involves theoretically based models. A key feature of predictive evaluation is that users need not be present Relatively quick & inexpensive
6.1Evaluation framework (DECIDE) 1. Determine the goals the evaluation addresses: Select all goals to evaluate. Identify those who wants the system and why, the stakeholders, end user, and database admin and code developer. The goals influence the paradigm for the study. For Example: In library website, the usability goals are evaluated one by one in the next section, the target users and the stakeholders were identified in the earlier section, the metaphors and consistency of the website is checked as a whole.
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2. Explore the specific questions to be answered: Frame some questions in support of the aims of website. For example: The goal of finding out why many students use your library management system is as given below: What are student/faculty, librarian behavior while he accessing the website? Are they concerned about time and do they access the website conveniently? Is the student/faculty, librarian worried about that the information provided to them is wrong? 3. Choose the evaluation paradigm and techniques to answer the questions: The evaluation paradigm strongly influences the techniques used, how data is analyzed and presented. For example: For Library Management System, the design team has chosen the usability testing paradigm discussed in the next section. 4 Identify the practical issues: This section tells some practical issues related with the system. Stressing to think about user, who are the users, their selection criteria, Issuing management System,, schedule management and find some evaluator equipment. For example: The practical issues of the website may be shortage of time because librarian cant , open two windows in a one windows wrong selection of target users 4. Decide how to deal with the ethical issues: Develop an informed consent form. It informs participant about the goals of the study, happen to the findings, privacy of personal information, and many others.
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For example: The ethical issues to be considered are the private information of users may be revealed, they cannot leave when they wish, charged very high for the products, harass them. 5. Evaluate, interpret and present the data: How data is analyzed & presented depends on the paradigm and techniques used. The following also need to be considered: Reliability: Different evaluation process has different degrees of reliability. Biases: is the process creating biases? (Interviewer may unconsciously influence response). Ecological validity: is the environment of the study influencing it (under controlled environment, user is less relaxed). For example: In library management system website, the environment in which user will work is a relaxed one and the paradigm used is usability testing.
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7 Usability testing
Usability testing involves recording typical users performance on typical tasks in controlled settings. As the users perform these tasks they are watched & recorded on video & their key presses are logged. This data is used to calculate performance times, identify errors & help explain why the users did what they did. User satisfaction questionnaires & interviews are used to elicit users opinions. It is a technique to evaluate a product by testing it on the users. It gives direct input on how real users use the system. The goal is to identify usability problems, collect quantitative data based on uses performance (e.g., time on task, error rates), and determine users satisfaction with the product. Testing could also be explained as the process of finding bugs and removing them. Usability testing is done on the basis of several parameters like learnability, efficiency, memorability, errors and subjective satisfaction. The developer has chosen 2 tasks on which usability testing is done To register into the website as a login. To view all book detail.
Learnability For this, a few novice users were picked up and time was measured to perform the tasks. Task 1: To register into the website as a login. To view all book detail.
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Login:
Optional 0 0 0 0 Target 3 3 3 3 current 3 2.5 4 3.5 >Unaccepted 9 9 9 9
Average 3.25 Conclusion: Since, the average comes between the target value and the unacceptable value, therefore, the case (to register into the website as a member) is learnable. Task 2: To view all book detail .
Optional 0 0 0 0 Target 5 5 5 5 current 5 6 5.5 7 >Unaccepted 8 8 8 8
Average: 5.75 Conclusion: Since, the average comes between the target value and the inacceptable value, therefore, the case (viewing details of all the guns) is learnable.
Efficiency
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For this, a few expert users were picked up and time was measured to perform the tasks. Task 1: To go to login page.
Optional 0 0 0 0
Target 2 2 2 2
>Unaccepted 7 7 7 7
Average =2.5
Conclusion: Since, the average comes between the target value and the unacceptable value, therefore, the case (to register into the website as a member) is efficient. Task 2: To go to all book details.
Optional 0 0 0 0
Target 4 4 4 4
>Unaccepted 6 6 6 6
Average =4.5
Conclusion: Since, the average comes between the target value and the inacceptable value, therefore, the case (viewing details of all the guns) is efficient.
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For this, a few casual users were picked up and time was measured to perform the tasks. Task 1: to go to login page.
Time taken(min) 3 4 5
Conclusion: Since, there is difference in the time taken by the same user in performing the same task is not too much so the website is memorable. Task 2: To go to all book details.
Time taken(min) 5 6 7
Conclusion: Since, there is difference in the time taken by the same user in performing the same task is not too much so the system is memorable.
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Count minor and catastrophic errors made by users while performing some specified task. Task 1: To go to login page.
Conclusion: Since, there are not many errors coming in user registration, so we can say that the website is error free. Task 2: To go to all book detail
Conclusion: Since, there are not many errors coming in user registration, so we can say that system has very few errors
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Subjective satisfaction : Subjective satisfaction tells us that user is satisfied by the design or not. For implementing subjective satisfaction we have perform a series of questionnaires and get the view of user about the design. After achieving all the goals, taking feedback from the users, it was found that the users are satisfied since their needs and requirements are fulfilled.
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8 HEURISTIC EVALUATION Heuristic evaluation was proposed by Nielsen as a usability inspection method and is guided by heuristic principles. The goal of heuristic evaluation is to find usability problems early in the design of a system so that improvements can be made as part of the iterative design process. As a discount usability engineering method, heuristic evaluation uses relatively few evaluators to detect the majority of usability problems. 1. A heuristic is a guideline or general principle or rule of thumb that can guide a design decision or be used to critique a decision that has already been made. 2. The general idea behind heuristic evaluation is that several evaluators independently critique a system to come up with potential usability problems. To aid the evaluator in ascertains usability problems, there are 10 heuristic that can be used or help in out to generate ideas:1) Visibility of system status: It means that, the system should always inform the user about what is going on, through the mean of appropriate feedback within reasonable time. Clear graphics, proper sized metaphors, good contrast of colour combination and contents placed in a presentable and highly visible location make the websites status highly visible.
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Review Checklist
Yes No N/A
Comments
1.1
Does every display begin with a title or header that describes screen contents?
N/A
1.2
Is there a consistent icon design scheme and stylistic treatment across the system?
Yes
1.3
Yes
1.4
Do menu instructions, prompts, and error messages appear in the same place(s) on each menu?
no
1.5
Yes
1.6
After the user completes an action (or group of actions), does the feedback indicate that the next group of actions can be started
No
1.7
Is there visual feedback in menus or dialog boxes about which choices are selectable?
Yes
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2) Match between system and the real world: It follows real-world conventions, making information appear in natural and logical order. Metaphors like home, key, cart, envelope, question mark icons are used to map the real world entities with the web based entities.
# Review Checklist Yes No N/A 2.1 2.2 Are icons concrete and familiar? Are menu choices ordered in the most logical way, given the user, the item names, and the task variables? 2.3 If there is a natural sequence to menu choices, has it been used? 2.4 Do related and interdependent fields appear on the same screen? 2.5 Do the selected colors correspond to common expectations about color codes? 2.6 Do keystroke references in prompts match actual key names? 2.7 For question and answer interfaces, are questions stated in clear, simple language? Yes No No Not required Yes Yes Yes Yes Well Familiar comments
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3) User control and freedom: It defines that the users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. It supports undo and redo.
User can freely navigate from one link to another using sitemap and user can login and logout whenever he needs because no time limitation is given there.
# Review Checklist Yes No N/A 3.1 If setting up windows is a low-frequency task, is it particularly easy to remember? 3.2 In systems that use overlapping windows, is it easy for users to rearrange windows on the screen? 3.3 In systems that use overlapping windows, is it easy for users to switch between windows? 3.4 When a user's task is complete, does the system wait for a signal from the user before processing? 3.5 Can users type-ahead in a system with many nested menus? 3.6 Is there an "undo" function at the level of a single action, a data entry, and a complete group of actions? 3.7 Can users cancel out of operations in progress? Yes No Yes No Yes No Yes Comments
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4) Consistency and standards: In consistency and standard the users should not have to wonder whether different words, situations, or actions mean the same thing. It follows a platform convention. Similar color, standard font size and style (Georgia) embedded, tooltips present on every menu items and consistent format used everywhere.
# 4.1 Review checklist Have industry or company formatting standards been followed consistently in all screens within a system? 4.2 Has a heavy use of all uppercase letters on a screen been avoided? 4.3 Do abbreviations not include punctuation? 4.5 Are integers rightjustified and real numbers decimalaligned? 4.5 Are icons labeled? Yes No Yes Yes /no Yes Comments
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5) Error prevention: In error prevention, better than good error messages is a careful design which prevents a problem from occurring in the first place Provided appropriate validation, messages, notification and feedback wherever needed to prevent users from making errors and rectify them.
# 5.1 5.2 Review checklist Are error messages grammatically correct? Do error messages avoid the use of exclamation points? 5.3 Are prompts stated constructively, without overt or implied criticism of the user? 5.4 Do error messages avoid the use of exclamation points? 5.5 Is sound used to signal an error? No No Yes Yes/no N/A N/A No
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6) Recognition rather than recall: In this factor, make the objects, actions and options visible. The user should not have to remember information from on part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. Implemented affordance as design principle so that user understand what to do on seeing the metaphors, memorability is also achieved by following the George Millers theory of seven icons per menu so that casual users can easily recognize and recall things.
# Review checklist Yes /no N /A 6.1 If the database includes groups of data, can users enter more than one group on a single screen? 6.2 Have dots or underscores been used to indicate field length? 6.3 Is the menu choice name on a higher-level menu used as the menu title of the lower-level menu? 6.4 Are menu choices logical, distinctive, and mutually exclusive? 6.5 6.6 Are data inputs case-blind whenever possible? If the system displays multiple windows, is navigation between windows simple and visible? Yes No Yes N/a No n/a Comments
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7) Flexibility and efficiency of use: Accelerators - unseen by the novice user - may often speed up the interaction for the expert user to such an extent that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent action The website is flexible for all types of user namely novice, casual and expert user. For novice user help, site map and tooltips are provided. For casual user five icons per menu and metaphors are used. For expert user customization and shortcut keys are used.
# Review checklist Yes /no N /A 7.1 For question and answer interfaces, are visual cues and white space used to distinguish questions, prompts, instructions, and user input? 7.2 Does the data display start in the upper-left corner of the screen? 7.3 Are all data a user needs on display at each step in a transaction sequence? 7.4 Are prompts, cues, and messages placed where the eye is likely to be looking on the screen? 7.5 Is there an obvious visual distinction made between Yes "choose one" menu and "choose many" menus? 7.6 Have spatial relationships between soft function keys (on-screen cues) and keyboard function keys been preserved? No N /A Yes Yes yes Comments
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8) Aesthetic and minimalist design: In this part the dialogues should not contain information which irrelevant or rarely needed. At every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility Since this is an antique website it should be a professional website so therefore design team has designed a simple and relevant website.
# Review checklist Yes /no N /A 8.1 If the system supports both novice and expert users, are multiple levels of error message detail available? 8.2 Does the system allow novices to use a keyword grammar and experts to use a positional grammar? 8.3 8.4 Can users define their own synonyms for commands? Does the system allow novice users to enter the simplest, most common form of each command, and allow expert users to add parameters? 8.5 Do expert users have the option of entering multiple commands in a single string? 8.6 Does the system provide function keys for highfrequency commands? N/A No Not required No Yes N /A No Comments
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9) Help users recognize, diagnose, and recover from errors: Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. Whenever user makes any mistake proper feedback and notification (textboxes become red in colour) is prompted so that user recognizes it. Proper format is also provided to diagonise errors and recover from it.
# Review checklist Yes /no Comments
9.1
Is only (and all) information essential to decision making displayed on the screen?
Yes
9.2
Yes
9.3
Have large objects, bold lines, and simple areas been used to distinguish icons?
Yes
9.4 9.5
Does each icon stand out from its background? If the system uses a standard GUI interface where menu sequence has already been specified, do menus adhere to the specification whenever possible?
Yes Yes
9.6
Yes
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10) Help and documentation: Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. In any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. User manual and help features are provided in which step by step instruction are given.
Review checklist
Yes /no N /A
Comments
10.1
If users are working from hard copy, are the parts of the hard copy that go on-line marked?
Yes
10.2 10.3
Are on-line instructions visually distinct? Do the instructions follow the sequence of user actions?
Yes Yes
10.4
If menu choices are ambiguous, does the system provide additional explanatory information when an item is selected?
No
10.5
Are data entry screens and dialog boxes supported by navigation and completion instructions?
Yes
10.6
If menu items are ambiguous, does the system provide additional explanatory information when an item is selected?
No
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In this assignment, the design team is required to develop an interactive and user-friendly interface of library management. The design should be made with respect to the HCI design guidelines. The team decided to make the website on add books issue books online It is designed using scripting languages like JSP and javascript The main aim is to implement the entire design principle and follow all the usability goals. For it, data gathering techniques have been used after user profiling was carried out. Competitive analysis was done to find out the good elements and bad elements of other related websites. Objectives We want to understand the key features of the human computer interaction. We want to understand the usability goal. We want to use the human computer interaction to develop an appropriate design for the system. We want to know the designing approaches and evaluation of system, so that it can be cost justified and effective.
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By Weekly Report1
WORK DONE BY THE GROUP
User Profiling the selection of data gathering methods the actual user profiling process performed discussions on task analysis conducted
the selection of design principles the selection of usability goals competitive analysis the impact of the activities on the design
Submitted By: Aakash Bathla(Group Leader) Kawal Deep Singh Shubham Sharma PT1182214 PT1183306 PT1181138
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the selection of design principles the selection of usability goals competitive analysis the impact of the activities on the design Usability Goals and Competitive Analysis
WORK ON WHICH TEAM WORKING Comparison with other similar websites Learnings from competitive analysis.
parallel design, peer to peer evaluation and its impact on the design. screen purpose strategy behind its design
Submitted By: Aakash Bathla(Group Leader) Kawal Deep Singh Shubham Sharma PT1182214 PT1183306 PT1181138
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Comparison with other similar websites Learnings from competitive analysis. the impact of the activities on the design Usability Goals and Competitive Analysis
WORK ON WHICH TEAM WORKING parallel design, peer to peer evaluation and its impact on the design. screen purpose strategy behind its design WORK TO BE DONE IN THE NEXT FORTNIGHT o Prototype and Walkthrough o Parallel design o Storyboarding o Software prototyping
Submitted By: Aakash Bathla(Group Leader) Kawal Deep Singh Shubham Sharma PT1182214 PT1183306 PT1181138
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parallel design, peer to peer evaluation and its impact on the design. screen purpose strategy behind its design
WORK ON WHICH TEAM WORKING o Prototype and Walkthrough o Parallel design o Storyboarding o Software prototyping
WORK TO BE DONE IN THE NEXT FORTNIGHT o Testing of Design o Evaluation o Evaluation framework o Heuristic evaluation o Formative Testing
Submitted By: Aakash Bathla(Group Leader) Kawal Deep Singh Shubham Sharma PT1182214 PT1183306 PT1181138
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WORK DONE BY THE GROUP o Prototype and Walkthrough o Parallel design o Storyboarding o Software prototyping
WORK ON WHICH TEAM WORKING o Testing of Design o Evaluation o Evaluation framework o Heuristic evaluation o Formative Testing
Submitted By: Aakash Bathla(Group Leader) Kawal Deep Singh Shubham Sharma PT1182214 PT1183306 PT1181138
Conclusion:
In this report we have included the design and prototyping techniques that we have evaluated to design our Online Library Management System. This research helps our group members to come up with a reliable and good technique to design and develop the prototype. Based on all the research we have done storyboarding as a low-fidelity technique. The parallel design technique has been used to make the prototype more creative. Then the final design is converted to high-
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fidelity prototype using Net-Beans 6.0. we have also used CSS, HTML, jquery so that the final prototype can provide a more intuitive and finalize view.
REFERENCE
http://ori.dhhs.gov/education/products/n_illinois_u/datamanagement/dctopic.html.[ Last accessed 22nd Oct 2013]. Kurt Wilson, Advansys. (2012). The Importance of Competitor Analysis. Available: http://www.seojunkies.com/blog.asp/a=407/cat=4/The_Importance_of_Competitor_A nalysis. [Last accessed 12th Oct 2013]. Available: http://www.arawebsitedesign.com/What_is_website_design_66.htm. [Last accessed 21st Aug 2013].
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