1) The document provides details about a student named Muhammad Yasir khan working on a design project for a travel planner application.
2) It outlines the initial conceptual model for the travel planner system including establishing requirements, designing alternatives, prototyping, evaluation, and the final product.
3) The student lists usability and user experience goals for the system and outlines the initial screen design following Jakob Nielsen's heuristics, mentioning a high fidelity prototype would be used.
1) The document provides details about a student named Muhammad Yasir khan working on a design project for a travel planner application.
2) It outlines the initial conceptual model for the travel planner system including establishing requirements, designing alternatives, prototyping, evaluation, and the final product.
3) The student lists usability and user experience goals for the system and outlines the initial screen design following Jakob Nielsen's heuristics, mentioning a high fidelity prototype would be used.
1) The document provides details about a student named Muhammad Yasir khan working on a design project for a travel planner application.
2) It outlines the initial conceptual model for the travel planner system including establishing requirements, designing alternatives, prototyping, evaluation, and the final product.
3) The student lists usability and user experience goals for the system and outlines the initial screen design following Jakob Nielsen's heuristics, mentioning a high fidelity prototype would be used.
1) The document provides details about a student named Muhammad Yasir khan working on a design project for a travel planner application.
2) It outlines the initial conceptual model for the travel planner system including establishing requirements, designing alternatives, prototyping, evaluation, and the final product.
3) The student lists usability and user experience goals for the system and outlines the initial screen design following Jakob Nielsen's heuristics, mentioning a high fidelity prototype would be used.
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Name: Muhammad Yasir khan
Reg no # sp19-bcs- 020
Teacher Name: Sir Ahsan khan
HUMAN COMPUTER INTERACTION (HCI)
DATED:3/AUG/2022 Q1: Imagine that you want to design a travel planner for yourself. You might use this system to plan your route, check visa requirements, book flights or train tickets, investigate the facilities at your destination, and so on. Assume that the system is destined to run on a tablet for the purposes of this activity. d) Build the initial conceptual model of the system Conceptual models are abstract, psychological representations of how tasks should be carried out. People use conceptual models subconsciously and intuitively as a way of systematizing processes. 1. Firstly, we will start building our app 2. Establishing Requirements 3. Designing Alternatives 4. Prototyping 5. Evaluation 6. Final Product
c) Having produced an outline, reflecting on how you went about
tackling this activity. What did you do first? Did you have any particular artifacts or experience to base your design upon? What process did you go through?
So interaction design involves developing a plan which is informed by
the product's intended use, target domain, and relevant practical considerations. Alter- native designs need to be generated, captured, and evaluated by users. For the evaluation to be successful, the design must be expressed in a form suitable for users to interact with. We simply gather our requirements through various data collecting techniques and bring them in use. Once requirements are met we can simply design our prototype initially with a sketch to understand Functionality and how it looks and feels. We can look up to similar models to extract idea. It’s good to use guidelines and principles in designing for a better structured design to be possible. a)Make a list of the user experience and usability goals for the system. Effective: effective to use Efficient: efficient to use Utility: have good utility Learnable: easy to learn Memorable: easy to remember how to use Safe: safe to use Ergonomics: especially for smartphones and IPad, can be used in different environments… Accessibility: can be used by many different people, even people with disabilities.
b) By following the Jakob Nielsen design Heuristics Outline the initial
screen or three for this system, showing its main functionality and its general look and feel also mention which type of protype you will use.
Jakob Nielsen's 10 general principles for interaction design. They are
called "heuristics" because they are broad rules of thumb and not specific usability guidelines. The design should always keep users informed about what is going on, through appropriate feedback within a reasonable amount of time. The design should speak the users' language. Use words, phrases, and concepts familiar to the user, rather than internal jargon. Follow real-world conventions, making information appear in a natural and logical order. Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform and industry conventions. Good error messages are important, but the best designs carefully prevent problems from occurring in the first place. Minimize the user's memory load by making elements, actions, and options visible. The user should not have to remember information from one part of the interface to another. Information required to use the design (e.g. field labels or menu items) should be visible or easily retrievable when needed. Shortcuts — hidden from novice users — may speed up the interaction for the expert user such that the design can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. It’s best if the system doesn’t need any additional explanation. However, it may be necessary to provide documentation to help users understand how to complete their tasks. Interfaces should not contain information that is irrelevant or rarely needed. For this purpose, its best to use a High Fidelity Prototype.
d) Having produced an outline, reflecting on how you went about
tackling this activity. What did you do first? Did you have any particular artifacts or experience to base your design upon? What process did you go through? So interaction design involves developing a plan which is informed by the product's intended use, target domain, and relevant practical considerations. Alter- native designs need to be generated, captured, and evaluated by users. For the evaluation to be successful, the design must be expressed in a form suitable for users to interact with. We simply gather our requirements through various data collecting techniques and bring them in use. Once requirements are met we can simply design our prototype initially with a sketch to understand Functionality and how it looks and feels. We can look up to similar models to extract idea. It’s good to use guidelines and principles in designing for a better structured design to be possible.
Q1 Find A Product of Everyday Use That You Find Hard To Use. Discuss What Usability and Interaction Issues It Has and How They Can Be Solved? Everyday Product