Hci Lab Final 1

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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.

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