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Level 2(Computing) HCIU Group Assignment GROUP ASSIGNMENT PANIPAT CE00306-2-HCIU HUMAN COMPUTER INTERCATION AND USABILITY PT1181/82 HAND OUT DATE 21 AUGUST 2013 HAND IN DATE 11 NOVEMBER 2013 WEIGHTAGE 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: Asia Pacific Institute of Information Technology Page 1

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Page 1: Final Hciu

Level 2(Computing) HCIU Group Assignment

GROUP ASSIGNMENT

PANIPAT

CE00306-2-HCIU

HUMAN COMPUTER INTERCATION AND USABILITY

PT1181/82

HAND OUT DATE 21 AUGUST 2013

HAND IN DATE 11 NOVEMBER 2013

WEIGHTAGE 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 penalized4. 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.

Asia Pacific Institute of Information Technology Page 1

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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 21 AUGUST 2013

HAND IN DATE 11 NOVEMBER 2013

Submitted By: Submitted To:

Aakash Bathla(GL) PT1182214 Mr. Ravi Sachdeva(Module Lecturer)

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

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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.:

Group Marks (70%)Plan Walkthrough 10Critical 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

15

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

15

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

15

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

15

Individual Marks (30%)Research and ReferenceUse 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.

20

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Level 2(Computing) HCIU Group Assignment

Presentation: Demonstration of the final prototype/ability to explain the whole usability engineering process undertaken

5

Overall achievement of the learning outcome:Understanding of the overall HCI consideration for the project

5

Performance Criteria:

Criteria: Remarks

DistinctionA: 70%+

• Outstanding, comprehensive and clear explanation or implementation of the criteria• A quality piece of work giving full coverage of the criteria

CreditB: 60-69%

• Effective and well standard of criteria used with some minor limitations

CreditC: 50:59%

• Acceptable and sufficient of criteria used with some severe limitations

PassD: 40-49%

• Some criteria used with major limitations

Marginal FailE: 30-39%

• Insufficient and unclear of criteria used.

FailF: 0-29%

• Major sections of criteria missing

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Level 2(Computing) HCIU Group Assignment

BE (HONS) IN COMPUTING

In-course Assignment Information Sheet

CE00306-2Human Computer Interaction & Usability

AssignmentInterface Design Assignment

Subject : Human Computer Interaction & UsabilityIntakes : PT1181/82Date Assigned : 21 August 2013Date Due : 11 November 2013Lecturer :

Ravi Sachdeva

Submission : Softcopy & Hardcopy

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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Level 2(Computing) HCIU Group Assignment

Topic of the 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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Level 2(Computing) HCIU Group Assignment

Second Stage

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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Level 2(Computing) HCIU Group Assignment

Marking scheme

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 Marks (70%)Plan Walkthrough 10Critical 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

15

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

15

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

15

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

15

Individual Marks (30%)Research and ReferenceUse 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 aboveNote : A group of three will only choose the first three sections for the individual component.

20

Presentation: Demonstration of the final prototype/ability to explain the whole usability engineering process undertaken

5

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Level 2(Computing) HCIU Group Assignment

Overall achievement of the learning outcome:Understanding of the overall HCI consideration for the project

5

Performance Criteria:

Criteria: Remarks

DistinctionA: 70%+

• Outstanding, comprehensive and clear explanation or implementation of the criteria• A quality piece of work giving full coverage of the criteria

CreditB: 60-69%

• Effective and well standard of criteria used with some minor limitations

CreditC: 50:59%

• Acceptable and sufficient of criteria used with some severe limitations

PassD: 40-49%

• Some criteria used with major limitations

Marginal FailE: 30-39%

• Insufficient and unclear of criteria used.

FailF: 0-29%

• Major sections of criteria missing

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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.

Group Member‘s Name:

Aakash Bathla(Group Leader) PT1182214

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

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Level 2(Computing) HCIU Group Assignment

Certification:

This is to Certify that Group Consisting of

Aakash Bathla (Group Leader) (PT1182214)

Kawal Deep Singh (PT1183306)

Shubham Sharma (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.

Mr. Ravi Sachdeva

(Module Lecturer)

APIIT SD INDIA

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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) HCIU 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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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 major-

functionalities 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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Level 2(Computing) HCIU Group Assignment

Workload Matrix:

Aakash Bathla Kawal Deep Singh Shubham Sharma

1. User Requirement

1.1. User Profiling and data

gathering

1.2. Stakeholder analysis

1.3. Task analysis

1.4. Documentation

33.3

33.3

33.3

100

33.3

33.3

33.3

33.4

33.4

33.4

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

33.4

33.4

100

33.3

33.3

33.3

3. Prototype and Walkthrough

3.1. Parallel design

3.2. Storyboarding

3.3. Software prototyping

3.4. Documentation

33.4

33.4

33.4

33.3

33.3

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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5. General

5.1. Implementation

5.2. Documentation

33% 33% 34%

Group Member Signature

Aakash Bathla(GL)(PT1182214) ____________________

Kawal Deep Singh(PT1183306) ____________________

Shubham Sharma(PT1181138) ____________________

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1.0 User Requirements

1.1 User Profiling

1.1.1 What is User Profiling?

The Process or act of “establishing and collecting the knowledge about the

users related to any specific system of all the users who are expected to use the

system and also of what these users want to do” can be termed as user profiling. In

other words we can say that the user profiling is the activity of gathering data regarding

intended user, either individuals, novice or casual or expert ones. Just designing

appropriate would not help, since, users attribute may vary from place to place and may

other factors too. User Profiling involves identifying user attributes like physical

proximities, background, preferences and skills, which may help in co-coordinating and

prioritizing user requirements.

1.1.2 Why we user Profiling?

The purpose of user profiling is to gather information about the requirements from the

users. We do user profiling to identify the interest of all the stakeholders who may affect

or be affected by the system. Another Purpose of user profiling is to give adequate

feedback or just to make the system enjoyable and satisfaction. We need to find out the

demands from the user to achieve the goal of the system, because the system will fail if it;

Doesn’t do what the user’s needs.

Is inappropriate to the user. So that the system must match the user’s task and

must meet the user requirements

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Users

Goals

Tasks

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 user’s 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:

1.1.3 Process of User Profiling –

To know who are the users?

To know where is the task performed?

To know the relationship between the user and the data?

To know how often the tasks are performed?

To know what are the Time Constraints?

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User Profiling

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Level 2(Computing) HCIU Group Assignment

1. To know who are the users?

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 user’s 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) HCIU 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 expertise-

The 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 don’t 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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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 Factors-

Considering 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.

Movement: It is related to the displacement of controls in any specific system. Or it

may be termed as the speed of accessibility of different components across the

screens of game by the user.

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

control has been considered and tools like arrows keys will be used to handle input

modules.

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Level 2(Computing) HCIU Group Assignment

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 Miller’s (1956) theory, 7±2 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.

Law of Closure: Describes objects together are seen as a

whole.

Law of Similarity: - Items that are similar tend to be grouped

together.

Stakeholder Analysis: Person, group or organization that has direct or indirect stake in an

organization, because it can affect or affected by the Organisation‘s actions, objectives, and

policies.

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Level 2(Computing) HCIU Group Assignment

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 don’t 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.

Selection and Justification of the Stakeholder:

I already discussed above that stakeholders are the people that are directly or indirectly

affected by the organization action, objective and policies.

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Following are the steps we took to analyze our stakeholders

1. Identifying the stakeholders

In this step we determined all the people who are affected by our work, who have influence or

power over it, or have an interest in its successful or unsuccessful conclusion.

The identified stakeholders are librarian, students, teachers.

Prioritize our stakeholders

All the above mentioned people are somehow linked with our system in one way or the other.

We can divide them into smaller groups on the basis of the power they have over the system and

the interest these people have in our system. This way we created 4 groups with people having

low power-low interest, low power-high interest, high power-low interest and high power-high

interest.

Thus the system can have following prioritization for their stakeholders:

The stakeholders can be prioritized more precisely as follow:

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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 don’t 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.

2 Data Gathering Technique:

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Data collection 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

hypothesis and evaluate outcomes. Data gathering is also defined as a type of tool that is used to

gather information from particular company, organization or any sort of a resource.

Data gathering techniques can be divided in to two categories, qualitative and quantitative

research.

Qualitative research is used to explore and understand people’s benefits experiences, attitudes

and behavior and interactions. It is the most efficient and must be used whenever possible.

Quantitative methods are most used in focus group and observation, where direct reference to the

people is required.

Quantitative research refers to the data that can be represented with numerical values. It generate

numerical data or data that can be converted into numbers. for example the national census,

which counts people and households.

Qualitative Quantitative

All research ultimately has a qualitative

grounding.

There is no such thing as Qualitative data. Everything

is either 1 or 0.

Recommended during early phases of research

projects.

Recommended during latter phases of research

projects.

Qualitative data is more “rich”, time consuming,

and less able to be generalized.

Quantitative data is more efficient, able to test

hypothesis, but may miss contextual details.

Data is in the form of words, pictures or objects. Data is in the form of numbers and statistics.

Why do data collection:

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1. To decide appropriate method of data collection to use. First we must know;

What data we need to achieve the objectives?

From whom do you need to collect it?

What is the most appropriate way of collecting data in the organization?

2. Develop clear objective

Know what we want to achieve

Know the organization

Identify the stakeholder

3. Determine scope and resource allocation

Coverage of the organization

Estimate the level of human, financial, physical and technical resources.

4. Choose methodology

Data Gathering(Questionnaire)

Data analysis and evaluation

5. Develop communication strategy

Communication before, during and after

Communication of findings and recommendations

Communication of implementation of recommendations.

Steps in data gathering:

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1. Schedule initial visit to user site.

2. Gather and read background materials

3. Establish data gathering objectives.

4. Determine what data gathering techniques to use

5. Identify contact persons

6. Schedule data gathering activities.

7. Assign to data gathering teams.

8. Identify deliverables.

Data Gathering Techniques:

There are various ways of data gathering techniques. We discussed about four techniques which

are;

Interview

Questionnaire

Observation

Focus Group

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.

Types of Interview:

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1. Structured Interview

2. Open-Ended Interview

3. In-Depth Interview

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.

Advantages Of Interviews:

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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.

Advantages of Questionnaire:

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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.

Types and Using Observation methods

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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.

2.4Focus Group:

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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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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 session’s 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, non-

response 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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Data Gathering techniques we chose:

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.

Here’s 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.) Can’t 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.

2.5Questionnaire Analysis

Conclusion on questionnaire

After analyzing the resultant data of the user we find that we should create the online library

management system for the students and the faculty. The language of the online library

management system should be in English and the user must want their personal account in which

they can easily view the details of him/her. In online library management system there must be

something for the disable person through which they can easily use the online library

management system, like as for a blind person there must be sound. We change the current

library management system from older to newer one only because of Quality Improvement.

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Impact on Design

Question 1 For how many years are you using your current Library

management system?

Analysis 0 Year-10%, <1 Year- 60%, 1-5 Year-15%, >5 Year-60%

Impact Most of the users are under 1Year

10%

60%

15%

15%

0 Year< 1 Year1-5 Year>5 Year

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Question 2 How do you grade performance of your present Library

management system?

Analysis 100%-(10%),50%-70%-(10%),70%-99%-(70%),Can’t say(10%)

Impact Grade performance of our system is

10%

10%

70%

10%

100%50%-70%70%-99%Can't say

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Question 3 In the Past 10 Years, How many times did your library go

through LMS Migration?

Analysis 0 Time-10%, < 1 Time-80% > ,more than once-10%

Impact Under 1 time.

Question 4 Why did your library take a decision to migrate from

earlier Library Management System?

Analysis Costfactor-5%,qualityimprovement-70%,economicreason-

15%,administrationreason-5%,anyother-5%

Impact System change only because of quality Improvement

5%

70%

15%

5%

Cost FactorQuality ImprovementEconomic ReasonsAdministration reasonAny Other

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10%

80%

10%

0 time1 timemore than once

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Question 5 Which background color will be best for the online library

management system?

Analysis Colorful-60%,colorless-30%,notsure-10%

Impact Most of goes under colorful.

60%30%

10%

ColorfulColorlessNot sure

Question 6 Are you agree that there must be some facility for the disable

person in Library management system?

Analysis Yes-70%,no-30%,not sure-10%

Impact Yes

70%

30%

10%

YesNoNot sure

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Question 7 Which language is suitable for library management system?

Analysis English-70%,hindi-20%,French-5%,anyother-5%

Impact English

70%

20%

5% 5%

EnglishHindiFranceAny Other

Question 8 Which font you like most?

Analysis TimesNewRoman-60%,Georgia-10%,ArialBlack-10%,anyother-20%

Impact Times new roman

60%

10%

10%

20%

Times New RomanGeorgiaArial BlackAny Other

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Question 9 How often do you visit your college library?

Analysis Daily-60%,ThriceWeek-20%,Weekly-10%,Monthly-8%,Rarely-2%

Impact Daily

60%20%

10%

8%

DailyThrice WeeklyWeeklyMonthlyRarely

Question 10 Are you comfortable with the library catalogue system?

Analysis MostComfortable-60%,Comfortable-20%,littleExtent-8%,no-2%

Impact Most Comfortable

60%20%

10%

8%

Most ComfortableComfortableComfortable to a little extentNot at all Comfortable

Question 14 Do you always use the internet?

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Analysis Yes-60%,No-30%,Sometimes-10%

Impact Yes

60%

20%

10%

YesNoSometime

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 satisfied…As 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.

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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

TaskAnalysis

Task

Analysis

TaskAnalysis

Task synthesis

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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New SystemRelated system

Related system

Related system

New System

New SystemExisting system

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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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When student uses the system

HTA OF 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 Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Submit H L H

Assumptions for Login

The person who logged in should have little idea about the online library management system.

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HTA OF SEARCH

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 Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Search Book H M H

Submit H L H

Assumptions for Search Book

The person who logged in should have idea about the book name or book id or author name.

HTA OF DISPLAY STATUS

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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 Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Display Status H L H

Submit H L H

When librarian use the system

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HTA OF 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 Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Submit H L H

Assumptions for Login

The person who logged in should have little idea about the online library management system.

HTA OF ADD/REMOVE BOOK

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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 Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Fill Add/Remove

Book Form

H M H

Submit H L H

Assumptions for Add/Remove Book

The librarian know the book id of the book which he want to delete the book.

HTA OF ADD/REMOVE STUDENT

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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 Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Fill Add/Remove

Book Form

H M H

Submit H L H

Assumptions for Add/Remove Student

The librarian know the book id of the book which he want to delete the book.

HTA OF SEARCH BOOK

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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 Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Search Book H M H

Submit H L H

Assumptions for Search Book

The person who logged in should have idea about the book name or book id or author name.

HTA OF ISSUE BOOK

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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 Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Click Issue Book H L H

Fill Requirements for

Issue Book

H M H

Submit H L 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.

HTA OF RENEW BOOK

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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 Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Click Issue Book H L H

Fill Requirements for

Renew Book

H M H

Submit H L 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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HTA OF RETURN BOOK

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 Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Click Return Book H L H

Fill Requirements for

Return Book

H M H

Submit H L 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

Noydir, N. (2012). 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].

[email protected].( 2013). What is website design. Available:

http://www.arawebsitedesign.com/What_is_website_design_66.htm. [Last accessed 21st Aug

2013].

http://www.openinterface.ie/usability_userprofiling.html[Accessed on 15th September, 2013]

http://otal.umd.edu/UUGuide/jingwu/[Accessed on 15th September, 2013]

http://www.thefreedictionary.com/law+of+proximity[Accessed on September 15, 2013]

http://www.thefreedictionary.com/law+of+closure[Accessed on September 15, 2013]

http://www.euforic.org/gb/stake1.htm [Accessed on September 16, 2010]

http://www.12manage.com/methods_stakeholder_analysis.html [Accessed on September 16,

2013]

http://www.ehow.com/facts_5875462_primary-stakeholders_.html [Accessed on September

16, 2013]

http://www.usabilitynet.org/tools/taskanalysis.htm [Accessed on September 15, 2013]

http://classweb.gmu.edu/ndabbagh/Resources/Resources2/taskanalysis2.ht m [Accessed on

September 15, 2013]

4 USABILITY GOALS AND COMPETITIVE ANALYSIS

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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.

Selection of users on the basis of usability Goals:

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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:

1- Novice user 2- Expert users 3- Casual user

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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.

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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

An appropriate color combination, color contrast, font size is used, to enhance the

visibility of the controls as well as interface.

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.

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Controls color, text, background and size and metaphors are styled in a way to make it

Header is placed in highly visible location makes it more visible

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For example :

The shape of the cursor changes when user hovers over any control

The color of the control changes whenever hover/ on click event occurs

The metaphors used are very common, so that just by seeing the metaphor of the

control, user gets to know the use of that control.

Whenever the user hovers cursor over any control, a tool tip will be displayed.

Whenever the user click on login button it will give response to the user signed in.

Whenever the user registers successfully, a window will pop up saying registration

done.

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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.

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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.

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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.

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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.

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.

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This is the tooltip which gives necessary information.

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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.

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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 description Ctrl+h go to home pageCtrl+a go to administrator page Ctrl+L go to library member page C go to contact page H go to help pageCtrl+b 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 won‘t 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

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 .

This indicates about us 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

This is used for librarian page .

This is used for login page

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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

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Showing Message If the field not fell

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5) Subjective Satisfaction: Subjective satisfaction refers to the usability feature

that 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 user‘s 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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Comparison with other similar websites

1. Screenshot of first competitor’s website

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Screenshot of second competitor’s website

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Screenshot of third competitor’s website

Comparison with other websites

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Characteristi

cs

Website 1 Website 2 Website 3

Good

features

Memorable-since there are 4

menu items in the menu bar

Content presentation is good

Feedback on every button and

menu icons is present which

makes it more interactive.

There is internal

consistency since font

type and size are same

all over

This website is

memorable since there

are 5 icons in the menu

bar

. The collection of

images is clear and

properly visible.

It is aligned

properly and

consistent.

The content of

pages is good.

The header, body and

footer are well

distinctive.

This website is

memorable.

Visibility of

every

component is

high.

Text size is

consistent

everywhere.

Search feature

is there to find

tings easily.

Design is

simple.

Bad feature Not learnable since help page

and tooltips are not present.

Not efficient since

there are no short cuts

Texts are not

presented in

highly visible

location i.e.

Here, site map is not

there, thus it is not

easy to navigate

between pages.

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and customization

feature.

Metaphors are not

present.

Affordance and

mapping is not done.

Design is not simple.

Not good for efficient

users (no shortcuts).

there is lack of

visibility.

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.

Affordance

and

constraints are

absent thus all

the design

principles are

not met. It is

not learnable

(no tooltip),

no metaphors

in included

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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

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website lacks certain features and functionalities due to which it has not

gained customer satisfaction.

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

Jim Riley. (2012). Competitor Analysis. Available:

http://www.tutor2u.net/business/strategy/competitor_analysis.htm.[ Last accessed 12th Oct

2013].

Knatterud. G.L. (2012). Data Collection. Available:

http://ori.dhhs.gov/education/products/n_illinois_u/datamanagement/dctopic.html.[ Last accessed

22nd Oct 2013].

http://www.infodesign.com.au/ftp/ParticipatoryDesign.pdf[Accessed on 24th September,

2013]

http://www.infodesign.com.au/ftp/CardSort.pdf[Accessed on 24th September, 2013]

http://www.umsl.edu/~sauterv/analysis/prototyping/proto.html[Accessed on 24th September,

2013]

http://www.umsl.edu/~sauter/analysis/prototyping/intro.html[Accessed on 24th September,

2013]

http://www.boxesandarrows.com/view/card_sorting_a_definitive_guide[Accessed on 25th

September, 2013]

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5 Design and Prototype:

Description:

Designing is achieving goals within constraints. It helps us tp focus on certain things. the main

goal of designing to get the overview of what we are trying to develop, for whom we are trying

to develop and do we want to develop. The constraints that are kept in mind while designing

could how designing should be done, what should be done, what would be the cost and timing of

designing and other issues. There are two types of design:

1. Conceptual Design: It is a basic foundation that defines the structure of the system,

including the functional elements of the product, their relationship and the system

behavior. Conceptual design tells us what and how the system is going to behave.

2. Physical Design: It shows the actual look of the screen and details of the designing

example: Screen, Icons, Graphics, menus.

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5.1Card Sorting:

Introduction:

Card sorting is a technique that many designers use as a design method to structure the

product or the system. This technique increases the system’s finding capability. It is a way to

involve users in grouping similar elements under a single category Card sorting is quick,

inexpensive and a reliable method to structure our website. There are basically two types of card

sorting techniques.

1. OPEN- CARD SORTING : It is grouping similar elements under one category. The

participants are given cards showing the site contents. Then, they are asked to sort/ group cards

in the order in which they find it easy to handle. This sorting is usually done, when the system is

wholly new, the designer and doesn’t have any pre- requisites for it. This technique is generative,

exploring new ideas.

2. CLOSED–CARD 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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Activity of Card Sorting:

It is open card sorting. The design team has conducted the card sorting for the menus of

our website. Here 4 menus/cards were distributed among the users and were asked to group them

logically.

a.) Home

b.) About Us

c.) Contact Us

d.) Student/Faculty

e.) Librarian

f.) Feedback

Result of Card Sorting(Menus):

Sorting by

user 1

Sorting by

user 2

Sorting by

user 3

Sorting by

user 4

Sorting by

user 5

Sorting by

user 6

A A A B A A

B

C

C

B

B

C

A

D

B

C

C

B

D D D E D E

E E E C E D

F F F F F F

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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.

Activities of Card Sorting 2(Header)

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.)

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D.)

(A) (B)

(C) (D)

Results Of Card Sorting (Header):

Sorting By

User1

Sorting By

User2

Sorting By

User3

Sorting By

User4

Sorting By

User5

Sorting By

User6

Sorting By

User7

D A D C B D 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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5.2 Parallel Design Sketches

5.2.1. Introduction

In parallel design technique, several people or the members of the project create an initial design

from the same set of requirements. Each member works independently, and when finished,

shares his concepts with the group. These designs work because:

The designer is able to get variety of solutions (ideas and concepts) of the problem.

It also gives some extent of assuredly that best design and concept is going to be

integrated into our system.

It gives last views in a short span of time.

Parallel design can be broken down into different steps:

Design independently

Present all the designs

Evaluate the designs

Implementing the design

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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.

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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.

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

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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.

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.

In low fidelity prototyping, storyboarding is selected because:

It requires team work.

It gives a genuine feedback, so that designer can enhance its features.

It is cheap, easy to design, less time consuming,

Easy to make changes

It provides a way for high fidelity prototyping.

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The storyboards made before designing the online library management system are as

follows.

1. Homepage

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2. Login Page

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3. About us

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4. Contact Us

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5. Student/Faculty

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6. Librarian

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Feedback:

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

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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.

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

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].

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Noydir, N. (2012). 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].

http://www.socialresearchmethods.net/kb/intreval.htm [Accessed on 13th October, 2013]

http://www.evaluationtrust.org/evaluation/evaluate [Accessed on 13th October, 2013]

Level-2(CSE) HCIU GROUP ASSIGNMENT

Asia Pacific Institute Of Information Technology Page 108

http://managementhelp.org/evaluatn/evaluatn.htm[Accessed on 14th October, 2013]

http://www.d.umn.edu/itss/support/Training/Online/webdesign/testing.htm l[Accessed on 14th

October, 2013]

http://www.astm.org/JOURNALS/TESTEVAL/jte_home.html[Accessed on 13th October,

2010]

http://www.sil.org/lingualinks/literacy/implementaliteracyprogram/method

sofevaluationandtesting.htm[Accessed on 14th October, 2013]

http://www.usernomics.com/user-interface-design.html[Accessed on 13th October, 2013]

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6 EVALUATION

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?

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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

Evaluation

Paradigm

Evaluation Technique Comments

1.)Quick and Dirty Asking Users their opinions 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

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. • 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

4.) Predictive

Evaluation

asking experts‘ their

opinions

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

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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.

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?

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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

can’t , 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.

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).

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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’.

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

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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.

Optional Target current >UnacceptedUser 1 0 3 3 9User 2 0 3 2.5 9User 3 0 3 4 9User 4 0 3 3.5 9

Login:

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 Target current >UnacceptedUser 1 0 5 5 8

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User 2 0 5 6 8User 3 0 5 5.5 8User 4 0 5 7 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

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 Target current >UnacceptedUser 1 0 2 2.5 7User 2 0 2 2 7User 3 0 2 3 7User 4 0 2 2.5 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.

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Task 2: To go to all book details.

Optional Target current >UnacceptedUser 1 0 4 3 6User 2 0 4 4.5 6User 3 0 4 5 6User 4 0 4 5.5 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.

Memorability

For this, a few casual users were picked up and time was measured to perform the tasks.

Task 1: to go to login page.

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.

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Days Time taken(min) User 1 1st day 3User 2 15th day 4User 3 20th day 5

Days Time taken(min) User 1 1st day 5User 2 15th day 6User 3 20th day 7

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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.

Errors

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

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Frequency of error

User 1 3 times User 2 2 timesUser 3 1 times

Frequency of error

User 1 4 times User 2 3 timesUser 3 2 times

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Conclusion: Since, there are not many errors coming in user registration, so we can say

that system has very few errors

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:-

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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 website’s status

highly visible.

# 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 Is a single, selected icon clearly visible when

surrounded by unselected icons?

Yes

1.4 Do menu instructions, prompts, and error

messages appear in the same place(s) on each

menu?

no

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1.5 Is there some form of system feedback for

every operator action?

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

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

comments

2.1 Are icons concrete and familiar? Yes Well

Familiar

2.2 Are menu choices ordered in the most logical

way, given the user, the item names, and the

Yes

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task variables?

2.3 If there is a natural sequence to menu choices,

has it been used?

Yes

2.4 Do related and interdependent fields appear on

the same screen?

Yes

2.5 Do the selected colors correspond to common

expectations about color codes?

No Not required

2.6 Do keystroke references in prompts match

actual key names?

No

2.7 For question and answer interfaces, are

questions stated in clear, simple language?

Yes

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

Comments

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3.1 If setting up windows is a low-frequency task, is

it particularly easy to remember?

Yes

3.2 In systems that use overlapping windows, is it

easy for users to rearrange windows on the

screen?

No

3.3 In systems that use overlapping windows, is it

easy for users to switch between windows?

Yes

3.4 When a user's task is complete, does the system

wait for a signal from the user before processing?

No

3.5 Can users type-ahead in a system with many

nested menus?

Yes

3.6 Is there an "undo" function at the level of a single

action, a data entry, and a complete group of

actions?

No

3.7 Can users cancel out of operations in progress? Yes

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.

# Review checklist Yes /no Comments

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4.1 Have industry or

company formatting

standards been

followed

consistently in all

screens within a

system?

Yes

4.2 Has a heavy use of

all uppercase letters

on a screen been

avoided?

Yes

4.3 Do abbreviations

not include

punctuation?

No

4.5 Are integers right-

justified and real

numbers decimal-

aligned?

4.5 Are icons labeled? Yes

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

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Provided appropriate validation, messages, notification and feedback wherever

needed to prevent users from making errors and rectify them.

# Review checklist Yes/no N/A

5.1 Are error messages grammatically correct? N/A

5.2 Do error messages avoid the use of

exclamation points?

No

5.3 Are prompts stated constructively, without

overt or implied criticism of the user?

Yes

5.4 Do error messages avoid the use of

exclamation points?

No

5.5 Is sound used to signal an error? 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 Miller’s

theory of seven icons per menu so that casual users can easily recognize and recall

things.

# Review checklist Yes /no

N /A

Comments

6.1 If the database includes groups of data, can

users enter more than one group on a single

screen?

n/a

6.2 Have dots or underscores been used to

indicate field length?

No

6.3 Is the menu choice name on a higher-level

menu used as the menu title of the lower-

level menu?

N/a

6.4 Are menu choices logical, distinctive, and

mutually exclusive?

Yes

6.5 Are data inputs case-blind whenever

possible?

Yes

6.6 If the system displays multiple windows, is No

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navigation between windows simple and

visible?

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

Comments

7.1 For question and answer interfaces, are visual

cues and white space used to distinguish

questions, prompts, instructions, and user

input?

yes

7.2 Does the data display start in the upper-left

corner of the screen?

Yes

7.3 Are all data a user needs on display at each

step in a transaction sequence?

Yes

7.4 Are prompts, cues, and messages placed where

the eye is likely to be looking on the screen?

N /A

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7.5 Is there an obvious visual distinction made

between "choose one" menu and "choose

many" menus?

Yes

7.6 Have spatial relationships between soft

function keys (on-screen cues) and keyboard

function keys been preserved?

No

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

Comments

8.1 If the system supports both novice and expert users,

are multiple levels of error message detail

available?

No

8.2 Does the system allow novices to use a keyword

grammar and experts to use a positional grammar?

N /A

8.3 Can users define their own synonyms for

commands?

No

8.4 Does the system allow novice users to enter the Yes

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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?

No Not required

8.6 Does the system provide function keys for high-

frequency commands?

N / A

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 Are all icons in a set visually and conceptually

distinct?

Yes

9.3 Have large objects, bold lines, and simple areas

been used to distinguish icons?

Yes

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9.4 Does each icon stand out from its background? Yes

9.5 If the system uses a standard GUI interface where

menu sequence has already been specified, do

menus adhere to the specification whenever

possible?

Yes

9.6 Are meaningful groups of items separated by

white space?

Yes

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

Comment

s

10.1 If users are working from hard copy, are the

parts of the hard copy that go on-line marked?

Yes

10.2 Are on-line instructions visually distinct? Yes

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10.3 Do the instructions follow the sequence of user

actions?

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

Gantt Chart

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APPENDIX

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Project proposal

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.

By Weekly Report1

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WORK DONE BY THE GROUP

User Profiling the selection of data gathering methods the actual user profiling process performed discussions on task analysis conducted

WORK TO BE DONE IN THE NEXT FORTNIGHT

the selection of design principles the selection of usability goals competitive analysis the impact of the activities on the design

Submitted By: Submitted To:

Aakash Bathla(Group Leader) PT1182214 Ravi sachdeva

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

WEEKLY REPORT 2

WORK DONE BY THE GROUP

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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.

WORK TO BE DONE IN THE NEXT FORTNIGHT

parallel design, peer to peer evaluation and its impact on the design. screen purpose strategy behind its design

Submitted By: Submitted To:

Aakash Bathla(Group Leader) PT1182214 Ravi sachdeva

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

WEEKLY REPORT 3

WORK DONE BY THE GROUP

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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: Submitted To:

Aakash Bathla(Group Leader) PT1182214 Ravi sachdeva

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

WEEKLY REPORT 4

WORK DONE BY THE GROUP

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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: Submitted To:

Aakash Bathla(Group Leader) PT1182214 Ravi sachdeva

Kawal Deep Singh PT1183306

Shubham Sharma PT1181138

WEEKLY REPORT 5

WORK DONE BY THE GROUP

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Level 2(Computing) HCIU Group Assignment

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: Submitted To:

Aakash Bathla(Group Leader) PT1182214 Ravi sachdeva

Kawal Deep Singh PT1183306

Shubham Sharma 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

Knatterud. G.L. (2012). Data Collection. Available:

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].

[email protected].(2010). What is website design. Available:

http://www.arawebsitedesign.com/What_is_website_design_66.htm. [Last accessed 21st Aug

2013].

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