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Level-2(CSE) HCIU GROUP ASSIGNMENT Asia Pacific Institute Of Information Technolog y Page 1 GROUP ASSIGNMENT Human Computer Interaction & Usability Project Title “Quiz Game Project for Youngsters Submitted By: Submitted To: Himanshi Goyal (pt0881115) Ms. Nonita Sharma Romil Rohra (pt0881125) (Module Lecturer) Ankit Kumar Singh (pt0881132) Rahul Kumar Singh (pt0881135)

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Level-2(CSE) HCIU GROUP ASSIGNMENT 

Asia Pacific Institute Of Information Technology Page 1

GROUP ASSIGNMENT 

Human Computer Interaction & Usability

Project Title

“Quiz Game Project for Youngsters” 

Submitted By: Submitted To:

Himanshi Goyal (pt0881115) Ms. Nonita Sharma

Romil Rohra (pt0881125) (Module Lecturer)

Ankit Kumar Singh (pt0881132)

Rahul Kumar Singh (pt0881135)

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Acknowledgement

According to one of the greatest thought “Teachers are no less than the Almighty” we here by

would like to take this opportunity to bow our special thanks to the Faculty of “Human ComputerInteraction & Usability”, Ms. Nonita Sharma who had continually helped and motivated us to

complete the assignment. It was really a wonderful experience for us to work under such a

dynamic and helping personality. She gave us the knowledge of each & everything related and

beyond the module in order to enhance our skills and this assignment has been made possible

due to her expertise and knowledge. 

Also we would like to take this opportunity to thanks the Librarian and all the friends who have

been a source of motivation and ideas for their help.

Himanshi Goyal (PT0881115)

Romil Rohra (PT0881125)

Ankit Kumar Singh (PT0881132)

Rahul Kumar Singh (PT0881135)

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Certificate

This is to certify that this group consisting of 

Himanshi Goyal- PT0881115,

Romil Rohra- PT0881125,

Ankit Kumar Singh- PT0881132,

Rahul Kumar Singh- PT0881135

has successfully completed their project named “Video Game Project For Youngsters” of the

Module “Human Computer Interaction & Usability” as per STAFFORDSHIRE UNIVERSITY

guidelines, under my guidance.

Ms. Nonita Sharma

(Module Lecturer)

APIIT SD INDIA

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Table of Contents

Acknowledgement ........................................................................................................................................ 2

Certificate...................................................................................................................................................... 3

Individual Component .................................................................................................................................. 6

By: Ankit Kumar Singh (pt0881132)........................................................................................................ 6

What is User Profiling Activity ................................................................................................................ 6

Why we need user profiling – ................................................................................................................... 6

Classification of user on the basis of domain knowledge and expertise – ................................................ 7

Human Factors .......................................................................................................................................... 8

Stake holders analysis – ............................................................................................................................ 9

Data Gathering Techniques- ................................................................................................................... 10

Task Analysis.......................................................................................................................................... 14

REFRENCES.......................................................................................................................................... 16

Group Component....................................................................................................................................... 17

What is User Profiling Activity – ........................................................................................................... 17

Why we need user profiling – ............................................................................................................. 17

Stake holders analysis – .......................................................................................................................... 20

Data Gathering Techniques..................................................................................................................... 21

Conclusion – ........................................................................................................................................... 29

Task Analysis.......................................................................................................................................... 30

Impact on Design .................................................................................................................................... 46

Individual Component ................................................................................................................................ 49

Usability Goals............................................................................................................................................ 49

Design Principles ........................................................................................................................................ 55

Competitive Analysis.................................................................................................................................. 59

References............................................................................................................................................... 59

Group Component....................................................................................................................................... 60

3. Design & Prototype................................................................................................................................. 65

3.1 Individual Component by Student Rahul Kumar Singh ................................................................... 65

3.1.1 Card sorting................................................................................................................................ 65

Advantages of card sorting ................................................................................................................. 67

Disadvantages of card sorting ............................................................................................................. 67

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3.1.2 Types of Design ......................................................................................................................... 68

3.1.3 What is Participatory Design?.................................................................................................... 69

3.1.4 Prototyping................................................................................................................................. 69

References............................................................................................................................................... 73

3.2.1 PHYSICAL DESIGN ................................................................................................................ 74

3.2.2 PROTOTYPING ........................................................................................................................ 81

3.2.3 EACH SCREEN PURPOSE & STRATEGY BEHIND DESIGN ............................................ 94

3.2.4 IMPACT ON RESULT.............................................................................................................. 97

Evaluation ................................................................................................................................................... 99

Individual Component ............................................................................................................................ 99

By: Himanshi Goyal (pt0881115)........................................................................................................... 99

What is Evaluation? ............................................................................................................................ 99

What is USABILITY TESTING? ..................................................................................................... 100

What is EVALUATION PARADIGM? ........................................................................................... 101

How many types of evaluation paradigms are there? Define them................................................... 101

What are the techniques used? .......................................................................................................... 102

Describe DECIDE Framework ?...................................................................................................... 102

What is Heuristic Evaluation?........................................................................................................... 105

What are Usability Heuristics? ......................................................................................................... 106

References............................................................................................................................................. 107

4.2.1 DECIDE FRAMEWORK ........................................................................................................ 109

4.2.2  EVALUATION PARADIGM (USABILITY TESTING) ................................................ 113

Error description: .................................................................................................................................. 121

4.2.3 HELP & DOCUMENTATION ............................................................................................... 124

4.2.3  HEURISTIC EVALUATION ........................................................................................... 126

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Individual Component

By: Ankit Kumar Singh (pt0881132)

What is User Profiling Activity

The process or act of “establishing and collecting 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 others words we can say that User profiling is the

activity of gathering data regarding intended users, either individual, novice or casual or expert

ones. Just designing appropriate interfaces would not help, since, users attributes may vary from

place to place and many 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.

Why we need user profiling –  

We need user profiling activity to get detailed and precise information regarding the

requirements needed by the user in system. 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 prop er

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.

Under user profiling we had to consider following facts for identifying attributes of users –  

1.  Who are the users :

It includes:-

  Physical Characteristics

  Background

  Skills

  Preferences

2.  Where is the task performed  –  

It includes:-

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  Place

  Audio is required for system or not?

  Background.

3.  Relationship between user and data –  

It describes and gathers information regarding whether the data related to system is

personal or common.

4.  How often tasks are performed –  

It gathers about how frequent the tasks are performed? In other words, how frequent the

user is using the system. Frequency of task depends on the number of users using the

system and on publicity and the ease of use of system.

5.  What are time constraints –  

Mainly time constraint feature deals with these points:

  Positioning of functions

  Time out.

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 –  

1.  Novice Users  –  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. These 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.

2. 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 problems in maintaining the system as they don‟t have

a deep knowledge of the system. The users in this group come under the less frequent

users group and hence may sometimes feel some problems in dealing with the system.

3. Expert Frequent (Power) Users- This user domain may include computer geeks. This

user force may include the developers and engineers who all are often involved in

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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.

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 the 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 times affected by human physiology or physical 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 to handle the control of video game.

  Disability – Users may also possess some disabilities which may restrict them to

make full use of system. Diseases like  Rheumatoid arthritis often restrict users

from accessing interfaces containing too many buttons and splash screens. Hence,

proper use of mouse control has been considered and tools like arrows keys will

be used to handle input modules.

2.  Cognition- Cognition is the scientific term for "the process of thought" and it is

basically related to brain of human body. It is related with the aspect that how many

things we can understand at a same time. It mainly deals with the humanunderstanding, thinking, reasoning, problem solving capabilities, memory and . It also

deals with the 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 interface for any system.

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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,

brightness and color etc. related to any specific interface or system. While designing

the system, care should be taken about all the human cognition and perception factors

which could affect the output of the system.

  It can be measured by mainly these laws:-

  Law of Proximity- Describes that objects near each other tend to be

grouped together.

  Law of Closure-Describes objects grouped together are seen as a whole.

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

Stake holders analysis –  

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An analysis of those who have shares in the system or who are directly or indirectly affected

by the success and failure of the system. 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 our system are listed below:-

  Primary Stakeholders  – Users who directly uses the system are known as

Primary Stakeholders. 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 stakeholders  –  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 Stakeholders  –  Those who are the owner of the system and

those 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 Stakeholders  – The persons who are involved in designing,

developing and maintaining the products are known as Facilitating

stakeholders.

Data Gathering Techniques-

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 related to a

project or task from the user or any other sources. Mainly there are five techniques for collecting

or gathering information:

  Questionnaires

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  Interviews

  Workshops or Focus Groups

  Naturalistic Observation

  Studying Documentation

In present era of technology, there can‟t be pre-defined standards set to meet before

designing a scenario or project. The requisites of system being developed significantly

depend upon the targeted users and the conditions provided to the system when it is

embryo staged. Moreover, when it comes to 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.

1.  Questionnaires :- 

  Is a research instrument consisting of a series of questions and other prompts

for the purpose of gathering information from respondents.

  A series of questions designed to elicit specific information.

  Provides quantitative and qualitative data both.

  Advantages

  If numbers of users are more then this is the best way to gather

data from users.

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  It is less time consuming in comparison to another data

gathering methods.

  By the help of this data gathering technique we can easily

analyze the data gathered from users.

  Here, we get more diversity among users.

  Disadvantages

  Here user gets a limited number of choices to answer.

  Questions could be misunderstood by the user, so that we will

not be able to analyze correct data.

  Sometimes users don‟t take these activity seriously, so data

what we gather doesn‟t give correct information. 

2.  Interviews: - An interview is a conversation between two or more people (the

interviewer and the interviewee) where questions are asked by the interviewer to

obtain information from the interviewee. It is good for exploring issues,

encourage people to respond.

  Advantages

  Interviews are useful for untangling complex topics.

  The Interviewer can probe deeper into a response given by an

interviewee.

  Interviews produce a higher response rate.

  Enable to learn about things that cannot be directly observed.

  Disadvantages

  It is very time consuming.

  It is not used for a large number of people.

  It is not cost effective and can produce more cost.

3.  Naturalistic Observation:-

  The main event under naturalistic observation is spending time with

stakeholders in their day to day tasks. This can be done by hired

experienced professionals or the developer himself.

  It becomes the sole responsibility of observer, to identify the user

requirements and problems they are facing. For this observer may

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develop a plan and study the environment, user‟ behavior as per his

considerations.

  Involves collecting behavioral data in real-life situations.

  Advantages

  Naturalistic observation is done by a professional individual,

who tries to identify the problems faced by users in general

and tries to develop and deliver a system solution that turns

out to be feasible for the entire user community and not as per

the specifications of sector specific users.

  Can prove efficient for data gathering, since analyzing the data

tasks is solely dependent on developer himself.

  Theoretically, it may prove to be time consuming but our team‟

ideology believes it to be very time efficient. Proper analysis

done by a single and unbiased external observer would

definitely result into a fast requirement portfolio constructer.

  Disadvantages

  The clear requirement specification of targeted users may not

evolve clearly. As it is, requirement analysis entirely depends

on a single observer.  Sometimes may result into time consuming technique, if 

requirement portfolio takes more time in analysis phase.

4.  Workshops or focus groups

  Group interviews rather than one on one interview.

  We will be gathering data through focus groups as it is done for analysis

before the system is made.

  Facilitator is required to keep conversation on track.

  Advantages

  Less time consuming than individual interviews time.

  Useful for exploring attitudes and getting a range of opinions.

  Opportunity to explore different sides of a question.

  Disadvantages

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  Bias and manipulation: leading the participants.

  It may happen that some participants may not tackle the

situation well.

  Difficulty in making generalizations.

5.  Studying documentation

Is a technique to gather information for an existing system.Here we go through

the documentation of existing one and then analyze the information regarding

new ones.

Task Analysis

It is a method/set of methods for understanding the tasks users carry out with a

product/system. To analyze the underlying rationale and purpose of what people are doing; what

are they trying to achieve, why are they trying to achieve it, and how are they going about it?

Key terminologies used in task analysis are GOAL and TASK.

 –   GOAL - the state that the human wishes to achieve

 –   TASK- the activity required in order to bring about the state the human wishes to

achieve (the goal)

In other words we can say that any method how the user is performing any activity is termed as

Task Analysis.

.Benefits of performing task analysis:

  It can be used to improve the current design.

  Helpful in identifying problems in the proposed system.

  For identifying the requirements for the new design.

  Helpful in designing training materials and manuals.

  In developing evaluation plans.

  In conducting basic usability evaluations.

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  Tells about how users are using the existing products and how they may interact with

future products.

Three potential uses of task analysis in the design process:

Hierarchical Task Analysis (HTA) is a commonly used means of breaking tasks down into a

smaller tasks, operations and plans. This depicts a clear picture of the various task needed to be

accomplished in order to achieve the final goal. It involves breaking a task down into subtasks

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and then into sub – subtasks. These are then grouped together as plans that specify how the tasks

might be performed in an actual situation. The starting point is a user goal, and then examined

the main tasks associated with achieving that goal.

REFRENCES

  http://www.openinterface.ie/usability_userprofiling.html[Accessed on 15th 

September, 2010] 

  http://otal.umd.edu/UUGuide/jingwu/ [Accessed on 15th September, 2010] 

  http://www.thefreedictionary.com/law+of+proximity[Accessed on

September 15, 2010]

  http://www.thefreedictionary.com/law+of+closure[Accessed on

September 15, 2010]

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

  http://www.12manage.com/methods_stakeholder_analysis.html [Accessed

on September 16, 2010]

  http://www.ehow.com/facts_5875462_primary-stakeholders_.html 

[Accessed on September 16, 2010]

  http://www.usabilitynet.org/tools/taskanalysis.htm [Accessed on

September 15, 2010]

http://classweb.gmu.edu/ndabbagh/Resources/Resources2/taskanalysis2.ht

m [Accessed on September 15, 2010]

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Group Component

What is User Profiling Activity –  

The process or act of “establishing and collecting 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 others words we can say that User profiling is the

activity of gathering data regarding intended users, either individual, novice or casual or expert

ones.

User profiling can be used for knowledge processing concerned with users –  

  Identifying actual users  –  Video Game Project can be used publicly on a very large

scale over internet. As video game on behalf of society build up, it may involve users

acquiring most of the human attributes. Video game can be played by anyone above 15

years of age. These may include teenagers, young adults, and adults, irrespective of their

sex discrimination.

Video game which is among popular entertaining entity across over the world. Mainly it is being

developed for Entire society not for any specific region; hence the backgrounds are applied as

per a standard attribute. Moreover, video game works irrespectively of profession oriented

issues. It can be used for playing and entertainment purposes, by different users at same time.

Why we need user profiling –  

We need user profiling activity to get detailed and precise information regarding the

requirements needed by the user in existing systems. There are already many existing video

games for youngsters , hence user profiling becomes all the more important for developer, since

this activity can only lead us to construct an environment where users can switch up, finding it

more comfortable according to his need and area of interest.

Hence, for this, under user profiling we had to consider following facts for identifying attributes

of users –  

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Who are the users  –  

  Physical Characteristics – Physical aspects concerned with the user like their heights and

weights are not considered as an issue, since this is not a limitation applied on user of any

domain. User profiling activity is basically focused on the fact that user doesn‟t have anyproblem with any specific color . Background themes and text color are taken considering

proper RGB values so that they do not strain eyes of users.

  Background –  

  Video Game focuses users with minimal computer hardware knowledge like that

of mouse for dealing with various controls of game and keyboard access for

responding to game services.

  The user needs to be literate enough to understand English language. Entire game

controls communicate with the user in English language.

  Based on the above terms and conditions, user profiling technique is largely

focused on user domain that mainly comprises of youngsters. Youngsters,

irrespective of their fields of specializations, are highly concerned with computer

basics, so they have minimal knowledge of computers. Moreover, young adults,

 job professionals are also focused for information gathering.

  Skills  –  The user is expected to have basic knowledge regarding dealing with splash

screens of video game that controls the running state related to game. The user must

know how to use controls, some specific keys like arrow, up-down ones etc. Apart from

these, no as such skills are needed, since; game will be itself very interactive.

  Preferences – Game will be very efficient in handling its working and controls. It will be

compatible with run efficiently in any operating system. As it is a video game, efficiency

of game proves with the fact that, game will be easily available with the same intensity.

Where is the tasks performed  –  

The video game will be played from anywhere, any part of the world, provided the system

should have any operating system. The site to access Video Game can be played in an internet

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cafe or simple computer nodes planted in homes as personal computers. Effective Sound system

will be required around the place or within the system where game is to be played because video

game will consist of an effective sound system. This will definitely increase the interest of user

in game.

Relationship between user and data –  

It describes and gathers information regarding whether the data related to system is personal or

common. In video games data will be in common form. It also tells about whether the data are

access protected or not? Each and every user will be able to see and visualize the data and

information present in the video game regarding the system of video game. Regarding the access

right, of course there will be some information that will be not shown to user before playing the

game.

How often tasks are performed –  

It gathers information about how frequent the tasks of playing a video game are performed.

Frequency of task depends on the number of users using the system. In other words, how

frequent the user is using the system. The frequency of the task also depends on the users,

publicity and the ease of use. Being a video game, the users would be screening it recurrently if it

will create an impact on users it will make them addicted of it.

What are time constraints –  

Mainly time constraint feature deals with these points:

  What functions will users be in a hurry for?

  Positioning of functions

  Which can wait?

  Is there a timing relationship between tasks?  Time out

As per the video game is concerned the factor which can be taken into account

whether the functions and controls related to game are placed at correct place or

not? Time Out facility can also be taken in consideration when we search out for

video game as whether the user is able to complete the game in given span of time

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or not? Or , whether a user is able to complete the allotted task in specific time

interval or not?

Stake holders analysis –  

An analysis of those who have shares in the system or who are directly or indirectly affected bythe success and failure of the system. 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 our system are listed below:-

  Primary Stakeholders  – Users who directly uses the system are known as

Primary Stakeholders. 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.

  For our video game primary stakeholders will be:-

  Teenagers.

  Students.

  Professionals.

  Adults.

  Secondary stakeholders  –  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.

  For our video game:-

  Our very much concerned is required of how the application

developed is working. For this we need continuous reports aboutthe working of system in order to keep the application developed

in its best running state at regular time interval. So, we our self 

categorize under the secondary stakeholder criteria.

  Tertiary Stakeholders  –  Those who are the owner of the system and

those who are investing money and their capital in development of the

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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.

  For our video game:-

  We all group members will be tertiary stakeholders as we all are

going to invest on development of video game and we will bear the

profit and loss related to game. So , we our self declare to be the

tertiary stake holders for our video game project.

  Facilitating Stakeholders  – The persons who are involved in designing,

developing and maintaining the products are called as Facilitating

stakeholders.

  For our video game:-

  As we four group members are going to develop, design and

maintain our video game. So we our self categorize under

facilitating stakeholders.

Data Gathering Techniques 

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 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 Groups

  Naturalistic Observation

  Studying Documentation

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The requisites of system being developed significantly depend upon the targeted

users and the conditions provided to the system of video game when it is embryo

staged. Moreover, when it comes to 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.

Our team has followed:-

  Questionnaires

  Workshops/Focus Groups

  Naturalistic Observation

For data gathering technique.

1.  Questionnaires

Since we have to design a video game project for youngsters, our project includes large

number of users form places which are geographically as well as culturally apart. In this

situation questionnaires can be a good option for collecting valuable data.

We will prepare printed as well as online questionnaires in order to reach large

community of youngsters.

Here‟s a small sample of our questionnaire:-

1.  Which age group you belong to?

o  10-15

o  16-20

o  21-26

o  Above 26

2.  How old were you when you played your first video game?

o  Kindergarten

o  .Junior high school

o  High school

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o  College level

o  Others (please specify)

3.  Your Gender?

o  .Male

o  .Female

4.  What is Yours Educational background?

o  Have not completed high school

o  In college

o  Finished college degree

o  Master degree

o  Others (please specify)

5.  Which type of game you like to play most?

o  Arcade style

o  Card, logic, Quiz and board games

o  Graphical adventure

o  Strategy

o  Shooter

o  Other (Please specify)

6.  How many days in a week do you typically play video game?

o  One

o  Two

o  Less than once a week 

o  Seven

o  Others (please specify)

7.  How long is your playing session at a single time?

o  Less than 15 mins

o  One to two hrs

o  Six to eight hrs

o  Twelve to fifteen hrs

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o  Others (please specify)

8.  Where do you mostly play in game?

o  Home

o  Friend‟s home 

o  Office

o  Internet café/ gaming store

o  Others (please specify)

9.  With whom you play most?

o  Alone

o  With a friend

o  Alone but on the internet

o  With a friend who may or may not be playing but is involved in the activity to

some extent

10.  How do you select game to play?

o  Interface

o  Speed

o  Friends feedback 

o  Random

11. What kind of background sound you like?

o  Silence

o  Play a song

o  Any tune

o  Game commentary

12.  Do you like to save your records always?

o  Yes

o  No

13. Which of these is easy for you to navigate?

o  Buttons

o  Icons

o  Labels

14.  Why you like to play video game?

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o  Hobby

o  Entertain or to spend time with friends

o  Train your brain

o  Take out frustration

o  Others (please specify)

15. Problems faced by you while playing games and what you suggest to rectify it?

Advantages of using questionnaires:

i.  By using questionnaires for data collection, we can cover a large geographical area. We

can understand the interests of youngsters from different regions and culture.

ii.  Questionnaires are very inexpensive way to collect valuable information. It will not prove

to be a burden on our small budget of video game project.

iii.  Data collection through questionnaires takes very less time.

iv.  Since questionnaire prepared by us is consisting of objective questions (providing

choices), it will be easy to interpret and evaluate the gathered data.

Analysis Of Gathered Data

1.  Which age group you belong to?

o  10-15 (25%)

o  16-20 (35%)

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o  21-26 (20%)

o  Above 26 (20%)

2.  How old were you when you played your first video game?

o  Kindergarten (10%)

o  .Junior high school (40%)

o  High school (40%)

o  College level (10%)

o  Others (please specify)

3.  Your Gender?

o  .Male (60%)

o  .Female (40%)

4.  What is Yours Educational background?

o  Have not completed high school (40%)

o  In college (40%)

o  Finished college degree (10%)

o  Master degree (5%)

o  Others (please specify) (5%)

5.  Which type of game you like to play most?

o  Arcade style (5%)

o  Card, logic, Quiz and board games (45%)

o  Graphical adventure (10%)

o  Strategy (20%)

o  Shooter (10%)

o  Other (Please specify) (10%)

6.  How many days in a week do you typically play video game?

o  One (10%)

o  Two (30%)

o  Less than once a week (5%)

o  Seven (35%)

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o  Others (please specify) (20%)

7.  How long is your playing session at a single time?

o  Less than 15 mins (10%)

o  One to two hrs (15%)

o  Six to eight hrs (0%)

o  Twelve to fifteen hrs (0%)

o  Others (please specify) (75%)

8.  Where do you mostly play in game?

o  Home (25%)

o  Friend‟s home (25%) 

o  Office (5%)

o  Internet café/ gaming store (25%)

o  Others (please specify) (20%)

9.  With whom you play most?

o  Alone (40%)

o  With a friend (25%)

o  Alone but on the internet (25%)

o  With a friend who may or may not be playing but is involved in the activity to

some extent (10%)

10. How do you select game to play?

o  Interface (305%)

o  Speed (25%)

o  Friends feedback (30%)

o  Random (25%)

11. What kind of background sound you like?

o  Silence (15%)

o  Play a song (35%)

o  Any tune (35%)

o  Game commentary (15%)

12. Do you like to save your records always?

o  Yes (45%)

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o  No (55%)

13. Which of these is easy for you to navigate?

o  Buttons (45%)

o  Icons (35%)

o  Labels (30%)

14. Why you like to play video game?

o  Hobby (20%)

o  Entertain or to spend time with friends (40%)

o  Train your brain (20%)

o  Take out frustration (10%)

o  Others (please specify) (10%)

15. Problems faced by you while playing games and what you suggest to rectify it?

2.  Focus groups

  As it is a way to gather information from a group to acquire knowledge about

their requirement of video game project.

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  Advantage of using this technique is that here we gather information before the

system is made. So, we can understand the requirement of youngsters easily

regarding a video game.

3.  Naturalistic observation

Since our audience includes majority of small kids who can‟t be able to fill up

questionnaires, we have an alternate data gathering technique for them. We can observe

them for few days. We can spend time with them to understand their interests.

Advantages of Naturalistic observation:-

i.  This technique will be suitable for understanding youngsters as some of them don‟t take

some data gathering technique seriously.So,we can observe them to understand their likes

and dislikes.

ii.  Naturalistic observation is one of the best techniques to gather data, since youngsters in

their natural environment will behave naturally. In this way information gathered is not

biased.

Conclusion –  After applying activities like user profiling we were able to sort out our targeted users.

User Profiling also helped in identifying attributes of the user, which enabled us to

construct an video game not just another so called game. The activities like finding

relation between user and data, frequency of tasks performed enables us to judge the

importance of particular modules. Moreover, data gathering techniques applied made the

scenario for user force quite clear.

Special attention was paid towards application of effects on the pictures that will be used

in the interface, so that the game turns out to be an paradise instead of a laid down

continued source of frustration.

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Task Analysis

It is a method/set of methods for understanding the tasks users carry out with a

product/system. To analyze the underlying rationale and purpose of what people are doing; what

are they trying to achieve, why are they trying to achieve it, and how are they going about it?

Key terminologies used in task analysis are GOAL and TASK.

 –   GOAL - the state that the human wishes to achieve

 –   TASK- the activity required in order to bring about the state the human wishes to achieve

(the goal)

  Task analysis can be done to:

  improve current design

  identify potential problems with new design

  identify requirements for new design

  design training materials and manuals

  develop evaluation plans

  conduct basic usability evaluations

  Goals For Our Video Game Project:- 

  Loading The Game

  Viewing Game Description

  Reading Instructions

  Knowing Controls

  Viewing Menu

  Setting Game Options  Playing Game

  Exiting Game

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HTA of Loading Game

Plan for HTA of Loading Game –  

o  Plan 0 – Do 1 THEN 2 THEN 3

Critical Chart for Loading Game –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads H L H

Splash Screens Loads Which H L H

0.

Loading Game

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

Which Signifies Game IsSuccessfully Loaded

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Signifies Game Is

Successfully Loaded

HTA of Viewing Menu: -

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0.

Viewing Menu

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

4.

Wait For SplashScreen To

Disappear

5.

Menu Screen Appears

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Plan for HTA of Viewing Menu –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 THEN 5

Critical Chart for Viewing Menu –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads L L H

Splash Screens Loads L L H

Wait for Splash Screen To

disappear

L L H

Menu Screen Appears H L H

HTA of Viewing Game Description

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0.

Viewing Game

Description

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

4.

Wait For SplashScreen To

Disappear

5.

Menu Screen Appears

6.

Select Game Descriptions

7.

Game Description Screen Loads

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Plan for HTA of Game Description –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 THEN 5 THEN 6 THEN 7

Critical Chart for Viewing Game Description –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads L L H

Splash Screens Loads L L H

Wait for Splash Screen To disappear L L H

Menu Screen Appears H L H

Select Game Description H L M

Game Description Screen Loads L L M

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HTA of Playing Game

Plan for HTA of Playing Game –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 THEN 5 THEN 6 THEN 7.

Critical Chart for Viewing Playing Game –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

0.

Playing Game

1.

Click On .exe File

2.

Wait Until Game Loads

3.SplashScreen Loads

4.

Wait For SplashScreenTo Disappear

5.Menu Screen Appears

6.

Seelect Play Game Options

7.

Game Loads

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Wait Until Game Loads L L H

Splash Screens Loads L L H

Wait for Splash Screen To disappear L L H

Menu Screen Appears H L H

Select Play Game Option H L M

Game Loads H L H

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HTA of Setting Game Options

 

Plan for HTA of Setting Game Options –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 THEN 6 THEN 7 THEN 8.

Critical Chart for Viewing Setting Game Options –  

0.

Setting Game Options

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

4.

Wait For SplashScreen To Disappear

5.

Menu Screen Appears

6.

Seelect Game Options

7.

Game Option ScreenLoads

8.

Set The Game OptionsRequired

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Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads L L H

Splash Screens Loads L L H

Wait for Splash Screen To disappear L L H

Menu Screen Appears H L H

Select Game Options H L M

Game Option Screen Loads L L M

Set The Game Option Required H M M

HTA of Reading Instructions

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Plan for HTA of Reading Instructions –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 Then 5 THEN 6 THEN 7

Critical Chart for Viewing Reading Instructions –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads L L H

0.

Reading Instructions

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

4.

Wait For SplashScreen ToDisappear

5.

Menu Screen Appears

6.

Seelect Game Instruction

7.

Game Instruction Screen Loads

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Splash Screens Loads L L H

Wait for Splash Screen To disappear L L H

Menu Screen Appears H L H

Select Game Instructions H L M

Game instruction Screen Loads L L M

HTA of Knowing Controls

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0.

Knowing Controls

1.

Click On .exe File

2.

Wait Until Game Loads

3.

SplashScreen Loads

4.

Wait For SplashScreen To Disappear

5.

Menu Screen Appears

6.

Seelect Game Controls

7.

Game Control Screen Loads

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Plan for HTA of Knowing Controls –  

o  Plan 0 – Do 1 THEN 2 THEN 3 THEN 4 Then 5 THEN 6 THEN 7

Critical Chart for Viewing Knowing Controls  –  

Tasks Criticality Difficulty Frequency

Click On .exe File H L H

Wait Until Game Loads L L H

Splash Screens Loads L L H

Wait for Splash Screen To disappear L L H

Menu Screen Appears H L H

Select Game Controls H L M

Game Controls Screen Loads L L M

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HTA of Exiting The Game 

Plan for HTA of Exiting The Game –  

o  Plan 0 – Do 1OR Do 2

Critical Chart for Exiting The Game –  

Tasks Criticality Difficulty Frequency

Hard Shut

  From Any Screen Press

ALT+F4 key Or Click On

Close Button

L L M

0.

Exiting The Game

1.

Hard Shut

1.1

From Any ScreenPress ALT+F4 key OrClick On Close Button

2.

Soft Shut

2.1

From Any ScreenProviding Close Option ,

Click On Close

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Soft Shut

  From Any Screen Providing

Close Option , Click On Close

M L H

Impact on Design

Characteristics Age Group of user

Question Which age group you belong to?

Results 10 – 15 (30%), 16 – 20 (40%), 21 – 26 (20%), Above 26 (10%)

Impact on Design This shows that the maximum numbers of user belong to

Teenage category. Thus game should be developed for

Teenagers.

Characteristics Experience In Gaming

Question How old were you when you played your first video game?

Results Kindergarten (10%) , Junior High School (40%), High School

(40%), College Level (40%), Others (-)

Impact on Design This shows that maximum of our users have the exposure to the

game since their school life. Thus game should be developed for

novice user as most of them are new or unknown to the game.

Characteristics Gender

Question Your Gender?

Results Male (60%), Female (40%)

Impact on Design This depicts maximum of the user are male although female are

not far behind. Thus game should be developed in such a way

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that it suits both male and female interests.

Characteristics Educational background

Question What is Yours Educational background?

Results In School (40%), In College (40%), College Pass out (10),

Master Degree (5%), Other‟s (5%) 

Impact on Design Thus game should be developed for Teenagers.

Characteristics Type of Game.

Question Which type of game you like to play most?

Results Arcade style (5%), Card, logic, Quiz and board games (45%),

Graphical adventure (10%), Strategy (20%), Shooter (10%),Other‟s (10%) 

Impact on Design Thus game should be either Card/ Logic/Quiz/Board Games

Characteristics Time spent on playing Game.

Question How many days in a week do you typically play video game?

Results One (10%), Two (30%), Less than once a week (5%), Seven

(35%), Others (20%)

Impact on Design The game developed should be smart.

Characteristics Duration of Playing Session.

Question How long is your playing session at a single time?

Results Less than 15 mins (10%), One to two hrs (15%), Six to eight hrs

(0%), Twelve to fifteen hrs (0%), Others (75%)

Impact on Design The game developed should be Interesting

Characteristics Gaming Spot.

Question Where do you mostly play in game?

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Results Home, (25%), Friend‟s home, (25%), Office (5%), Internet

café/ gaming store, (25%), Others (20%)

Impact on Design The game developed should be Standalone (Preferably)

Characteristics Single Play/Multi-play

Question With whom you play most?

Results Alone (40%), With a friend (25%), Alone but on the internet

(25%), With a friend who may or may not be playing but is

involved in the activity to some extent (10%)

Impact on Design The game developed should be Standalone (Preferably)

Characteristics Game Selection?

Question How do you select game to play?

Results Interface (30%), Speed (25%), Friends feedback (20%),

Random (25%)

Impact on Design The Interface of the game should be sober.

Characteristics Sound

Question What kind of background sound you like?

Results Silence (15%), Play a song (35%), Any tune (35%), Game

commentary (15%)

Impact on Design The background sound should be soothing.

Characteristics Maintaining records

Question Do you like to save your records always?

Results Yes (45%), No (55%)

Impact on Design The Game May/May-Not contain the option of keeping

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Records.

Characteristics Navigation Method

Question Which of these is easy for you to navigate?

Results Buttons (45%), Icons (30%), Labels (25%)

Impact on Design The Game shall contain Buttons (preferably) as Navigation

Tool.

Characteristics Reason For Playing Game.

Question Why you like to play video game?

Results Hobby (20%), Entertain or to spend time with friends (40%),

Train your brain (20%), Take out frustration (10%), Others

(10%)

Impact on Design The Game Developed shall be entertaining.

Individual Component

1Usability Goals

By: Romil Rohra (pt0881125)

Trying to use a laptop without actually knowing anything about it can create a fuss, similarly

learning usability without actually knowing about whose usability we are concerned of (i.e.

System) and for whom the usability study is done (i.e. Users) can create the same situations.

Thus before knowing about usability, getting the knowledge of the System and the User is much

essential.

1 Shneiderman, Ben, Designing the User Interface, Strategies for Effective Human-ComputerInteraction 3rd Edition, Addison-Wesley, Reading, MA, 1998.www.apl.jhu.edu/Classes/Notes/.../HumanComputerInterfaces.PDF  [Accessed on 23rd

September, 2010] 

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What is a System?

A system is a collection of components which are related to each other and they interact to

accomplish some purpose.

Who is the User?

User is one who works on the system in order to fulfil his/her needs.

Considering the knowledge potential of the user, they can be further categorised into the

following:-

  Novice User: - User having no or limited knowledge about the occupational task to be

 performed or in other the words the user who are new to the system or doesn‟t have any

kind of familiarity with the system. For e.g. A student being exposed to computer for the

very first time.

  Knowledgeable Intermittent User: - User having sufficient knowledge about the

occupational task to be performed. And have broad knowledge of the computer but uses

the system intermittently which can lead to retention issues. For e.g. A Java Programmer

using flash.

  Expert Frequent User (Power User): - This group of user is quite thorough with the

system and have full knowledge of the system. Also they are the regular user of the

system which further makes them more proficient by gaining the knowledge of the

shortcuts available in the system for speedier work. For e.g. A Java Programmer

Developing Java Application.

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What Is Usability?

Pedantic Study reveals that Usability Is the extent to which a product can be used by specified

users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified

context of use. But coming to the actual grounds, Usability comes out to be the decisive factor in

determining the following for a System: -

  How good the system is built.

  Acceptance of the system.

  Scope of the system.

  Productivity of the system.

  How far the system is functional as per user requirements.

  How good the system is able to deliver the precise outputs and meeting all the functional

requirements.

According to one of the noble Scholar, Jakob Neilsen, Usability can be defined on the basis of its

5 Quality Components i.e.

  Learnability: - Deals with ease of learning for novice users.

  Efficiency: - Deals with steady-state performance of expert users.

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  Memorability: - Deals with ease of using system intermittently for casual users.

  Errors: - Deals with error rate for minor and catastrophic errors.

  Subjective Satisfaction: -See‟s how pleasant the system is to use. 

Thus, it can be easily concluded that the study of Usability is must for producing a well furnished

system.

Advantages of Usability: -

  It makes the difference between performing a task accurately and completely or not.

  It differentiates the course path of the using the system i.e. enjoyable or being frustrated.

  Also determine the success or failure of a system.

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What are usability goals?

The very five quality component of the usability is termed as the Usability Goals i.e.

  Learnability

  Efficiency

  Memorability

  Error

  Subjective Satisfaction

Learnability: - The aim of this goal is making the system easy to learn for even the Novice User

without much spare of time so that users can easily use the system without wasting much of time.

Efficiency: - The aim of this goal is to make the system more productive by aiding the user with

advanced controls options. This can be only done if the domain of the involved user is of Expert

Group.

Memorability: - The aim of this goal is making the system that easy to recall that even after a

long period of access to the system, it can be easy to access the system with least possible error.

The domain of the user involved is Knowledgeable Intermittent User (Casual Users).

Error: - The aim of this goal is making the user of the system to be constrained so that they can

incur minimal errors. Errors can be minor or major that totally depends on the user action which

can even lead to unwanted results. Thus, the system should be built such so that it provides

minimal chances for the user to incur an error.

UsabilityGoals

Learnability Efficiency Memorability ErrorSubjective

Satisfaction

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Subjective Satisfaction: - The aim of this goal is making the system satisfactory for the end

users so that they feel like working and using the system without any vacillation. This goal will

help the system to gain acceptance widely.

2Design Principles 

Following the for D‟s principles makes a person respectable, recognizable and acceptable as

well. Thus there lies the Design Principles which after being followed yields fruitful result for

the system and makes it widely acceptable.

There are six design principles which are as follows: -

  Visibility

  Feedback 

  Constraints

  Mapping

  Consistency

  Affordances

2  http://www.ida.liu.se/~TDDB13/lectures/lecture2slides.pdf  [Accessed on 20th September, 2010]

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The design principles are described below.

Visibility: -

  This principle states that the design of the system should be as simple as possible with all

the controls easily visible and intuitive for what they are meant for.

  The system design should not be complex instead they must be sober and easily

recognizable.

  This principle can be achieved by placing the controls in a highly evident area.

Feedback: -

  This principle states that the system should be designed such that it is able to provide

information to the user about the result of an action.

  The design should keep users informed of actions or interpretations, changes of state or

condition, and errors or exceptions that are relevant and of interest to the user through

clear, concise, and unambiguous language familiar to users.

Design 

Principles

Visibility Feedback Constraints

Physical

Logical

Cultural

Mapping Consistency

Internal

External

Affordances

Physical

Logical

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  Feedback can be provided in many forms. Some of the commonly used ones are sounds,

message box, changing of cursor shape, change of colours etc.

Constraints: -

  This principle states that the system shall leave the user with least option to incur any

error.

  Constraint can be defined as the property of an object that can limit the way it can be

used.

  They are used in designs to minimize the possibility of errors from the user‟s side. 

  Can be categorised in 3 categories i.e. Physical, Logical and Cultural. 

  Physical Constraint: - It deals with the physical restriction that can be/are imposed to

limit user actions. For e.g. we can write through pen from its tip only.

  Logical Constraint: - It deals with the Logical restriction that can be/are imposed so that

user input is more concise. For e.g. providing a List Box to select city Instead of text box.

  Cultural Constraint: - It deals with the cultural restriction. This usually refers to the

learned conventions. For e.g. Red colour is to depict danger.

  If these conventions are accepted by more than one culture than it becomes universally

accepted for e.g. ♫ depicts that it is a symbol of Music.

Mapping: -

  This principles state that the placement of the controls should be proper.

  Mapping is the relationship between controls and their action or effect in the world.

  For e.g. placement of touchpad of the laptop is towards the user.

Consistency: -

  This principle states that the interface designed should have similar options and similarelements should be used for similar tasks.

  It aids user‟s Learnability as well as Memorability. 

  It can be categorised into two sub categories i.e. Internal and External Consistency. 

  Internal Consistency: - It refers to designing operations to behave the same within an

application.

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  External Consistency: - It refers to designing operations, interfaces, etc., to be the same

across application.

Affordances: -

  The principles states that the system interface should such controls or options which itself 

indicates that how it can be used.

  It can be categorised into two sub categories i.e. Physical and Logical Affordances. 

  Physical Affordance: - It states that the structure of the object should be very indicative.

For e.g. Structure of Mice.

  Logical Affordances: - It states that the Logical design of the controls should be

Intuitive. For e.g. Text Box depicts that it is a container.

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Competitive Analysis

Competitive Analysis is the process of comparing the developed system with the existing system

on the basis of characteristic of the system in order to know the advantages and disadvantages of 

the system. It will also help the developer to know what the current scope of the system is. If the

result of the competitive analysis is not satisfactory, redesign of the system can be taken over

else deployment of the system can be carried out.

Advantages of Competitive Analysis

  It helps us to know what are the advantages and disadvantages of the system built by the

nearest competitor. 

  It tells us at what position (advantageous/disadvantageous) the system develops stands

corresponding to the system of the competitors. 

  It further helps in improvising the system. 

  It helps in determining the scope of the system. 

  It helps in building the Parallel Sketch Design for the system. 

  Correct Competitive Analysis help in building good system. 

References

  Shneiderman, Ben, Designing the User Interface, Strategies for Effective Human-

Computer Interaction 3rd Edition, Addison-Wesley, Reading, MA, 1998.

  www.apl.jhu.edu/Classes/Notes/.../HumanComputerInterfaces.PDF [Accessed on 23rd

September, 2010] 

  http://www.ida.liu.se/~TDDB13/lectures/lecture2slides.pdf   [Accessed on 20th 

September, 2010]

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Group Component

Classification of the user: -

The user for a system can be Novice, Knowledgeable Intermittent (Casual) and Expert. Based on

the data collected from the activity of user profiling we have got the following results

Type of User Involvement

Novice User 60%

Knowledgeable Intermittent

(Casual) User

30%

Expert User 10%

This result signifies that the largest user of the system shall be novice users who contribute the

highest 60 % of the total number of users. That means the system to be developed should be

focussing well on imparting Learnability, Memorability and Error free system. Also the

Subjective Satisfaction is to be focused.

Classification of Users

Novice User 60%

Casual User 30%Expert User 10%

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Where Usability Goals will be used?

Usability goals are important to achieve as they help us to make our system usable thus their

implementation must be clear in the system. The following section provides the details where the

usability goals can be imparted.

  Learnability: -

o  The system to be built should be very much learnable because of the fact that the

largest group of user using the system are Novice. Thus the system developed

needs to be learnable in order to satisfy its domain users. 

o  It can be used in following section of the system 

  Helping the user to know about the controls. 

  Providing Instructions 

  Information/error message for the users. 

  Efficiency: -

o  The classification of the users yielded us with the fact that as the number of expert

group is very less in amount, thus the system need not to be demanding high level

of expertise. That is providing the users with less number of advanced control

option will work. 

o  It can be used in following section of the system 

  Providing easy access to the system by letting the Expert user to skip

initial steps. 

  Memorability: -

o  The system should be highly memorable; that even after being away from the

system, the very next time he/she accesses it feels homely. This is much

demanding because the process of classifying the users yielded that there are

sufficient amount of Casual Users. 

o  It can be used in following section of the system 

  Providing metaphors, so that user can easily recall the system. 

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  Consistent design all over the system. 

  Error: -

o  One of the major assets of the system should be that it should help the user not to

incur any kind of error. Since errors can lead the user to a state of aggravation.

Thus the system built should be well constrained. 

o  It can be used in following section of the system 

  Providing the user with specific controls thus limiting his probability to

incur errors.

  Subjective Satisfaction: -

o  The system should be able to easily satisfy the user‟s demands regarding the

design of the interface because design of the interface plays a vital role in holding

the number of users. If the interface is not that good, this will lead to a state where

the user migrates from the system to the other available option. Thus Subjective

satisfaction is also needs to achieved. 

o  It can be used in following section of the system 

  Flow of the system. 

  Interface design of the system. 

How usability Goals will be achieved?

Usability goals are important to achieve as they help us to make our system usable thus their

implementation must be clear in the system. The following section provides the details How the

usability goals can be imparted.

  Learnability: - It can be achieved in the following way 

o  Providing the user with the help option on whose call a Help message invokes

which contains help about the interface and the game. 

o  Providing the user with detailed description of the controls that can be used under

Controls section. 

o  Providing the user with the set of instruction which the user shall follow in order

to achieve the desired. 

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o  System shall pop up error/information message wherever required helping the

user to learn. 

  Efficiency: - It can be achieved in the following way 

o  Providing the skip intro option when the game loads. 

  Memorability: - It can be achieved in the following way 

o  Placement of the controls all over the system shall be almost similar. 

o  Proper consistency should be maintained in the design. 

o  Wherever necessary metaphors shall be implemented.

  Error: - It can be achieved in the following way 

o  The game deals with situation providing the user with number of option and of 

which he/she should return single and correct value, for this purpose use of 

buttons can minimize the users typing errors. 

  Subjective Satisfaction: - It can be achieved in the following way 

o  The design of the system interface should be the similar to the Participatory

design. 

o  Proper consistency should be maintained. 

o  Similar controls/metaphors should be used for similar tasks. 

How Design Principles is being achieved?

Design Principles help the designers to design the system in sober way. Thus it is must to follow

them. The following section describes how design principle is being imparted to the selected

system.

  Visibility: - It can be achieved in the following way 

o  The placement of the controls is such that they are easily visible. 

o  There is proper contrast maintained of the background and foreground controls. 

o  All the option during the game play is easily visible and recognizable. 

o  Fonts used are easily recognizable. 

  Feedback: - It can be achieved in the following way 

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o  The shape of the cursor changes when hovers over controls / the controls get

highlighted whenever there is a hover event. 

o  Buttons used are very much suggestive that they are just buttons. 

o  Metaphors used are very common thus letting the user know what the control is

meant for. 

o  Whenever user incur an action feedback must be provided in the form of 

sounds/message box etc.

  Constraint: - It can be achieved in the following way 

o  Providing the buttons instead of the text box to limit the user‟s misleading or 

unnecessary inputs.

o  User should only be able to submit when he/ she has provided an relevant input.

o  For the user to provide an answer there lies a time limit and if the user fails to

answer within that time limit game ends.

  Mapping: - It can be achieved in the following way 

o  Proper placements of controls such as submit, pause and close buttons.  

o  Options provided to the user should be grouped and identifiable. 

  Consistency: - It can be achieved in the following way 

o  Using similar controls/metaphors for similar kind of actions.

o

  Providing same background for similar interfaces.o  Providing the common fonts all over the game.

  Affordances: - It can be achieved in the following way 

o  The system contains stop and play buttons which help the user to know what

exactly they are meant for. 

Following all the above mentioned, we can productively say that the system developed is

thoroughly usable.

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3. Design & Prototype

3.1 Individual Component by Student Rahul Kumar Singh 

3.1.1 Card sorting

“Card sorting is a great, reliable, inexpensive method for finding patterns in how users

would expect to find content or functionality.” 

-  Donna Spencer and Todd Warfel

Card sorting is a quick, inexpensive, and reliable method, which serves as input information for

the design process. Card sorting generates an overall structure for your information, as well as

suggestions for navigation, menus, and possible taxonomies.

While card sorting might not provide you with final structure, it can help you answer many

questions you will need to tackle throughout the information design phase. For example, more

than likely there will be some areas that users disagree on regarding groupings or labels. In these

cases, card sorting can help identify trends, such as:

  Do the users want to see the information grouped by subject, process, business group, or

information type?

  How similar are the needs of the different user groups? >

  How different are their needs?

  How many potential main categories are there? (typically relates to navigation)

  What should those groups be called?

Card sorting can help answer these types of questions, making you better equipped to tackle the

information design phase. 

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 3.1.1.1 What is Card Sorting?

Card sorting is a user - centered design method for increasing a system‟s findability. The process

involves sorting a series of cards, each labelled with a piece of content or functionality, into

groups that make sense to users or participants. 

According to Information Architecture for the World Wide Web, card sorting “can provide

insight into users‟ mental models, illuminating the way that they often tacitly group, sort and

label tasks and content within their own heads.” 

Card sorting is a great, reliable, inexpensive method for finding patterns in how users would

expect to find content or functionality. Those patterns are often referred to as the users‟ mental

model. By understanding the users‟ mental model, we can increase findability, which in turn

makes the product easier to use.

Card Sorting

•  Enables us to understand how “real people” are likely to group items 

•  Enables us to determine „actual‟ preferences versus what users „think‟ they prefer  

 3.1.1.2 Types of Card Sorting

There are two primary methods for performing card sorts. 

  Open Card Sorting: 

o  Participants are given cards showing site content with no pre-established

groupings. They are asked to sort cards into groups that they feel are appropriate

and then describe each group. Open card sorting is useful as input to information

structures in new or existing sites and products.o  It mainly deals with the fact that how the system should be designed. i.e. what may

be the background, what colors can be used, how controls should be placed etc.

  Closed Card Sorting: 

o  Participants are given cards showing site content with an established initial set of 

primary groups. Participants are asked to place cards into these pre-established

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primary groups. Closed card sorting is useful when adding new content to an

existing structure, or for gaining additional feedback after an open card sort.

o  It mainly deals with the fact that what should be the contents of menu items or what

are the things that can be grouped together.

Advantages of card sorting

  Simple  –  Card sorts are easy for the organizer and the participants.

  Cheap  –  Typically the cost is a stack of 3×5 index cards, sticky notes, a pen or printing

labels, and your time.

  Quick to execute  –  You can perform several sorts in a short period of time, which

provides you with a significant amount of data.

  Established  –  The technique has been used for over 10 years, by many designers.

  Involves users  –  Because the information structure suggested by a card sort is based on

real user input, not the gut feeling or strong opinions of a designer, information architect,

or key stakeholder, it should be easier to use.

  Provides a good foundation  –  It‟s not a silver bullet, but it does provide a good

foundation for the structure of a site or product.

Disadvantages of card sorting

  Does not consider users‟ tasks – Card sorting is an inherently content-centric technique.

If used without considering users‟ tasks, it may lead to an information structure that is not

usable when users are attempting real tasks. An information needs analysis or task 

analysis is necessary to ensure that the content being sorted meets user needs and that the

resulting information structure allows users to achieve tasks.

  Results may vary – The card sort may provide fairly consistent results between

participants, or may vary widely.

  Analysis can be time consuming – The sorting is quick, but the analysis of the data can

be difficult and time consuming, particularly if there is little consistency between

participants.

  May capture “surface” characteristics only – Participants may not consider what the

content is about or how they would use it to complete a task and may just sort it by

surface characteristics such as document types.

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3.1.2 Types of Design

The design process can be categorized as under:  –  

  Conceptual Design: - 

o  The Logical design of the system which inform us what the system will do andhow the processing under the system works. It also tells about the behavior of the

system.

o  It provides the answer for the question what are the possible ways in which the

design can address the needs of the problem space? 

o  Examples of such design are Data Flow Diagram, Context Diagram etc.

  Physical Design: - 

o  The Design of the system which tells us about the actual design of the system, i.e.

how the actual system will look like.

o  It provides the answer for the question what are the possible ways that the

conceptual design can be realized in the real world?

o  It contains Screen design, Different Types of Icons Used etc.

o  Examples of such design are as Low Fidelity Prototype, Functional Prototype etc.

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To effectively evaluate the design of an interactive product, we must produce interactive

versions of the design.

3.1.3 What is Participatory Design?

Participatory design is an approach to design that attempts to actively involve the end users in

the design process to help ensure that the product designed meets their needs and is usable.

The process of Participatory Design: -

  Give users a voice in the design process, thus increasing the probability of a usable

design.

  Enable technical and non-technical participants to participate equally.

  Provide an opportunity for developers to meet, work with and understand their users.

  Provide a forum for identifying issues.

  Provide an opportunity to get or enhance user buy-in.

  Are highly productive.

  Use techniques which can be easily learned and applied in future activities.

3.1.4 Prototyping

 3.1.4.1 What is Prototyping?

Prototype is a partial version of a design that allows users to interact with it and to explore its

suitability also helps the developers know whether they are moving on the right track based on

the feedback provider by the user.

  The main purpose of prototyping is to involve the users in testing design ideas and get

their feedback in the early stage of development, thus to reduce the time and cost.

  It provides an efficient and effective way to refine and optimise interfaces through

discussion, exploration, testing and iterative revision.

  Early evaluation can be based on faster and cheaper prototypes before the start of a full-

scale implementation.

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  The prototypes can be changed many times until a better understanding of the user

interface design has been achieved with the joint efforts of both the designers and the

users.

 3.1.4.2 Why Prototyping

  It reduces development time. 

  It reduces development costs. 

  It requires user involvement. 

  Developers receive quantifiable user feedback. 

  It facilitates system implementation since users know what to expect. 

  It results in higher user satisfaction. 

Guidelines of Implementing a Prototype

  Prototyping should be employed only when users are able to actively participate in the

project. 

  Developers should either have prototyping experience or given training. 

  Users involved in the project should also have prototyping experience or be educated on

the use and purpose of prototyping. 

  Prototypes should become part of the final system only if the developers are given access

to prototyping support tools. 

  If experimentation and learning are needed before there can be full commitment to a

project, prototyping can be successfully used. 

  Prototyping is not necessary if the developer is already familiar with the language

ultimately used for system design. 

 3.1.4.3 Types of Prototyping

Prototyping can be divided into the following parts: -

  Low-fidelity prototyping 

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o  It is quickly constructed to depict concepts, design alternatives, and screen

layouts, rather than to model the user interaction with a system.

o  Low-fidelity prototypes are quickly constructed to depict concepts, design

alternatives, and screen layouts, rather than to model the user interaction with a

system.

o  Low-fidelity prototypes provide limited or no functionality. 

o  They are intended to demonstrate the general look and the feel of the interface,

but not the detail how the application operates.

  High-fidelity prototyping.

o  High-fidelity prototypes are fully interactive, simulating much of the functionality

in the final product. 

o  Users can operate on the prototype, or even perform some real tasks with it.

Type of Prototyping Advantage Disadvantage

Low – Fidelity 

Less time & lower cost Limited usefulness for usability

Tests

Evaluate multiple design

concepts

Navigational and flow limitations

Useful communication device Facilitator-driven

Address screen layout issues Poor detailed specification

Partial/complete functionality

interactive

Time-consuming to create

High – Fidelity 

User-driven Inefficient for proof-of-concept

Designs

Clearly defines navigational

scheme

Managements may think it is real

Use for exploration and test

Marketing and sales tool

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 3.1.4.4  Examples of Prototyping

Low Fidelity Prototyping

  Sketches and paper prototypes

o  In this kind of prototyping the developer analyzes the need and structure of the

system and then prepares a rough sketch on paper simulating the system needs.  

  Storyboarding

o  Storyboarding is a graphical depiction of the outward appearance of the intended

system without accompanying system functionality. It provides snapshots of the

interface at particular points in the interaction so that the users can determine

quickly if the design is heading in the right direction.

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o  Storyboards do not require much in terms of computing power to construct, in

fact, they can mocked up without the aid of computers.

High Fidelity Prototyping

  Computer-based simulation

o  Higher fidelity prototypes simulate or animate some but not all features of the

intended system. 

o  There are three approaches to limit prototype functionality. They are

  Vertical prototyping 

  Horizontal Prototyping 

  Wizard Of Oz. 

   Rapid Prototyping

o  In rapid prototyping interactive prototypes are developed which can be quickly

replaced or changed in line with design feedback. This feedback may be derived

from colleagues or users as they work with the prototype to accomplish set tasks.

o  Various techniques may be used for rapid development

  Dynamic high-level language development

  Database programming

o  Visual programming is an inherent part of most prototype development systems 

References

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

2010]

  http://www.infodesign.com.au/ftp/CardSort.pdf [Accessed on 24th September, 2010]

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

September, 2010]

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

September, 2010]

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

September, 2010]

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  http://messagefirst.com/downloads/ModelingOrganization.pdf [Accessed on 25th 

September, 2010]

  http://hamilton.bell.ac.uk/btech/hci/hcinotes17.pdf [Accessed on 25th September, 2010]

  http://comminfo.rutgers.edu/~jacekg/teaching/ITI230_HCI/lectures/Lecture-

Design.pdf [Accessed on 25th September, 2010]

3.2 Group Component 

3.2.1 PHYSICAL DESIGN

 3.2.1.1 Card Sorting

Menu Design

Design 1 by Ankit 

Design 1 by Romil 

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Design 1 by Himanshi 

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Design 1 by Rahul 

Screen Design of Quiz Interface

Design 1 by Ankit & HImanshi

Design 2 by Romil

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 3.2.1.2 Results of Card Sorting

Component

Sorting by User

1

Sorting by User

2

Sorting by User

3

Sorting by User

4

Menu Design

D D D D

C B A C

B A B A

A C C B

Screen

Design 

D D D D

C A B C

A B A B

B C C A

Thus from the results of the card sorting it is very clear that Design „D‟ has got the higher 

number of rating in either of the components. Thus we will carry out the system development by

taking the Design D in our consideration.

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 3.2.1.3 Parallel Design Sketches

Out of the various designs brought up to the user, the most appreciated designs are as follows.

The reasons the designs surpassed the customer satisfaction quest are as follows:-

  Efficient use of Metaphors.

  Clear visibility

  Highly Interactive

  Spot on the subject. i.e. background of the system helps to user they are to play quiz.

  Good Mapping

Design Of The Menu Screen

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Design of the Quiz Screen

 3.2.1.4 Participatory Design

A very healthy interaction with the user has

lead and helped us to determine the following

design. The users were very much comfortable

with the design procured.

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3.2.2 PROTOTYPING

 3.2.2.1 Selection of Prototyping

The prototyping technique that has been selected is Lo – Fidelity Prototyping.

 3.2.2.2 Reasons for Selection

  Less time consumption.

  Cost Effective

  Evaluate multiple design concepts.

  Useful communication device i.e. easy to communicate our ideas among the members.

  Address screen layout issues. Helps in efficient design of the system.

  Partial/complete functionality interactive.

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 3.2.2.3 Story Boarding

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen: 1 of 10 Screen Description:

Links from screens: None

Links to screen: None

Functionality/Interactivity

Screen 1

Welcome To XXXXXXXXXXX 

Control Problem Identified Modification Required

None None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Text attributes: Comic Sans Ms, 26 pt

Audio: yes

Video: no

Stills: Yes

Very first screen that outlines the game name and welcomes the

user

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Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen: 2 of 10 Screen Description:

Links from screens: None

Links to screen: None

Functionality/Interactivity

Screen 1

Please Wait While Menu Loads 

Control Problem Identified Modification Required

None None None

Background: Still Image Audio: yes

Loading Screen

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Color Scheme: Red, White, Blue, Grey

Text attributes: Impact, 36 pt

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen: 3 of 10 Screen Description:

Links from screens: 4,5,6,7,8

Links to screen: 4,5,6,7,8,9

Functionality/Interactivity

Screen 1

MENU

XXXXX XXXXX

XXXXX

XXXXX XXXXX

XXXXX

Menu Screen, Contains Links To All Section Of The Game

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Control Problem Identified Modification Required

Instruction None None

Description None None

Play Game None None

Option None None

Controls None None

Exit None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Text attributes: Impact, 36 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen:4 of 10 Screen Description:

Links from screens: 3

Links to screen: 3

Functionality/Interactivity

Screen 1

Contains Game Description

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GAME DESCRIPTION

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Control Problem Identified Modification Required

Back None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Text attributes: Impact, Callibri 36, 14 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen:5 of 10 Screen Description:

Links from screens: 3

Links to screen: 3

Contains Game Instruction

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Functionality/Interactivity

Screen 1

INSTRUCTION

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Control Problem Identified Modification Required

Back None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Text attributes: Impact, Callibri 36, 14 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen:6 of 10 Screen Description:

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Links from screens: 3

Links to screen: 3

Functionality/Interactivity

Screen 1

CONTROLS

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx

Control Problem Identified Modification RequiredBack None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Text attributes: Impact, Callibri 36, 14 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Contains Control details

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Date : 1st

Oct, 2010

Screen:7 of 10 Screen Description:

Links from screens: 3

Links to screen: 3

Functionality/Interactivity

Screen 1

OPTIONS

Xxxxxxxxxxxx

xxxxxxxxxxxx 

Control Problem Identified Modification Required

Back None None

Play None None

Stop None None

Background: Still Image

Color Scheme: Red, White, Blue, Grey

Audio: yes

Video: no

Contains Game options

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Text attributes: Impact, Callibri 36, 14 pt Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen:8 of 10 Screen Description:

Links from screens: 3

Links to screen: Self 

Functionality/Interactivity

Screen 1

Time Left xxx secs Score ###

############################################# ?

Xxxxxxxxxxxxxxxxxxxxxxxxx Xxxxxxxxxxxxxxxxxxxxxxxxx

Xxxxxxxxxxxxxxxxxxxxxxxxx Xxxxxxxxxxxxxxxxxxxxxxxxx

Your Answer

Control Problem Identified Modification Required

Submit None None

Contains the quiz question. Also tells about time left and

current score

Submit

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Background: Still Image

Color Scheme: White, Blue, yellow,gold

Text attributes: Impact, cambria 36, 24 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen:9 of 10 Screen Description:

Links from screens: 8

Links to screen: 3,10

Functionality/Interactivity

Screen 1

You Earned xxxx Points

Control Problem Identified Modification Required

Contains the quiz question. Also tells about time left and

current score

Back Exit

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Back None None

Exit None None

Background: Still Image

Color Scheme: White, Blue, yellow,gold,Black

Text attributes: Impact, cambria 36, 24 pt

Audio: yes

Video: no

Stills: Yes

Project Title: Video game for youngsters

Date : 1st

Oct, 2010

Screen: 1 of 10 Screen Description:

Links from screens: None

Links to screen: None

Functionality/Interactivity

Screen 1

Very first screen that outlines the game name and welcomes the

user

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THANK YOU 

Control Problem Identified Modification Required

None None None

Background: Still Image

Color Scheme: White, Blue, Black

Text attributes: Comic Sans Ms, 26 pt

Audio: yes

Video: no

Stills: Yes

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3.2.3 EACH SCREEN PURPOSE & STRATEGY BEHIND DESIGN

 3.2.3.1 Screen Purpose of Screens

1.

Welcome Screen For Brain Stormers

2.

Loading Screen

3.Menu Screen

Select Form Menu Items to Continue

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4. Game Description Screen

Click On Back Button to Go To Menu

5. Instruction Screen

Click On Back Button to Go To Menu

6. Control Screen

Click On Back Button to Go To Menu

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7. Options Screen

Click On Stop Music To Stop the Playing Music

Click on Play Music To Play The Music

8. Question Screen

Answer is to be provided In the Text Box

Time Left & Score Is Displayed on the Top Of 

Screen Respectively

Press Submit To Submit the answer

9. Final Score Screen

Displays Final Screen

Click On Back To Move To Menu

Click On Exit To Exit

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Evaluation

Individual Component

By: Himanshi Goyal (pt0881115)

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.

What to Evaluate?

  Iterative design & evaluation is a continuous process that examines:

  Early ideas for conceptual model

  Early prototypes of the new system

  Later, more complete prototypes

Designers need to check that they understand users‟ requirements. 

When to evaluate?

  Evaluation is done

  Throughout design

  From the first descriptions, sketches etc. of users needs through to the final product

  Design proceeds through iterative cycles of „design-test-redesign‟ 

  Evaluation is a key ingredient for a successful design.

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What is USABILITY TESTING?

  User tasks investigated:

- how users‟ identify was represented 

- communication

- information searching

- entertainment

  User satisfaction questionnaire

  Triangulation to get different perspectives

What are the considerations in Usability Testing?

  There are two major considerations when conducting usability testing.

  The first is to ensure that the best possible method for testing is used.Generally, the

best method is to conduct a test where representative participants interact with

representative scenarios. Inspection methods, such as heuristic evaluations or expert

reviews, tend to generate large numbers of potential usability ‟problems‟ that never 

turn out to be actual usability problems.

  The second major consideration is to ensure that an iterative approach is used. After

the first test results are provided to designers, they should make changes and then

have the Web site tested again. Generally, the more iterations, the better the Website.

What are the Findings from the usability test?

  Following are the findings from usability test

  The back button didn‟t always work 

  Users didn‟t pay attention to navigation buttons 

  Users expected all objects in the 3-D view to be clickable.

  Users did not realize that there could be others in the 3-D world with

whom to chat,

  Users tried to chat to the participant list.

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What is 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‟ 

What does User Studies mean?

  User studies involve looking at how people behave in their natural environments, or in

the laboratory, both with old technologies and with new ones.

How many types of evaluation paradigms are there? Define them.

  There are four types of evaluation paradigms

  Quick and Dirty:

o  „quick & dirty‟ evaluation describes the common practice in

which designers informally get feedback from users or consultants

to confirm that their ideas are in-line with users‟ needs and are

liked.

o  Quick & dirty evaluations are done any time.

o  The emphasis is on fast input to the design process rather than

carefully documented findings.

  Usability Testing:

o  Usability testing involves recording typical users‟ performance on typical

tasks in controlled settings. Field observations may also be used.

o  As the users perform these tasks they are watched & recorded on video &

their key presses are logged.

o  This data is used to calculate performance times, identify errors & help

explain why the users did what they did.

o  User satisfaction questionnaires & interviews are used to elicit users‟opinions.

  Field Studies:

o  Field studies are done in natural settings

o  The aim is to understand what users do naturally and how technology

impacts them.

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o  In product design field studies can be used to:

- identify opportunities for new technology

- determine design requirements

- decide how best to introduce new technology

- evaluate technology in use.

  Predictive Evaluation:

o  Experts apply their knowledge of typical users, often guided by

heuristics, to predict usability problems.

o  Another approach involves theoretically based models.

o  A key feature of predictive evaluation is that users need not be present.

o  Relatively quick & inexpensive.

What are the techniques used?

  The techniques used are as follows

  observing users,

  asking users‟ their opinions,

  asking experts‟ their opinions, 

  testing users‟ performance

  modeling users‟ task performance

Describe DECIDE Framework ?

  DECIDE: A framework to guide evaluation. DECIDE framework means:

   Determine the goals the evaluation addresses. 

   E xplore the specific questions to be answered.

  C hoose the evaluation  paradigm and techniques to answer the questions.

   I dentify the practical issues. 

   Decide how to deal with the ethical issues.   E valuate, interpret and present the data. 

 Determine the goals :

•  What are the high-level goals of the evaluation?

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•  Who wants it and why?

•  The goals influence the paradigm for the study

•  Some examples of goals:

  Identify the best metaphor on which to base the design.

  Check to ensure that the final interface is consistent.

  Investigate how technology affects working practices.

  Improve the usability of an existing product .

 E xplore the questions:

•   All evaluations need goals & questions to guide them so time is not wasted on ill-defined

studies.

•  For example, the goal of finding out why many customers prefer to purchase paper airline

tickets rather than e-tickets can be broken down into sub-questions:

- What are customers‟ attitudes to these new tickets?

- Are they concerned about security?

- Is the interface for obtaining them poor?

•  What questions might you ask about the design of a cell phone?

C hoose the evaluation  paradigm and techniques:

•  The evaluation paradigm strongly influences the techniques used, how data is analyzed

and presented.

•  E.g. field studies do not involve testing or modeling

 I dentify the practical issues:

For example, how to: 

•  select users

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•  Pilot studies check:

- that you can conduct the procedure

- that interview scripts, questionnaires, experiments, etc. work appropriately

•  It‟s worth doing several to iron out problems before doing the main study. 

•  Ask colleagues if you can‟t spare real users. 

Heuristic Evaluation

Figure 1 Heuristic evaluation

What is Heuristic Evaluation?

   A discount usability engineering method  

- Easy (can be taught in ½ day seminar)

- Fast (about a day for most evaluations)

- Cheap (e.g. $(4,000 + 600i))

How does it work?

 –   Evaluators use a checklist of basic usability heuristics

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 –   Evaluators go through an interface twice

•  1st pass get a feel for the flow and general scope

•  2nd pass refer to checklist of usability heuristics and focus on individual

elements

 –   The findings of evaluators are combined and assessed

What are Usability Heuristics?

•  Simple and natural dialogue

•  Speak the users‟ language 

•  Minimize the users‟ memory load 

•  Consistency

•  Feedback 

•  Clearly marked exits

•  Shortcuts

•  Precise and constructive error messages

•  Prevent errors

•  Help and documentation 

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How does H.E. differ from User Testing?

  It differs in following points:

 –   Evaluators have checklists

 –   Evaluators are not the target users

 –   Evaluators decide on their own how they want to proceed

 –   Observer can answer evaluators‟ questions about the domain or give hints for 

using the interface

 –   Evaluators say what they didn‟t like and why; observer doesn‟t interpret

evaluators‟ actions 

References

  http://www.socialresearchmethods.net/kb/intreval.htm [Accessed on 13th 

October, 2010 

  http://www.evaluationtrust.org/evaluation/evaluate [Accessed on 13th 

October, 2010] 

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  http://managementhelp.org/evaluatn/evaluatn.htm[Accessed on 14th 

October, 2010] 

  http://www.d.umn.edu/itss/support/Training/Online/webdesign/testing.htm

l[Accessed on 14th October, 2010] 

  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, 2010] 

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

October, 2010] 

  http://www.worldzoo.com/usability-ui-design.html[Accessed on 15th 

October, 2010] 

  http://www.gui-designers.co.uk/testing/testing.htm[Accessed on 15th 

October, 2010] 

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Group Component

4.2.1 DECIDE FRAMEWORK

4.2.1.1 Determine the goals the evaluation addresses.

  Loading of Game:-A proper load of game is being done. Game is being loaded in our

quiz with having a proper function of loading. It makes an user to wait while the game is

loaded.

  Visibility of controls provided:-The controls given are properly visible. It should not be

creating any problem to users in aspect of visibility.

  Proper description of game:-The designed and developed quiz game interface is

providing proper game description in terms of information about the game.

  Reading Instructions:-A proper screen is being designed to provide instruction of game.

  Viewing Menu:-A screen for menu is provided where all the options are being presented

regarding our quiz game.

  It accomplishes the user‟s need and requirement or not:- Whether the developed quiz

game is fulfilling the user‟s desire and requirement as per their wish and need. 

  To make an interactive user interface:- The developed system is very much interactive

as proper use of controls and instructions has been done in the system.

  Check, whether that the final interface is consistent in nature or not :-The final

developed interface is enough consistent in nature as it has been designed in according to

a specific particular background, specific font color and size has been used throughout

the game.

  Improve the usability of an existing product:- Usability of system has been already

improved as the game is enough easy to learn and use.

  Whether the System is error free or not :- We have to check that our developed quiz

game is error free. In other words we can say that we have to check that our given quiz

game runs successfully without any error. It is giving the desired output.

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4.2.1.2 Explore the specific questions to be answered.

  In What field system lacks behind:-We have to find the areas and field where our

system is lacking behind in providing large number of questions for users in quiz game.  Was the game not interesting compared to other games:-We developers have tried our

best to make the our quiz game very much interactive in comparison to other such

existing games but there remains the gap between an professional and learner making

game project.

  Is the interface for playing game is poor: No the interface designed is not poor or badly

designed to play the game as per our own view.

  Is the Sound of the system is not pleasant:-As we our self have provided music to our

quiz game after trying so many options. So, in our own view the sound effect provided by

us in our quiz game is satisfactory and proper.

  Is there a problem on working with controls:- No , till now we have not faced any

problem in using the controls as mouse and cursor are being used as controls in our quiz

game that is also easily controlled by any novice user.

4.2.1.3 Choose the evaluation paradigm and techniques to answer the questions.

We have used three evaluation paradigms to answer the questions as the evaluation paradigm

strongly influences the techniques used, how data is analyzed and presented.

  Field Studies:- Here , developers take observation by asking users to work on prototype

and then observe them .Here , in our quiz game we have gathered information by analysis

of data that we collected while observation on various users. We provided a certain

prototype and working model of quiz game and then analyzed the required information.

  Predictive evaluation:-This type of evaluation is done by calling experts making them

analyze about the system and then ask them to predict that whether the ours quiz game is

going to survive in market or not. We asked peoples who have already worked on such

quiz domain and requested them to predict whether our system is able to create an impact

on various user.

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  Usability testing: In Usability testing we record the performance of casual or novice user

on certain tasks of quiz game. With the help of this we can identify errors users made

while performing various tasks of quiz game, reason behind that and solution to that. It

basically includes :

  Testing learnability :- This we have performed for our quiz game on novice

users to test in how much time he/she is able to learn the system.

  Efficiency:-This test is performed on expert users to check how efficiently they

can play our quiz game without any problem being faced.

  Memorability:- it takes the measure on basis of number of days in which a

user is able to memorize the things related to our quiz game. Here we tested

according to gap of number of days in using the system, and then we checked

how fast a user is able to perform activities of quiz game.

  Subjective Satisfaction:- In this method of testing we asked for the feedback 

from users who used the system then we provided questionnaire to them to

gather numerous amount of data in sort interval of time.

  Errors:-We checked out for the errors that may occur during execution in our

quiz game and then tried our best to sort out those errors related to game to

make our quiz game more effective and efficient.

4.2.1.4 Identify the practical issues.

  Selection of users for system:- As per above mentioned we have already identified who

are the peoples going to use and navigate our quiz game. 

  Budget:- we have to make a such system which is as per the limitation of users. As we

already know that no one of the youngsters are going to make an huge investment in

purchasing these type of quiz game. So, we have tried our best to make our game

economical. 

  Identification of evaluators:-We developers itself are going to be evaluators of our

developed quiz game, on others hand the users who are going to use our system will also

be evaluators in addition to the experts who we have called to predict the success are also

going to be the evaluators for our system. 

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  Selection of tool on which system is to be developed:- In order to make our quiz game

system interactive and attractive we have selected flash development and designing tool

to develop our system. 

  How find the expert users of a system:- Expert users we have find out by having a

proper survey in the region and among users whom we are going to launch the system by

asking questions through questionnaires related to similar type of game.

  How to perform the evaluation of a system: Evaluation we have already mentioned that

we are doing by three ways i.e. Field Studies, Predictive evaluation and usability testing.

4.2.1.5 Decide how to deal with the ethical issues.

To decide the ethical issues of quiz game we have to consider following aspects:-

  Develop an informed consent form.

  Participants have a right to:-

  Know the goals of the game

  Privacy of personal information

  Saving results of the game

  Leave when they wish

  Be treated politely

QUERY ANSWER

1.GOALS OF STUDY KNOWING THE SYSTEM

2. PRIVACY OF PERSONAL

INFORMATION?

NO PRIVATE DATA IS REQUIRED

3.SAVING RESULTS OF GAMES

INDIVIDUALLY

NO RECORDS WILL BE

SAVEDWITHOUT PERMISSION

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4.CAN LEAVE THE SYSTEM AS USER

WANT

USER CAN LEAVE THE SYSTEM

ANYTIME HE/SHE WANTS.

5.WILL THE GAME COME UP WITH

AGGRESSIVE BEHAVIOUS IN ONE

 NO, IT‟S A SWEET SIMPLE GAME NO

AGGRESSIVENESS COME UP

6.THERE CAN BE ANY NEGATIVE

ASPECT IN ONE‟S BEHAVIOUR 

THERE WILL BE NO NEGATIVE FALL

IN ANY UESR‟S BEHAVIOUR  

4.2.1.6  Evaluate, interpret and present the data.

How data is analyzed & presented depends on the paradigm and techniques we have selected and

used in our developed quiz system. As We are using usability testing and predictive evaluation

so we calculated data that is timing of task performed, then no of errors performed to know that

why such mistakes occurred and tried to get over it. In predictive evaluation experts has given

their comments and so we considered the theoretically and do modifications accordingly.

  The following also need to be considered:

  Reliability: Different evaluation process has different degrees of reliability

and according to that we have configured our quiz system. As evaluation is

done in workspace only. Users will be performing tasks in front of tester

only.

  Biases: There is no situation in which bias occurred in our developed quiz

system.

  Ecological Validity: The environment was totally user friendly as there wereonly groups of player.

4.2.2  EVALUATION PARADIGM (USABILITY TESTING)

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Thus after measuring the usability goals of the system, we can say that it is one of the most

important phases of the system development life cycle because without it we cannot figure out

how our system performs in the real life situations with real data inputs. It also helps in rectifying

all the errors and bugs existing in the system that may affect the system‟s performance or  which

might affect the system‟s popularity. By having actual targeted users try out the system before

unveiling the service, designers can discover and resolve unexpected problems in user-

friendliness, design, and construction before the system is put to actual use.

4.2.2.1 Testing Learnability

Target Users: Novice Users

Task Performed User A User B User C Average

Clicking on .exe file 3 sec 1 sec 2 sec 2 sec

Clicking on

Description Button

2 sec 3 sec 2 sec 2.33 sec

Click on Instruction

and Learn how to play

the game

25 sec 20 sec 22 sec 22.34 sec

Clicking on Control

Button and know about

it

20 sec 18 sec 22 sec 20 sec

Clicking on Option

Button

3 sec 2 sec 3 sec 2.67 sec

Click on Play Button 2 sec 3 sec 2 sec 2.33 sec

Thus the average time taken for each task has been collected by applying above scenario and task 

performed. Now these values will be compared with the fixed chart to check whether they

achieve the specified goal of Learnability or not. Given below is the table containing the

optimum, allowed margin and the unacceptable time for each of the tasks mentioned above. The

average values found above will be compared with the optimum values and then evaluated.

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Task Performed Optimal

Value

Recorded

time

Unacceptable Modification

Required

Clicking on .exe file 3 sec 2 sec >5 sec None

Clicking on

Description Button

3.5 sec 2.33 sec >4 sec None

Click on Instruction

and Learn how to play

the game

25 sec 22.34 sec >25 sec None

Clicking on Control

Button and know about

it

20 sec 20 sec >19 sec Yes

Clicking on Option

Button

3 sec 2.67 sec >3 sec None

Click on Play Button 3 sec 2.33 sec >3.5 sec None

We can observe that in all but Click on Instruction and learn how to play the game the game

system is quite learnable. But there is a need to rectify the Learnability of Learn How to Play

Game. To do that, we will be applying different Techniques combination accompanied with

using labels.

After making the following changes we conducted the Learnability testing on the single task 

once again.

Task Performed User A User B User C Average

Click on Instructionand Learn how to

play the game

19 sec 19 sec 18 sec 18.67 sec

Task Performed Optimum Recorded Unacceptable Modificaton

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Value Time

Click on Instruction

and Learn how to

play the game 

17 sec 18.67 sec 19 sec None

Thus in all the values the current value lies between the optimum value and the unacceptable

value thereby ensuring that our system is entirely learnable.

To calculate the final Learnability we use the formula:

Average Learnability = Total Learnability

Total no. of tasks performed.

= 2 +2.33 + 22.34 + 18.67+2.67+2.33

6

= 8.39 sec

Thus the Learnability of our system has come out to be 8.39 sec.

4.2.2.2 Testing Efficiency

Target Users: Expert Users

Task Performed User A User B User C Average

Clicking on .exe file 2 sec 1 sec 2 sec 2.5 sec

Clicking on

Description Button

2 sec 3 sec 2 sec 2.33 sec

Click on Instruction

and Learn how to play

the game

15 sec 13 sec 12 sec 13.33 sec

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Clicking on Control

Button and know about

it

8 sec 10 sec 11 sec 9.67 sec

Clicking on Option

Button

2 sec 1 sec 3 sec 2 sec

Click on Play Button 1 sec 2 sec 2 sec 2.5 sec

The data of the users has been recorded and now it will be compared with the optimized data

chart.

Task Performed Optimal

Value

Recorded

time

Unacceptable Modification

Required

Clicking on .exe file 2 sec 2.5 sec >3 sec None

Clicking on

Description Button

2 sec 2.33 sec >3 sec None

Click on Instruction

and Learn how to play

the game

12 sec 13.33 sec >15 sec None

Clicking on Control

Button and know about

it

9 sec 9.67 sec >12 sec None

Clicking on Option

Button

1.5 sec 2 sec >2.5 sec None

Click on Play Button 2 sec 2.5 sec >3.5 sec None

Thus we can see that the system has successfully achieved the usability goal of Efficiency

because all the reading taken are well within the limits. Thus to calculate the final efficiency we

will be using the given formula:

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Average Efficiency = Total Efficiency

Total no. of tasks performed

= 2.5 + 2.33 + 13.33 + 9.67+2+2.5

6

= 5.38 sec

Thus the efficiency of our system comes out to be 5.38 sec.

4.2.2.3 Testing Memorability

Calculating the Memorability of the system:

Target Users: Casual Users

Task: Clicking on .exe file

Time taken

Day User A User B User C Average

1st day 3 sec 2 sec 2 sec 2.34 sec

15th day 2 sec 3 sec 3 sec 2.67 sec

25th day 2 sec 2 sec 1 sec 1.67 sec

40th day 1 sec 2 sec 2 sec 1.67 sec

Now we can calculate the average time taken by the users for the total no. of days by the

formula:

= Average of each day of the user

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= 2.02 sec

Now on comparing the gathered data with the actual readings of the system.

Day Recorded

Time

Within the

limit(1<2<3)

Modification

Required

1st day 2.67 sec yes No

15th day 1.96 sec yes No

25th day 1.80 sec yes No

40th day 1.66 sec yes No

Thus in all the tests conducted upon the users based on the optimal time to check how quicklythey can memorize the system, we have observed that the system is successful in achieving this

usability goal. Though in the earlier phases we were unable to achieve the goals regarding

Learnability, but after using names along with the symbols the users easily learnt the system and

thus these goals were also achieved.

4.2.2.4 Testing Errors

Test Plan for “Quiz Game” 

Strategy of Testing: Module to be tested:

Name of Tester: Himanshi

Date: 15-10-2010 Place: Apiit Sd India

S.No Condition Tested Expected Result

In terms of errors

Actual Result Remarks

1. Clicking on .exe file

0 0

Test

Successfully

Conducted2. Clicking on Description

Button 0 0

Test

Successfully

Conducted

3. Click on Instruction Test

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Error description:

  On click on Option button we didn‟t found the options play and stop music working. 

  On click of play button game didn‟t start. 

Now, we will be calculating the no of errors committed by the users against the expected

maximum no. of errors.

Novice Users

Task Performed Committed Errors Expected no. of errors

Control 1 0

Play 1 1

Mute sound 1 1

Following instructions 2 2

Average no. of errors committed by the Novice users:

and Learn how to play

the game

1 0 Successfully

Conducted

4. Clicking on Control

Button and know about

it

0 0

Test

Successfully

Conducted

5. Clicking on Option

Button 1 1

Test

Successfully

Conducted

6. Click on Play Button

0 1

Test Failed

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= Total committed errors

No. of tasks

= 1 + 1 + 1 + 2 = 1.25

4

Casual Users

Task Performed Committed Errors Expected no. of errors

Control 0 0

Play 1 1

Mute sound 1 1

Following instructions 1 2

Average no. of errors committed by the Novice users:

= Total committed errors

No. of tasks

= 0 + 1 + 1 + 1 = 0.75

4

Expert Users

Task Performed Committed Errors Expected no. of errors

Control 0 0

Play 0 1

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Mute sound 1 1

Following instructions 0 2

Average no. of errors committed by the Expert users:

= Total committed errors

No. of tasks

= 0 + 0 + 1 + 0 = 1 = 0.25

4 4

Average no of errors in the system

= 0.5 + 1 + 0.25 = 1.75 = 0.58

3 3

As the readings show, the system performed quite well and met the expectations. And also

passes the Usability Goal of Error.

4.2.2.5 Testing Subjective Satisfaction

For measuring subjective satisfaction, we made some users test our system after which we

interviewed them to find out how they liked our system. Given below are some of the questions

that were asked from the users:

1)  Did you like the system?

2)  What was the best thing about the system?

3)  Did you like the interface?

4)  Were the controls easy to use?

5)  Were all the menu options visible and working?

6)  According to you, what is the scope of improvement in the system?

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These questions were asked to the users who tested our system. Some of the answers that we got

are also given below:

Ans.1. Yes, I liked the system.

Ans.2. It is very easy to use.

Ans.3. Yes the interface was good but could have been better.

Ans.4. Yes the controls were easy to use.

Ans.5. All the menu options were easy to use.

Ans.6. the interface could be more attractive and there can be an alert sound or a light message to

show the command we gave is under process.

We can easily observe that overall; the users liked the system and were quite satisfied with its

functionalities and the interface.

4.2.3 HELP & DOCUMENTATION

While designing developer assumes that the user will be requiring help at various times.

So various help and tools are introduced to assist the user where he may get stuck.

The types of help are as following:

4.2.3.1 Type of Help & example

  Quick reference

  Task specific help

  Full explanation

  Tutorial

Quick reference and task specific help are known as problem oriented help for example tool tips

and search options. Full explanation and tutorial comes under system oriented

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  QUICK REFERENCE: Quick reference is a help tool that is implemented if the user

gets stuck onto something. From where he doesn‟t know how to proceed he will get a

reference where he will be reminded of the tools that can be used. In order to get himself 

out of the problem. These references are intended to help the user with the tools he is

familiar and has used before.

  TASK SPECIFIC HELP: unlike quick reference where the user has used the tools

 before hand. Task specific help is intended to help the user who really doesn‟t know

anything about the product he is using. If a user is uncertain about a tool he can as how

is it used or where it can be applied he can then type the content in a help box and can

get the relative con tent.

  FULL EXPLANATION: in full explanation the user gets to know everything about the

product. He gets the detailed description of the system he will be using even he doesn‟t

need it at that time.

  TUTORIAL: tutorial is learning through experience and is a system oriented approach

where the user with the help of constant help gets to know about the system and then

working through example of how to use the tools present in the system.

4.2.3.2 User Manual

Hardware Requirements: We need below mentioned hardware to execute the system:-

  Mouse

  LCD/CRT Monitor

  Keyboard

  Ram

Software Requirements:-

  Windows operating system (XP, VISTA, WINDOWS 7).

  Flash player 9.0 and above.

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4.2.3  HEURISTIC EVALUATION

4.2.4.1. Visibility of System Status

#  Review Checklist Yes No

N/A Comments 

1.1Does every display begin with a title or header that

describes screen contents?N/A Not required

1.2

Is there a consistent icon design scheme and stylistic

treatment across the system? YES

1.3Is a single, selected icon clearly visible when surrounded

by unselected icons?YES

1.4Do menu instructions, prompts, and error messages appear

in the same place(s) on each menu?NO

1.5 If pop-up windows are used to display error messages, dothey allow the user to see the field in error?

N/A Not Applicable

1.6Is there some form of system feedback for every operator

action?YES

1.7

After the user completes an action (or group of actions),

does the feedback indicate that the next group of actions

can be started?

NO

1.8Is there visual feedback in menus or dialog boxes about

which choices are selectable?YES

1.9 Is there visual feedback in menus or dialog boxes about N/A

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which choice the cursor is on now?

1.10

If multiple options can be selected in a menu or dialog

box, is there visual feedback about which options are

already selected?

N/A

1.11Is there visual feedback when objects are selected or

moved?YES

1.12 Is the current status of an icon clearly indicated? YES

#  Review Checklist Yes No

N/A

Comments 

1.13 Is there feedback when function keys are pressed? N/A

1.14

If there are observable delays (greater than fifteen seconds)

in the system‟s response time, is the user kept informed of 

the system's progress?

YES

1.15 Are response times appropriate to the task? YES

1.16Typing, cursor motion, mouse selection: 50-1 50

millisecondsNO

1.17 Simple, frequent tasks: less than 1 second YES

1.18 Common tasks: 2-4 seconds YES

1.19 Complex tasks: 8-12 seconds YES

1.20Are response times appropriate to the user's cognitive

processing?YES

1.21High levels of concentration aren't necessary and

remembering information is not required: two to fifteenYES

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seconds.

1.22Is the menu-naming terminology consistent with the user's

task domain?YES

1.23

Does the system provide visibility: that is, by looking, can

the user tell the state of the system and the alternatives for

action?

YES Clearly Visible

1.24Do GUI menus make obvious which item has been

selected?YES

1.25If users must navigate between multiple screens, does thesystem use context labels, menu maps, and place markers

as navigational aids?

N?A

4.2.4.2. Match between System and the Real World

The system should speak the user‟s language, with words, phrases and concepts familiar to the

user, rather than system-oriented terms. Follow real-world conventions, making information

appear in a natural and logical order.

#  Review Checklist  Yes No N  Comments 

2.1 Are icons concrete and familiar? YESWell

Familiar

2.2

Are menu choices ordered in the most

logical way, given the user, the itemnames, and the task variables?

YES

2.3If there is a natural sequence to menu

choices, has it been used?YES

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2.4Do related and interdependent fields

appear on the same screen?YES

2.5

If shape is used as a visual cue, does it

match cultural conventions? YES

2.6

Do the selected colors correspond to

common expectations about color

codes?

NONot

Necessary

2.7Do keystroke references in prompts

match actual key names?YES

2.8

On data entry screens, are tasks

described in terminology familiar to

users?

YES

2.9

For question and answer interfaces, are

questions stated in clear, simple

language?

YES

2.10

Do menu choices fit logically into

categories that have readily understood

meanings?

YES

2.11Are menu titles parallel

grammatically?N/A

2.12Does the command language employuser jargon and avoid computer

 jargon?

YES

2.13 Are command names specific rather NO

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than general?

2.14Does the command language allow

both full names and abbreviations?YES Full name

2.15 Are input data codes meaningful? YES Of course

#  Review Checklist  Yes No N/A  Comments 

2.16

Has the system been designed so that keys with similar

names do not perform opposite (and potentially

dangerous) actions?

YES

4.2.4.3. User Control and Freedom

Users should be free to select and sequence tasks (when appropriate), rather than having the

system does this for them. 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. Users should make their own decisions (with clear information) regarding the

costs of exiting current work. The system should support undo and redo.

#  Review Checklist Yes No

N/A Comments 

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

particularly easy to remember?YES

3.2In systems that use overlapping windows, is it easy for

users to rearrange windows on the screen?NO

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3.3In 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 Not required

3.5Can users type-ahead in a system with many nested

menus?YES

3.6Is 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

3.8 Are character edits allowed in commands? NO Not required

3.9Can users reduce data entry time by copying and

modifying existing data?YES

3.10 Are character edits allowed in data entry fields? N/A Not Applicable

3.11Are menus broad (many items on a menu) rather than

deep (many menu levels)?YES

3.12

If the system has multiple menu levels, is there a

mechanism that allows users to go back to previous

menus?

N/A

#  Review Checklist Yes No

N/A Comments 

3.13If users can go back to a previous menu, can they change

their earlier menu choice?YES

3.14 Can users easily reverse their actions? N/A

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3.15Can users set their own system, session, file, and screen

defaults?NO

4.2.4.4. Consistency and Standards

Users should not have to wonder whether different words, situations, or actions mean the same

thing. Follow platform conventions.

#  Review Checklist Yes No

N/A 

Comments 

4.1Have industry or company formatting standards been

followed consistently in all screens within a system?YES

4.2Has a heavy use of all uppercase letters on a screen been

avoided?YES

4.3 Do abbreviations not include punctuation? N/A

4.4Are integers right-justified and real numbers decimal-

aligned?YES

4.5 Are icons labeled? YES

4.6 Are there no more than twelve to twenty icon types? YES

4.8 Does each window have a title? NO

4.9Are vertical and horizontal scrolling possible in each

window?N/A

4.10 Does the menu structure match the task structure? YES Perfect match

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4.11

Have industry or company standards been established for

menu design, and are they applied consistently on all

menu screens in the system?

YES

4.12 Are menu choice lists presented vertically? NO

4.13If "exit" is a menu choice, does it always appear at the

bottom of the list?YES

4.14 Are menu titles either centered or left-justified? N/A

4.15Do on-line instructions appear in a consistent location

across screens?

YES

4.16Are field labels consistent from one data entry screen to

another?YES

4.17Are fields and labels left-justified for alpha lists and

right-justified for numeric lists?YES

#  Review Checklist Yes No

N/A Comments 

4.18 Are attention-getting techniques used with care? YES

4.19Sound: soft tones for regular positive feedback, harsh for

rare critical conditionsYES

4.20Are there no more than four to seven colors, and are they

far apart along the visible spectrum?YES

4.21Is a legend provided if color codes are numerous or not

obvious in meaning?N/A

4.22 Have pairings of high-chroma, spectrally extreme colors YES

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been avoided?

4.23Are saturated blues avoided for text or other small, thin

line symbols?YES

4.24Is the most important information placed at the beginning

of the prompt?YES

4.25Are user actions named consistently across all prompts in

the system?YES

4.26Are system objects named consistently across all prompts

in the system?

YES

4.27For question and answer interfaces, are the valid inputs

for a question listed?YES

4.28

Are menu choice names consistent, both within each

menu and across the system, in grammatical style and

terminology?

YES

4.29Does the structure of menu choice names match their

corresponding menu titles?YES

4.30Does the command language have a consistent, natural,

and mnemonic syntax?YES

4.31

Do abbreviations follow a simple primary rule and, if 

necessary, a simple secondary rule for abbreviations that

otherwise would be duplicates?

N/A

#  Review Checklist Yes No

N/A Comments 

4.32 Are abbreviated words all the same length? N/A

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6.1If 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 Not required

6.3Is the menu choice name on a higher-level menu used as

the menu title of the lower-level menu?N/A

6.4Are menu choices logical, distinctive, and mutually

exclusive?YES

6.5 Are data inputs case-blind whenever possible? YES

6.6If the system displays multiple windows, is navigation

between windows simple and visible?NO

6.7Are the function keys that can cause the most serious

consequences in hard-to-reach positions?N/A

6.8

Are the function keys that can cause the most serious

consequences located far away from low-consequence

and high-use keys?

N/A

6.9 Has the use of qualifier keys been minimized? N/A

6.10If the system uses qualifier keys, are they used

consistently throughout the system?N/A

6.11

Does the system prevent users from making errors

whenever possible? YES

Controls

Provided

6.12Does the system warn users if they are about to make a

potentially serious error?N/A

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6.13Does the system intelligently interpret variations in user

commands?YES

6.14

Do data entry screens and dialog boxes indicate the

number of character spaces available in a field? N/A

6.15Do fields in data entry screens and dialog boxes contain

default values when appropriate?YES

4.2.4.7. Recognition Rather Than Recall

Make objects, actions, and options visible. The user should not have to remember information

from one part of the dialogue to another. Instructions for use of the system should be visible or

easily retrievable whenever appropriate.

#  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?

YESProper

Formatting

7.2Does the data display start in the upper-left corner of the

screen?YES

7.3Are all data a user needs on display at each step in a

transaction sequence?YES

7.4Are prompts, cues, and messages placed where the eye is

likely to be looking on the screen?N/A

7.5Is there an obvious visual distinction made between

"choose one" menu and "choose many" menus?YES

Easily

Distinguished

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7.6

Have spatial relationships between soft function keys

(on-screen cues) and keyboard function keys been

preserved?

NO

7.7Is white space used to create symmetry and lead the eye

in the appropriate direction?YES

7.8Have items been grouped into logical zones, and have

headings been used to distinguish between zones?YES

7.9Have zones been separated by spaces, lines, color, letters,

bold titles, rules lines, or shaded areas?YES

7.10Are field labels close to fields, but separated by at least

one space?YES

7.11 Are optional data entry fields clearly marked? YES

7.12Are symbols used to break long input strings into

"chunks"?NO

7.13Is reverse video or color highlighting used to get the

user's attention?N/A

7.14Is reverse video used to indicate that an item has been

selected?N/A

7.15

Are size, boldface, underlining, color, shading, or

typography used to show relative quantity or importance

of different screen items?

YES

7.16 Are borders used to identify meaningful groups? YES Proper Design

7.17 Has the same color been used to group related elements? YES

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7.18 Is color coding consistent throughout the system? YES

7.19Is there good color and brightness contrast between

image and background colors?YES

Interactive

Interface

7.20

Have light, bright, saturated colors been used to

emphasize data and have darker, duller, and desaturated

colors been used to de-emphasize data?

YES

7.21 Is the first word of each menu choice the most important? YES

7.22

Does the system provide mapping: that is, are the

relationships between controls and actions apparent to theuser?

YES

4.2.4.8. Aesthetic and Minimalist Design

Accelerators-unseen by the novice user-may often speed up the interaction for the expert user

such that the system can cater to both inexperienced and experienced users. Allow users to tailor

frequent actions. Provide alternative means of access and operation for users who differ from the

"average" user (e.g., physical or cognitive ability, culture, language, etc.)

#  Review Checklist Yes No

N/A Comments 

8.1If the system supports both novice and expert users, are

multiple levels of error message detail available?NO

8.2Does 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

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8.4

Does the system allow novice users to enter the

simplest, most common form of each command, and

allow expert users to add parameters?

YES

8.5Do expert users have the option of entering multiple

commands in a single string?NO Not required

8.6Does the system provide function keys for high-

frequency commands?N/A

8.7

For data entry screens with many fields or in which

source documents may be incomplete, can users save a

partially filled screen?

N/A

8.8 Does the system automatically enter leading zeros? NO

8.9If menu lists are short (seven items or fewer), can users

select an item by moving the cursor?NO

8.10

If the system uses a type-ahead strategy, do the menu

items have mnemonic codes? N/A Not required

8.11

If the system uses a pointing device, do users have the

option of either clicking on fields or using a keyboard

shortcut?

NO

8.12Does the system offer "find next" and "find previous"

shortcuts for database searches?N/A

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4.2.4.9. Aesthetic and Minimalist Design

Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit

of information in a dialogue competes with the relevant units of information and diminishes their

relative visibility.

#  Review Checklist Yes No

N/A Comments 

9.1Is 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

9.3Have large objects, bold lines, and simple areas been

used to distinguish icons?YES

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

9.6Are meaningful groups of items separated by white

space?YES Proper Design

9.7Does each data entry screen have a short, simple, clear,

distinctive title?N/A

9.8 Are field labels brief, familiar, and descriptive? YES

9.9Are prompts expressed in the affirmative, and do they

use the active voice?NO

9.10 Are menu titles brief, yet long enough to communicate? YES

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10.9 Navigation: Is information easy to find? YES

10.10 Presentation: Is the visual layout well designed? YES

10.11 Conversation: Is the information accurate, complete, and

understandable?YES

#  Review Checklist Yes No

N/A Comments 

10.12 Is the information relevant? YES

10.13 Goal-oriented (What can I do with this program?) YES

10.14 Descriptive (What is this thing for?) YES

10.15 Procedural (How do I do this task?) YES

10.16 Navigational (Where am I?) YES

10.17 Is there context-sensitive help? NOAs per

requirement

10.18 Can the user change the level of detail available? NO

10.19 Can users easily switch between help and their work? N/A

10.20 Is it easy to access and return from the help system? YES

10.21Can users resume work where they left off after

accessing help?N/A

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Conclusion:

We are sure you're aware, there are dangers associated with video game including health

problem, addiction, violence which are on the rise. The most prevalent danger though often

involves online predators or individuals who claim to be someone that they are not. By being

aware of your surroundings and whom you are playing with, you should be able to safely enjoy

Game. For this convenience we have developed the Quiz Game which will protect you from all

danger.

Once you are well informed and comfortable with your findings, you can begin your game with

many questions to answer in quiz. This can easily be done by performing a specific tasks of 

answering. Your search will likely return a score that you scored while playing the game.

Another one of benefits includes diversity because the internet gives individuals from all around

the world to access and play game Not only will you will enjoy, but you just might learn a thing

or gain knowledge about various domain.

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