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1 UTM HOSTEL BOOKING APPLICATION Muhammad Hafeezul Anwar Bin Roslan Faculty of Computing in Software Engineering [email protected] m Muhammad Hazeem Bin Azman Faculty of Computing in Software Engineering [email protected] Ummi Syafiqah Binti Mohd Jalil Faculty of Computing in Software Engineering [email protected] m Nur Atikah Binti Shamat Faculty of Computing in Software Engineering [email protected] ABSTRACT In this paper, we describe the process of designing a hostel booking application to assist students who wants to book hostel for any colleges in UTM. This is overview of how we made design choices, implemented those choices in various stages of prototyping and evaluated the usability of the application at each step in the process. INTRODUCTION The Hostel Booking Application was designed to make the task of room’s reservation for students in UTM an easiest one. Most students choose to reserve their own room, so reservation ends up taking too much time. We wanted to overcome the challenges that arise when booking the hostel such as finding the empty room in any colleges in UTM. This process was concerned with the user interface design of the mobile application as opposed to the back-end programming aspect of the application. PROBLEM We found that the common issue was that during the end of the semester, students have problem to get their preferred room booked. This is because most of the booking system in the UTM still using the file based system. So, there were many problem arise, such as data redundancy, data lost, data maintenance. Besides, the hostel booking system in the UTM is not consistent; there are colleges which the booking period is not the same. This is being a concern for the most of the students because there are others want to pick the room at the different college at the same time and consume too much space. We wanted to design an application that can reduce these various problems and made process of hostel’s

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UTM HOSTEL BOOKING APPLICATION

Muhammad Hafeezul

Anwar Bin Roslan

Faculty of Computing in

Software Engineering

[email protected]

m

Muhammad Hazeem Bin

Azman

Faculty of Computing in

Software Engineering

[email protected]

Ummi Syafiqah Binti

Mohd Jalil

Faculty of Computing in

Software Engineering

[email protected]

m

Nur Atikah Binti Shamat

Faculty of Computing in

Software Engineering

[email protected]

ABSTRACT

In this paper, we describe the process of

designing a hostel booking application to

assist students who wants to book hostel for

any colleges in UTM. This is overview of

how we made design choices, implemented

those choices in various stages of

prototyping and evaluated the usability of

the application at each step in the process.

INTRODUCTION

The Hostel Booking Application was

designed to make the task of room’s

reservation for students in UTM an easiest

one. Most students choose to reserve their

own room, so reservation ends up taking too

much time. We wanted to overcome the

challenges that arise when booking the

hostel such as finding the empty room in any

colleges in UTM. This process was

concerned with the user interface design of

the mobile application as opposed to the

back-end programming aspect of the

application.

PROBLEM

We found that the common issue was that

during the end of the semester, students have

problem to get their preferred room booked.

This is because most of the booking system

in the UTM still using the file based system.

So, there were many problem arise, such as

data redundancy, data lost, data

maintenance. Besides, the hostel booking

system in the UTM is not consistent; there

are colleges which the booking period is not

the same. This is being a concern for the

most of the students because there are others

want to pick the room at the different

college at the same time and consume too

much space. We wanted to design an

application that can reduce these various

problems and made process of hostel’s

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reservation more convenient and efficient

one.

USERS

Our target users for this application were all

the UTM’s students who want to manage

their hostel booking.

TASKS

There were many tasks that we thought

would be useful for this application, but

there were handful of essential tasks that

were absolutely necessary. Below are the

major tasks we initially expected all users to

be comfortable.

1. Sign in to the application

• Students will enter their

username and password same

as their ACID number.

2. Search and choose for room

available

• The students are prompt to

find which college and block

they want and choose either

single room or double room.

• After they entered everything

needed, they will be ask to

choose which room they want

by clicking only one of the

room that is available. The

room that they click will turn

to blue color which mean

they already booked. Noted

that whenever the room is in

red, it means that that room is

already booked by other

student.

3. Fill in the details

• Students will be asking to fill

all the information needed

such as their name, matrix

number and session. Noted

that if they are to choose

double room, they need to fill

in all of his/her roommate’s

information.

4. Sign out from application

• After the students finish

using the application when

their booking has already

done, they will be back to the

main page and will click the

sign out button.

DESIGN

Our design went through several stages but

the following discussion will emphasize our

original design sketches and how they

evolved into the final design. Initially our

design did not include sign out button and

back button. Thus, both buttons we added so

that user can back to previous page and log

out after they use the application.

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For final design, we provide one page that

will give the user instruction before they use

the application. This page will let the users

know how to use the application and what

are the conditions while using the

application. After they understand the rules,

they may continue the application by

clicking the “start” button.

Figure 1: instructions

Some of the test users found that it is more

convenient if they use their ACID ID that

was already provided by the UTM to access

the application. So, for the final design, we

ask the user to enter their username and

password by their ACID ID’s. This change

will also help the college’s staff so that they

can review each students and record by

student ID.

At the final design, we added exit button at

the bottom left of log in page. If students do

not want to use this application yet, they can

click on the exit button.

Figure 2: design sketch of sign in page

Figure 3: final design for sign in page

The searching for available room remained

substantially similar to our initial design

sketches. After users complaints, we decided

to consistency include a log out button on

the bottom after the users entered every

details needed to complete the searching.

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Figure 4: initial design sketch of

searching available rooms

Figure 5: final design for searching

available rooms

Students will be asking to click one of the

rooms. When they click, the rooms will turn

to blue color which means that the room is

already chosen by the students. Whenever

the room is red, it means that the room is

already booked by other students. To

differentiate the students between single and

double rooms, we assign yellow color as

single room while the blue is for double

room.

Figure 6: initial design of available rooms

Figure 7: final design for available rooms

Besides, we also remained the same as

initial design sketches for our “fill in the

details” page for single room and double

room. This page will ask user to fill their

name, matrix number and session. Others

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information like IC number are already

recorded in their own ACID ID. So, they do

not need to fill the information again and

again. For students that choose the double

room, they need to fill in their roommates’

information.

Figure 8: initial design sketches of enter

the details (single)

Figure 9: initial design sketches enter the

details (double)

Figure 10: final design for enter the

details (single)

Figure 11: final design for enter the

details (double)

There is one page that will show all the

information that students are already filled.

At the bottom of this page, we added update

button so that whenever students feel that

there are wrong on their information like

matrix number, they will click the submit

button and edit. After students update their

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information, they cannot edit their

information in the next time. This is because

the system will be updated only once.

Figure 12: initial design sketches of

booking details

Figure 13: final design for booking details

For both initial and final design, students

need to click on the home button to go back

to main page as they want to log out from

the application. So, this home button is

initially remained at the bottom right of the

booking details page.

IMPLEMENTATION

We used a mobile app prototyping tool

called Justinmind to implement our

application prototype. Justinmind

Prototyper is an authoring tool for software

prototypes and high-fidelity website

wireframes. It offers capabilities typically

found in diagramming tools like drag and

drop placement, re-sizing, formatting and

export/import of widgets. In addition, it has

features for annotating widgets and defining

interactions such as linking, animations,

conditional linking, calculations, simulating

tab controls, show/hide elements and

database simulation.

The program creates high-fidelity prototypes

a step before the first version of a mobile

app or website. The prototype can be used

for show reels and testing purposes.

Justinmind Prototyper can be used to create

prototypes and simulations of software

without any coding, thus allowing non-

programmers to be involved in the project.

Design elements include everything from

shapes to things like form fields and menus,

making it easy to mock up user interface

design without having to start from scratch.

All we have to do is drag and drop them into

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place within our design. But the drag and

drop functionality does not end with just

placing elements. To create links and

interactions, we do the same. To define a

link, just drag the component to the screen

we want to link it to. Add comments the

same way (just drag and drop them onto

components).Guidelines make designing our

wireframe a lot easier and more precise

(meaning it’s easier to convert it to a

finalized design later on).

The ability to round corners, crop images, or

apply color gradients means our final

wireframes are a lot more visually appealing

than a simple sketch. Create entire pixel-

perfect designs right within Prototyper,

saving time down the road. We can add

images to our designs quickly and easily.

Just drag and drop the images we want from

design programs like Photoshop, or directly

from our browser.

There’s even a color capture tool so we can

grab precise color values for our design. One

of the best features of Prototyper is the

immediate simulation of our prototypes. Just

click the “Simulate” button and we will see

a simulation of our prototype’s behavior

instantly. Once your prototype’s design is

finished, you can simulate interactions to get

a feel for how the app will actually work.

EVALUATION

We as a team conducted user testing and

evaluations separately on students in UTM.

We felt this is the way that we could fully

test users on the product.

We designed sample steps for these users to

complete, having them working through it

on their own. Once they did complete these

steps, we had taken a survey and

interviewed them on what they thought of

the design. Both forms of feedback were

used for us to determine what to fix in the

final product that would make Hostel

Booking Application much more reliable

and easy-to-use.

USERS

As mentioned before, our users were UTM’s

students. This is because this application is

for UTM’s students to booking their room.

It is important that we mention that we want

this application to be used by any of the

students for different reasons.

EARLY STAGE TESTING

Just to recap on what has already occurred

before user testing, we wanted to show you

some of the results of paper prototyping so

you have an idea of where this left us.

The paper prototype was a successful way

for us to hone in on the true issues that our

application had. This was the first time

anyone outside of the team was seeing as a

piece of it. So, it was important for us to

show them the full extent of what we are

thinking. From this prototype, we developed

a new instruction page, improved design

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layout, added new back and next button and

use the ACID ID for log in.

USER TESTING TASKS

We started every user off with a brief

statement on what they would be doing and

that their participation was voluntary. Once

we brief, each user on what they would be

looking at, and they agreed to participate,

we set them in front of the computer and

asked them to do four certain tasks for us:

1. Log in to the application.

2. Search and choose for room

available.

3. Fill in the details and update the

details.

4. Log out from the application.

These four tasks were given to each user in

order. As team members, we would let them

explore on their own, not giving them any

helpful hints. We would see how long it

would take to complete each task and after

each task ask what they thought would make

the task simpler.

Once they had completed all four tasks, they

were asked to take a brief survey. After this

survey was completed, the user thanked and

sent on their way. Nothing else of them was

asked.

FIXING

With our user testing, many fixes and idea

came forward. Some were small thing like

the color of the text. Users feel that it is so

hard to read the text with the color that we

used. There was also the problem with the

logout. Users feels it is more convenient to

logout directly without go back to home

page.

The user testing yielded many results that

we were proud of. Most of these will be

highlighted in the survey below, but can also

be seen in the countless idea poured into the

application.

SURVEYING

The survey was only taken by six users.

Some users that were tested gave us

feedback and completed their questionnaire.

Therefore, the result that you will see may

be completely different that what actually

might happen.

First, we calculate the performance

measures to know how usable our product

by every four tasks that users tested. The

formula given:

S=PC/T

Where:

S = performance score of the user,

P = percentage of task completed,

C= arbitrary constant based on the fastest

possible task solution by a practiced system

expert,

T = time spent by the user on the specific

task

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Table1: Time for user to completed the

task

Figure 14

As you can see in figure 14, we had users

rate on how they felt when they try to log in

into our application. They seem a little

confused with the application and most of

them don’t know the application icon. When

they have identified the application. They

have no problem in using our interface.

Figure 15

Figure 15 shows the rate for task 2 for every

user. This result shows that almost every

user seems to know what they should do and

they did not hesitate when they are asked to

complete the task. The user are prompted to

enter the college , block no and availability

of the rooms which is single or double. Yet,

they have completed the tasks successfully.

Figure 16

User

1:

Yuni

User2

:

Wana

User

3:

Nad

User

4:

Khai

User

5:

Lan

User6:

khairul

C

Tas

k1

48s 31s 59s 48s 51s 53s 20

s

Tas

k2

45s 20s 33s 36s 34s 21s 18

s

Tas

k3

86s 80s 60s 86s 67s 63s 53

s

Tas

k4

18s 12s 20s 11s 12s 9s 8s

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Figure 16 shows the result for task 3.

Overall, all of the users have the average

time to complete the task. On tasks 3 , the

user were prompted enter details regarding

their name, matrix no and session.

The task was never a problem as they can

pass through the tasks quite easily. Also they

are able to update the data whenever they

click on the update button. Most of the users

are very familiar with the type of interface.

Figure 17

For task 4, almost all of the users can

complete the task smoothly. Some of them

comment that it is more convenient if they

can log out from the application directly

without go back to home page.

Next, we calculate the subjective measures

to know how our user feels when using our

application. From the questionnaires, we

calculate the mean and its standard deviation

for each experience goal. You can see the

results in table 2:

Mean Standard

Deviation

Attractive 4.17 0.33

Confusing 1.83 1.07

Entertaining 3.67 0.93

Annoying 1.33 0.48

Helpful 4.33 0.50

Challenging 1.67 0.46

Table 2

REFLECTION

Through our entire project, we ran into

various issues. Upon reflection, it became

evident that some of these issues could have

been foreseen. While others were as a result

of limitations of our prototyping tools.

These are the following issues we ran into,

and what we would do differently in future

projects in order to make the design process

easier and successful.

ISSUES

Our first problem we were tasked with was

deciding upon a prototyping tool to utilize to

best represent our application. We ran into a

prototyping tool called Justinmind. It had

many customizable features and we were

pleased to find what could all log in at the

same time and work on it.

The next issue we ran into which we did not

realize until after our first paper prototype

was we originally did not have a home page

implementation. This was an issue because

it did not allow us to go home without

hitting the back button multiple times, and

our user testers were so frustrated.

The next issues we had were related to font

and color scheme. The font was too small

and illegible, the font color scheme we used

was too light that is yellow and the color for

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choosing room was too dark. This was an

issue because people who are colorblind

would not be able to differentiate the color.

WHAT WE WOULD DO

DIFFERENTLY

We realized how important back and home

page buttons are. We would be sure to

include a back option from the beginning, as

well as a home button to prevent the

frustration of users.

In regards to font size and color, we would

be sure to a font that is legible based upon

how far the prototype should be held away

from the eyes. We also will provide a

contrast between the background and text

colors.

Finally, we would actually code the

prototype and make it dynamic rather than

static. This would let us avoid many issues

we encountered, and it would actually be

functional rather than literally just a model.

CONCLUSION

The design process was incredibly

informative and the experience was an

excellent one. We learned a lot, not only

technically related, but also in regards to

time management and teamwork.

We learned about Usability and how

important it is in the design process, as well

as imagining ourselves in the place of the

users. Through our project we found that

what we necessarily thought was important

and needed in an application was not exactly

what the user wanted and needed.

This showed us how important prototyping

is because a company that dives into a

project without actually taking the time to

make a prototype may end up with

catastrophic sales if there is certain feature

that is inconvenient to use, does not do what

it is intended to or is not included at all.

ACKNOWLEDGEMENT

We would like to express our deepest

appreciation to all those who provided us the

possibility to complete this report. A special

gratitude to our HCI’s lecturer, Nor Anita

Fairos Binti Ismail, whose contribution in

stimulating suggestions and encouragement,

helped us to coordinate our project

especially in writing this report.

Thank you to our classmates who helped us

along in this iterative process by providing

feedback and input along the way. We

learned a great deal of information regarding

HCI. It is extremely valuable because many

of us will be applying these concepts to our

future lives and our technical field.