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IN COURSE ASSIGNMENT (GROUP PROJECT) Topic:-Interface Design Assignment KIDS WEB PORTAL Hand in Date:-25th August,10 Hand out Date:-18th October,10 Group Number-13
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Acknowledgement Around a period of two months we were working hard to achieve our goal. We have strived hard to complete our assignment. Now after the completion of our group assignment we are happy to see the best results. Our goal was to give an outstanding and appreciating performance. Though there were lots of problems we had to face but we all worked together and moved on and on. Today we are out with flying colours. First, we would like thank to APIIT INDIA to provide us the opportunity to do such an assignment. We are very much grateful to our Module Lecturer Mrs. Nonita Sharma for her continuous support in the development of the assignment and have enabled us to complete our assignment on time. She was always there to listen and to give advice and she also taught us how to express our ideas. We greatly acknowledge the working contribution of Director Sir, who encouraged us and provided us with all kinds of facilities including Ultra modern Library and computer Lab. We would also like to thank all our friends, family and everybody else who helped us anyways in our assignment. Last and but not the least, I want to acknowledge all my friends and colleagues who supported us in our assignment.
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Table of Contents
1. User profiling/Stake holder. 1.1 Individual component by Himani 1.1.1 Define user profiling 1.1.2 Human factor. 1.1.3 Metaphor 1.1.4 Stake holder. 1.1.5 Data gathering technique.. 1.1.6 Task Analysis 1.2 Group component.. 1.2.1 User profiling. 1.2.2 Why human factor. 1.2.3 Why metaphor. 1.2.4 Identify Stakeholder 1.2.5 Data gathering technique.. 1.2.6 Task analysis 2. Usability Goals & Competitive Analysis 2.1 Individual Component by Abhishek Kumar Jha. 2.1.1 Defining Usability.. 2.1.2 Why Usability is required.. 2.1.3 Classification of users.. 2.1.4 Usability goals...... 2.1.5 Selection of usability goals on the basis of types of users. 2.1.6 Design Principle. 2.1.7 What is competitive Analysis 2.2 Group Component SOFTWARE LEVEL-2 Page 3
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The term HCIU stands for Human Computer Interaction and Usability. It is the study of interaction between people (users) and computers. HCIU is concerned with the design, evaluation and implementation of interaction computing systems for human use and with the study of major phenomena surrounding them. HCIU is a very broad discipline that encompasses different specialties with different concerns regarding computer development. We as a group are decided to develop an attractive and user friendly, kids web portal. It is one of the popular portals that can be seen by everyone. It has become the necessity of everybodys life. Now a days, this site is not just used for just playing the games or just for time pass for kids but the can have a number of book, magazines, questions and their answers for gaining knowledge As the web portal is mainly foe kids we are going to introduce a new interface which will be helpful to every computer user and it would not only provide the major functionality but would also provide the user with the simplest interface and easy navigation to the menus and sub-menus. This web portal is being developed by keeping the following considerations in mind such as: Effectiveness , Efficiency , Usability and simplicity. Understanding the key issues in the field of human-computer interaction. A system that can be easily understandable and navigated by the kids. Designing and evaluating interfaces on the basis of relevant knowledge and appreciation of human capabilities.
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the system. In order to have knowledge about their choice, preferences, what user intend to do on a particular system. It is the act of building up a profile to know who is our user, what they want to do, what type of system and which type of facility they want, how often and where they want to perform the task. These profiles are used to group and prioritise the activities of users. Knowing who the users are and what they want is the first, vital step in meeting their needs. Why we do User Profiling? We do user profiling to make the design of the system successful. The system will fail if it wont be able to do what the user needs and the system will be inappropriate to the user. Just to know the needs and the requirements of the user from the system so that the system must match the users tasks and must meet the requirements we need to do user profiling. By doing user profiling we can get a clear idea what the user wants and we can able to design the as per demand.
Process of User Profiling:1. To know who are the users? Under this we have all the features related to the user like how the user look like, their background , skills and all.
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2. To know where is the task performed? Under this we will have an idea about the place and the situation where the system has to work and according to which the system has to design because surrounding environment matters a lot in working of a system. While standing, while sitting, in a crowded place, where the system is going to be used. Are users under stress or they are in absolutely light mood while using the system. Is there confidentiality required or need to hide some information The working space of the user, what kind of lighting do they work under, the kind of place they sit and work .All the things related to their surroundings. Surrounding noise
3. To know the relationship between the user and the data? Under this we can collect the information about the relationship between the user and the data Personal data: Is the data always accessed at same machine and personal to the user or not. Can anyone else use the same data or not. Do users move between machines or work on the same particular machine. Common data: Is the data being used is personal to a user or common to all the users. Is the data passed sequentially between users.
4. To know how often the tasks are performed? Under this we get to know about the frequency of using the system to perform any task.
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5. To know what are the time constraints? Time constraints are placed on certain actions and filings in the interest of speedy justice and additionally to prevent the evasion of the ends of justice by waiting until a matter is moot. What functions will users be in a hurry for and which functions can wait, positioning of functions as in the same manner so that will easy for the user to perform his/her task as per his/her need. Is there any timing relationship between the tasks like if this task is performed then within this much of time span the another task has to be done otherwise there will be time out or the page will expire. This all have to decide while designing the system. User Requirements: Users on the basis of domain knowledge and expertise can be categorised into three: 1. Novice users No or limited knowledge of the occupational task to be performed, and of computers and interface concepts. These are the users that are capable of performing most frequent tasks which are common in most computer systems. These users are not aware of shortcut keys and internal functioning of any feature. 2. Knowledgeable Intermittent Users: Understanding of the task concepts Having broad knowledge of computers and interface concepts. 3. Expert/ Power users: Thoroughly familiar with both task and interface concepts.They are likely to use the system often and appreciate short cuts to speed their work Data Gathering: Gathering the right data is a critical part of the research process because it provides the foundation from which to draw accurate conclusions. Data gathering is a process how do we go about determining requirements and concluding the results .It is an important part of the requirement activity and also evaluation activity. The purpose of data gathering is to collect sufficient, relevant and appropriate data to produce a set of reliable requirements/conclusions.
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Good for gathering descriptive data Can cover a wide range of topics Are relatively inexpensive to use Can be analysed using a variety of existing software Permit face-to-face contact with respondents Provide opportunity to explore topics in depth Allow interviewer to explain or help clarify questions, increasing the likelihood of useful responses
Interviews
Observations
Provide direct information about behaviour of individuals and groups Permit evaluator to enter into and understand situation/context Exist in natural, unstructured, and flexible setting
Provide objective information on what the test taker knows and can do Can be constructed to match a given curriculum or set of skills
Self-report may lead to biased reporting Data may provide a general picture but lack depth May not provide adequate information on context Interviewer can influence the responses Interviewee may distort information through recall error, selective perceptions, desire to please interviewer Interviewer clarifications can result in inconsistencies Volume of information very large; may be difficult to record and reduce data Expensive and time consuming May affect behaviour of participants Observer may not be objective Observed behaviours may not be typical May be oversimplified and superficial May be too complex; may not adequately test for
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Documents/Products** (Student grades, student portfolios, journals, meeting minutes, demographic information, etc.)
Available locally Grounded in setting and language in which they occur Inexpensive Unobtrusive Useful for determining value, interest, positions, political climate, public attitudes Ongoing comparison with previous work
4. Actual Data Gathering-It means that the actual data which has been gathered by using the different data gathering techniques which are useful in making the system a successful one. 5. Analyse the Data-The final step of data gathering is to analysing the gathered data to draw the conclusion of how the system is going to be. By analysing the data we can able to understand the needs and the requirements of the user from the system. Problems with Data Gathering:Data gathering is one of the most important phases of system design and development. We have used the up given methods of data gathering in our system. Though these techniques are very helpful, but each of them has its own problems. In this section we will be discussing the problems faced during various data gathering techniques. 1. We find problems Identifying and involving stakeholders in any techniques. 2. In some of techniques finding key people is problem there availability and decisions, not always works properly. 3. There also can be the case that users or stakeholders or key people does not take data gathering technique seriously or does not come out with proper ideas. Though any of the data gathering techniques is not sufficient to develop a system individually, but using a combination of multiple data gathering techniques helps in getting sufficient and necessary information that can be used to develop the system.
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Task Analysis: Task analysis is the process of analysing the way people perform their jobs: the things they do, the things they act on and the things they need to know. It is a process in which task structure is analysed. Critical elements and potential usability issues are identified. Precedes user interface design. To investigate an existing situation.Can be used for many different purposes within predesigned, design and evaluation activities. Task analysis is always done for an existing system. Three potential uses of task analysis in the design process :
Hierarchical task analysis: HTA is a task analysis technique which involves some form of task decomposition to express a whole task into different subtasks. HTA is a commonly used means of breaking tasks down into a hierarchy of goals, operations (actions) and plans. The subtasks are then further divided into sub-subtasks which are then grouped as plans that specify how the tasks might be performed in an actual situation. The output of HTA are a hierarchy of tasks and subtasks and also plans describing in what order and under what conditions subtasks are performed. Goal: It describes what the user wants to achieve Metaphors:SOFTWARE LEVEL-2 Page 12
Benefits of using metaphors: Easier to learn because it is familiar to user Enables learning by building upon existing knowledge Provide a powerful way of learning the complexity of a system A short cut to complete concepts
1.2 Group Component: User Profiling The use of user profiling in the design and development of information systems and Internet applications is quite extensive. They are mostly used to maintain personal user information for administrative and security purposes. It is a process of gathering all known information about the audience of a product, and then breaking them into specific 'profiles'. These profiles, or 'personas', can then be used when designing a product, to ensure that the design will work for the intended audience. The concept of good design and bad design varies with the type of user using the system. So it is a vague to use the constraint for generating a good design through the guidelines. Hence it required to know who the users are that are using the system. It is necessary to identify some of the attributes of the user. As our system is a social web portal for kids our system is restricted to the users under 6 to 16 years. So user profiling has been done in accordance with the assumptions. It follows following phases. Actual User Profiling:Who the users are? Users: What kind of users? Age group: What will be the age group? Physical characters: How the user looks like? Background : How the system looks like?
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Where is the task performed:Offices Home School/Colleges/Universities Internet Cafe Computer Centres Relationship between user and data:For the system taken into consideration we have same type of information accessed by the same type of users. There are different points we can consider for relationship between users and data: System will not be storing any personal data of user only the simple introduction part will be there can be accessed any time by any user. The controls data will be only authorized to developers or system maintenance department. Users will use our system concomitantly between the different machines presents at different position.
How often system is used:We are developing web portal that makes users addicted to it and placement of system will be online so system will be used quite frequently by anyone at anywhere they want to access the portal. Infrequent or new users will look for help so there will be proper walk through of system or demo of system. It is completely dependent on the users that how often the task is performed.
What are the time constraints:It defines which functions are essential for the user and which functions or features can be considered. Time constraints are measured because of the importance of features user is in quest of. By considering time constraint we can make it possible to apply important features in the highlighted manner. The system being interactive has to respond timely on the action of the mouse and its response is time bound.
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STAKEHOLDER ANALYSIS Person, group, or organization that has direct or indirect stake in an organization because it can affect or be affected by the Organization's actions, objectives, and policies [1]. Stakeholder analysis is a technique we can use to identify and assess the importance of key people, groups of people, or institutions that may significantly influence the success of our activity or project. The technique can be used alone or with team members. Following are the steps we took to analyze our stakeholders: 1. Identifying the Stakeholders In this step we determined all the people who are affected by our work, who have influence or power over it, or have an interest in its successful or unsuccessful conclusion. The identified stakeholders are kids, small school students. Prioritize Our Stakeholders All the above mentioned people are somehow linked with our system in one way or the other. We can divide them into smaller groups on the basis of the power they have over the system and the interest these people have in our system. This way we created 4 groups with people having low power-low interest, low power-high interest, high power-low interest and high power-high interest. Thus the system can have following prioritization for their stakeholders:
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High power
investor
Low interest
High power
System developer
users
High interest
Power
Low power
Adults/professionals Teenagers/students
High interest
Interest
The stakeholders can be prioritized more precisely as follow: 1.) Primary Stakeholders: These are those people who directly use the system and here the primary stakeholders are the kids of age group 6 to 16 as they for whom the whole system is going to be developed. 2.) Secondary Stakeholders: These are the people who dont use or work on the developed system but they want the reports generated from the system after every certain period of time and here the Managers of web portal where system will be installed,the owner of the personal computer. 3.) Tertiary Stakeholders: These are those people who tell the developers to develop the system and here Apiit SD,India,Panipat is the owner of the system who is paying the developers to develop the system. 4.) Facilitating: These are the developers who develop the system and maintain the system and here the students namely-Ryan Prasad,Abhishek Kumar Jha,Himani and Akansha Jaiswal are the developers. The Different Data Gathering Technique:Data gathering is all about determining requirements and concluding the results. The purpose of data gathering is to collect sufficient, relevant and appropriate data to produce a set of reliable requirements/conclusions. A system does not get the complete information about the system to be developed from the client. To gather all the relevant information, developer team investigates the user environment through different techniques. These techniques are data gathering methods. The primary target users for our system teenagers, students, adults, and professionals are spread around us. We can easily get complete information about the user requirements, system requirements and the features that are expected in our system from the user
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2.) How much you are reliable on the web portal for the games? o always o never o Sometimes 3.) What should be the appropriate age of kids for the web portal to play the games? o 6-10 o 8-30 o 6-18 o 15-25 4.) Will gender be forced on the web portal? o Yes o No o Might be. 5.) Which language will be the best for user? o Hindi o English o Others 6.) Will sound must attached in the web portal on any event? o Strictly Not o Yes o Not sure 7.) Which background colour will be the best for the web portal?
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o not sure 8.) Do you need to have a personal account to play the games? o Yes o No o Not sure 9.) Do you need sessions for games? o Yes o No o Not sure 10.) Which type of questions you will like in the quiz part most?
o Political o General Knowledge o Science o other 11.) Would you like any help/instruction button for the games? o Yes o No
o Not sure.
12.) Would you like any hints for the game related to the learning or educational games? o Yes o o No Not sure
13.) Are you agree that there must be some facility for the disable person in web portal?
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16.) Which font you like most? o o o o Times new roman Georgia Arial Black Other
ANALYSIS After analysing the resultant data of the user we find that we should create the kids WEB PORTAL under the age 6-16. Since most of the children using the computer in early age so age limits for the user in web portal will be 6-16. The language of the web portal should be in English and the user must not be divided on the basis of the gender. Most of the user wants that they must have the personal account in which they can easily view the last results. Users are interested mostly in general knowledge for their educational quizzes. They required a hint for the question and a special button for the help and instruction for the games. If user wants to buy the game online then they will pay the money through the electronics card. In web portal there must be something for the disable person through which they can easily use the web portal, like as for a blind person there must be sound.
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IMPACT ON DESIGN Question 1. Analysis Impact Do you always use the internet? Yes- 70% No-20% Sometime10%
How much you are reliable on the web portal for the games? Always-60% Never18% Sometime- 22%
Many kids are reliable the game on web portal for the games. So games must be of different types.
What should be the appropriate age of kids for the web portal to play the games? 6-1015% 8-3015% 6-1860% 15-2510% The age of the kids are between 6-18. So this web-poratl must be according to the kids.
Will gender be forced on the web portal? Yes5% No80% Might be15%
Question 5.
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Question 6.
Will sound must attached in the web portal on any event? Strictly Not 10% Yes70% Not sure20%
Sound must be attached in the games or in any event. Which background colour will be the best for the web portal? Colourful---68% Colourless30% not sure2%
Analysis Impact
Question 8
Do you need to have a personal account to play the games? Yes70% No20% Not sure10%
Every user will have their personal Account. Do you need sessions for games? Yes20% No70% Not sure10%
Question 10.
Which type of questions you will like in the quiz part most? Political20% General Knowledge60% Science-15% other-5% Most of the quiz question will be related to the General Knowledge.
Analysis
Impact
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Question 11.
Would you like any help/instruction button for the games? Yes70% No20% Not sure10%
Analysis Impact
Question 12.
Would you like any hints for the game related to the learning or educational games? Yes70% No20% Not sure10%
Analysis Impact
Question 13.
Are you agree that there must be some facility for the physically disable person in web portal? Yes70% No20% Not sure10%
Analysis Impact
In web portal there must be something for the disable person through which they can easily use the web portal, like as for a blind person there must be sound.
Do you like to give a feed back for website? Yes70% No20% Not sure10%
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Which font you like most? Times new roman60% Georgia20% Arial Black10% Other----- 10% Font of the web portal will be in Times New Roman.
Impact
After analysing the user view there has been a quit change in the design of our system. We will have to attach the sound system in almost every game because it makes it more attractive and easier for the user to play and handle the game. Generally we will have to put GK question in our quiz section. Which could be followed by the others subject and little funny questions. Place of the task performed Offices Home Confidentiality Required No No Crowded area No No Surrounding Noise No May or may not be Yes Yes Other Physical Affects None Wet Hands, May consume drinks None Wet Hands, May consume drinks Wet Hands, May consume drinks
Yes Yes
Yes Yes
Computer Centers
Yes
Yes
Yes
TA SK
ANALYSIS User Kids(Students) Type Knowledgeable Intermittent Users/ Novice users Developers Expert users
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Knowledge about user:Kids (end users or novice):We are developing our web portal for kids. Our users are between the age group of 6 to 16 years. For excising our web portal the user requires the primary knowledge of computer. Our portal is providing the free online game so it requires the users to have a little knowledge of how to pay game online how to handle the malfunctioning in game and how to access the help. It requires the users to have necessary internet connectivity. User can access and pay game online anytime and anywhere he/she wishes to. Administrators (power users):-Admin has the total control and access privilege. Admin main work is maintenance updating the web portal. Admin must have the deep knowledge about computer operation and software handling and good knowledge about web application development
Goals We have to keep this thing in our mind that the design should be interactive and the users will get fun while accessing the portal. After using this web portal the kids and their parents can get the knowledge about the topic they are searching for. It teaches them that they should concentrate on their aim and go through the right path. Then they will definitely get success.
GOALS OF OUR SYSTEM ARE:1.) Registration 2.) Profile Editing 3.) Game 4.) Song 5.) Video 6.) Magazine 7.) Books
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Assumptions for Registration: The registration is for any type of users but basically it focuses on kids and it is totally free. The registering person should have little bit idea about the portal.
HTA OF PROFILE
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Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF EDIT PROFILE TASK Open Website Log In -Enter Username -Enter Password -Submit -Forget Password ---Fill the question Go to profile button Edit profile Update CRICTICALITY H H H H H L H DIFFICULTY L L L L L H H FREQUENCY H H H H H L L
H H H
L M L
M M M
Assumption for Profile: The user must have account on this portal so that they can access privilege of editing the profile. The user can only change their password by using security question not else.
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0.0 Game
Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 and then 6.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3
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TASK Open Website Log IN -Enter Username -Enter Password -Submit -Forget Username/Password --Fill the Question Select the game Play -Start -Pause -Stop Download Game -Fill Form --Give Electronic card number and Password -Submit -Download --Save --Start/Pause Stop Exit
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CRITICALITY H H H H H L
DIFFICULTY L L L L L H
FREQUENCY H H H H H L
L H H H M M L H H
L L L L L L M M M
L H H H H M M M M
H L H M L L
L L L L L L
M M M M M H
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Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 and then 6.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF SONG
CRITICALITY H H
DIFFICULTY L L
FREQUENCY H H
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L H H H M M L H H
L L L L L L M M M
L H H H H M M M M
H L H M L L
L L L L L L
M M M M M H
Assumptions for Song: The user can only listen the song and there is no privilege to download the songs. The user cannot change the format of songs like in vlc,real media player,window media player
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0.0 MOVIE
Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 and then 6.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF MOVIE
CRITICALITY H H H
DIFFICULTY L L L
FREQUENCY H H H
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L H H H M M L H H
L L L L L L M M M
L H H H H M M M M
H L H M L L
L L L L L L
M M M M M H
Assumption for Movie: The user can only see the movie and they cannot download the movie. The user do not have the privilege to change the format of the movie.
HTA OF MAGZINE
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Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 and then 6.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF MAGAZINE
TASK Open Website Log IN -Enter Username -Enter Password -Submit -Forget Username/Password
CRITICALITY H H H H H L
DIFFICULTY L L L L L H
FREQUENCY H H H H H L
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H L H H
L M M M
H M M M
H L H M L
L L L L L
M M M M M
Assumptions for Magzine: User can only read the magazines which are given in the portal. They cant download from other sources like internet. They cannot request for the new or the required magazines.
HTA OF BOOKS
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Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3. Then do 3.0 then 4.0 and then do 5.0 and then 6.0 Plan 2.0 If 2.1 or 2.2 are wrong then please enter the correct username/password then do 2.3 Plan 2.0 If user forgets their username (2.1) and password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF BOOKS
TASK Open Website Log IN -Enter Username -Enter Password -Submit -Forget Username/Password
CRITICALITY H H H H H L
DIFFICULTY L L L L L H
FREQUENCY H H H H H L
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H L H H
L M M M
H M M M
H L H M L
L L L L L
M M M M M
Assumption for Books: User can read only the books which are given in the portal. They dont have right to download books User cannot do any changes in the book. HTA OF FAQ
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Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3 Then do 3.0 then 4.0 Plan 2.0 If 2.1 or 2.2 is wrong then please enter the correct username/password and then go 2.3. Plan 2.0 If user forgets their username (2.1) or password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF FAQ TASK Open Website Log IN -Enter Username -Enter Password -Submit -Forget Username/Password --Fill the Question CRITICALITY H H H H H L DIFFICULTY L L L L L H FREQUENCY H H H H H L
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Assumption for FAQ: User cannot ask their own questions. They can only see the answer of the specified questions in the system. User dont have privilege to search the require questions.
HTA OF FEEDBACK
Plan 0.0: Do 1.0 then 2.0 then do 2.1 and 2.2 then 2.3 Then do 3.0 then 4.0 Plan 2.0 If 2.1 or 2.2 is wrong then please enter the correct username/password and then go 2.3. Plan 2.0 If user forgets their username (2.1) or password (2.2) then go 2.4.1 then go 2.3 TASK ANALYSIS OF FEEDBACK
TASK
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DIFFICULTY
FREQUENCY
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L H H H
L L L L
L H H H
Metaphors: A conceptual model that has been developed to be similar in some way to the aspects of a physical entity. The metaphors used in our system Mirror-Reflecting your Personality are S No. 1. Metaphors Name Books Description To find different types of books
3.
Feedback
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5.
Help
6.
Magazine
8.
Music
To enjoy music
9.
Profile
10.
Registration
11.
Game
2.0 USABILITY GOALS AND COMPETITIVE ANALYSIS 2.1 Individual Component by Abhishek Kumar Jha What is USABLITY? The term usability was coined some 10 years ago in order to replace the term user friendly
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Usability refers to the quality of a system and the process of designing a usable system
Why Usability is Important? The primary benefits to users are that they are able to achieve their tasks easily and efficiently. This sounds simple, but the feeling of achievement that people get when they use a computer system
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ctrl+C, ctrl+S, ctrl+O 6.Affordance: It is the property of an object that indicates how it can be used. It means that everything will be placed at their renowned position. So that any type of user can easily use it and there will be no problem regarding to understand it. It is much useful for the novice user because they have not the proper knowledge about the website, they work with the knowledge of the previous visited site and their expectation is that everything will be in the same position as well as was there. Competitive Analysis: Competitive analysis identifies the strengths and weaknesses of competing products or services before starting work on prototypes. The competitive advantages of each topics are discussed, which help to create usable systems by considering human abilities and limitations, learning about the needs of the user group and involving the users throughout the design process. Taking these steps may involve a little more effort in the early stages of the process, but ensures that the end result is going to be more useful and more usable, and therefore used.
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2.2 Group Component Percentage of types of Users: 1- Novice user 2- Expert users 3- Casual user
Novice users- These are the learner or a new user. Percentage of user for novice is (80%)
Expert users- These are called as power users. They have a good knowledge about computer Percentage of user for expert is (10%)
Casual users- These are those who is not regular one. Percentage of user for expert is (10%) Identify which usability goals will be followed in the project? As our users are novice ones the following usability goals are followed while making the system. Learn ability: As the users of our system will be new to the system and they dont know much about handling this system or any other system, we have emphasis much on this usability goal to be a strong one in our system. Through this we can in a way hold the hands of the users and tell them what to do and where to do .For the help of the user so that they can feel absolutely easy while navigating the system we have use tooltips ,help option and guidance. Through these we can give a good exposure of the system to the users .By the help of these tools after some time the users will become much familiar with the system.
Memorability: As by knowing the capability of the users this is another important goal followed in the system. As the users are novice so they need some kind of help while working
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ensures
that system is pleasant to use. Every system fulfils the requirement of the user if it is enjoyable. We have tried to follow all the design principles and tried to implement all the required usability goals as per according to our system. The system is entirely based upon the users need and requirements .So as the system is made for the users and by keeping in mind their way of thinking and doing work, this system will be a satisfactory one.
Efficiency: As our users are not expert ones so we have to give them much time to do their work as it is very important for making them easy and handy with the system, so we have not given much emphasis on this usability goals as it is mainly for the expert ones but in later stage of time we will definitely do something over this goal also. How Usability Goals will be achieved in the given project? There are five different usability goals which must be achieved while designing the system. These goals play a vital role in making the system a successful one as these are completely based upon the users need and requirements from the system. These goals can mark the difference between performing a task accurately and completely or not, and enjoying the process or being frustrated. If these goals are not achieved properly then it may lead to the failure of the system. In the process of making our system, we took extra care about using the different goals of usability so that we will be able to fulfill all the needs and requirements of our user. They dont have to face any kind of problem while navigating the system, which in turn proven to be the success of the system. The different usability goals used in the system are:-
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2) Efficiency: It means doing the work in the minimum amount of time. This usability goal mainly refers to the degree to which a proficient like what are the short cuts available to the system, the various functionalities available, less time taking, etc.. Efficiency is mainly made for the expert user as they use the short cuts and want less time for any sort of action. As our main users are novice so we have not given much emphasis on providing shortcuts or mapping. 3) Memorability: It mainly refers to the capability of the system to be remembered by the user. Remembering the whole work after a span of time. As our users are novice ones we have taken extra care in implementing this goal. For this we have maintain the consistency of the different pages of the system so that the user wont feel any kind of confusion while using the system after a time span. We have also used metaphors for making the novice users to remember the things they were using when they left the system as pictorial things can be remembered for a long time.
4) Errors: Errors in term of usability goals refers to the error occurrence rate. These errors can either be minor errors that do not affect the system or can be catastrophic errors that are disastrous for the system development. It is very much important to put
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feature
ensures that system is pleasant to use. Every system fulfils the requirement of
the user if it is enjoyable. As our system is going to be used by the young ones we have used proper colour combinations. There is the use of flash to make the system look more attractive. Many kids entertainment things like enjoyable games, attractive colouring pages and many things has been used in the system. As our system is entirely based upon the design principles, it will definitely be a satisfactory one.
How Design Principles will be achieved? After studying the design principles in HCIU we prefer design principles in our project which make the project user friendly and fulfil all its requirements which users want. 1.) Visibility: The visibility design principle is achieved in following ways in our project: We placed controls in highly visible location. We are providing auditory message along with control. We are trying to providing labels or instructions along with control. We are also highlighting the control. Using the light background colour which reflects the interface. Making heading dark coloured and font colour must match the whole colour combination. 2.) Feedback: The feedback design principle is achieved in following way. It is response of computer with regard to users action. User can give their view after using this website in feedback form. 3.) Constraints: constraints are such mandatory limits under which the system can be used.
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Impact of Usability Goals and Competitive Analysis: 1.) By the help of the usability goals we would be able to produce a system which will be absolutely user friendly.
2.) Kids will going to enjoy the different entertainment packages available in the portal.
3.) Users need not to pay any money to be the part of the web portal. It is absolutely free to everyone. 4.) By doing the competitive analysis we would able to know the real time need and requirement of the users i.e. what exactly the users want from a portal. 5.) Through this we are able to add certain functionalities in our system.
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What is Participatory Design? The design which is based on user requirements or user preferences .It is also defined as an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure that the product designed meets their needs and is usable. Participatory Design is an approach which is focused on processes and procedures of design and is not a design style. What is prototyping? It is an original type, form, or instance of something serving as a typical example, basis, or standard for other things of the same category. A limited representation of a design that allows users to interact with it and to explore its suitability Allows stakeholders to interact with the envisioned product, gain some experience of using and explore imagined uses E.g. paper-based storyboards of a system, cardboard mock-up for a desktop laser printer, hyperlinked screen. E.g. Palm Pilots founder Jeff Hawkin carries a carved wood about the shape and size of the device to simulate scenarios of use.
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Why prototyping is done? Communication device among design team members Test out technical feasibility of an idea Effective way for user testing/evaluation Clarifying vague requirements Recommended in software design, to come before any writing of code.
Types of Prototyping: Prototype is generally of two types when talking about Interface designing: Lo-fidelity `Hi-fidelity Lo-fidelity Prototype: It provide limited or no functionality Does not look very much like the final product. Material, behavior etc. Demonstrate the general look and the feel of the interface, but not the detail how the application operates. Simple, cheap & quick to produce and redesign. Encourage further exploration of alternative designs and ideas.
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All the Menus related to the Web Portal should be on the home page.
All the menu should be shown on the home page but after having a separate sign up page.
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Sign up should be in the home page itself and we can not move ahead without sign in the web portal.
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The colour for the heading of the portal is yellow and green
6-Card Sorting for the using Millers Law in the selection of the number of buttons/tabs:
All the Menus related to the Web Portal should be on the home page.
50%
21%
All the menus come as the user go through the protal.
15%
14%
15%
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45%
23%
Sign up should be in the home page itself and we can not move ahead without sign in the web portal.
20%
12%
15%
Metaphors should be used where ever they are required.
23%
25%
25%
The background colour is pink with some images.
20%
30%
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20%
40%
20%
20% 6-Card Sorting for the using Millers Law in the selection of the number of buttons/tabs:
By using the Millers law use of 9 menus buttons. By using Millers law,use 7 menu buttons. No need to use Millers law.
45%
30%
30%
Analysis of Card Sorting: As we have done our card sorting for the selection of different aspects of our portal we came to these conclusion as what users need and want form our project. After doing card sorting for the background colour we found that user has selected pink with some images as the basic background colour. For the purpose of colour of the heading of the web portal most of the people have opted yellow and green. For the sign up facility most of the people have selected that it should be in a separate page before the menu page. For using metaphors, mostly people said that metaphors should be used where ever required through out the whole web portal. For the design of the home page according to card sorting, people have selected that all the menus should be on the home page so that it will be easy to navigate through out the portal.
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Participatory Design
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Sample: Storyboard
Date : 17/10/2010
Screen: 1 of 1.
Screen Description:
Login Page
Links to screen:
Functionality/Interactivity
640
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Password textbox
480
Submit button
Background: Color
Audio: No
Video: No
Stills: Yes
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Submit Button
Clearly Visible
Not required
Screen-1(Login Page)
Screen purpose and screen strategy :This page is for restricting the user from illegal login. Means only a valid user can login with their valid user name and Id.The stategy behind this page is to prevent the portal from illegal access.
Sample: Storyboard
Date : 17/10/2010
Screen: 1 of 1.
Screen Description:
Home page. This the page where all the control exist.
Links to screen: 1
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Functionality/Interactivity
This page act as a master page, through which anyone can navigate to any pages. .. He/she can access any facilities in the portal. ..
640
Registra tion
Profile editing
Magazi ne Zone
Book zone
Music zone
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Date : 17/10/2010
Screen: 1 of 1.
Screen Description:
Login Page
Links to screen:
Functionality/Interactivity
640
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Password textbox
480
Submit button
Background: Color
Audio: No
Video: No
Stills: Yes
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Submit Button
Clearly Visible
Not required
Audio: No
Video: No
Stills: Yes
Screen-2(Home Page)
Menu is keep on the left of the screen to make it more visible and more consistent . All the similer items are grouped together to make the system more reliable and erros free.
sample: Storyboard
Date : 17/10/2010
Screen: 2 of 1.
First name
Screen Description:
Registration:-Registration page whre the user can register their self.for their valid username and id.
Links to screen: 1
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Functionality/Interactivity
This page act as a master page, through which anyone can navigate to any pages. .. He/she can access any facilities in the portal. ..
Username
Password
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480
Audio: No
Video: No
Stills: Yes
Sample: Storyboard
Date : 17/10/2010
Screen: 3 of 1.
Screen Description:
Edit profile.
Links to screen: 3
Functionality/Interactivity
User can edit his /her profile, besed on his her interest.users can choose from General,Social,professional,Personal,Contact
640
Social
Professiona l
personal Page 76
contact
480
Background: Color
Audio: No
Video: No
Stills: Yes
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Date : 17/10/2010
Screen: 3 of 1.
Screen Description:
Kids Magazine
Links to screen: 3
Functionality/Interactivity
The Users(Kids) can read online magazine.they can also choose among the option based on their interest .
640
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Types of magazine
480
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Background: Color
Audio: No
Video: No
Stills: Yes
Sample: Storyboard
Date : 17/10/2010
Screen: 3 of 1.
Screen Description:
Kids Magazine
Links to screen: 3
Functionality/Interactivity
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The Users(Kids) can read online magazine.they can also choose among the option based on their interest .
640
Types of Books
480
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Background: Color
Audio: No
Video: No
Stills: Yes
Screen-2(Book Zone)
Screen purpose and screen strategy :This is the page where the user can read a online book of his /Her own interest. Strategy behind Design:Falsh movie:- Flash movie is emedded in to the pages to make the system more attractive and aesthetic..
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Menu is keep on the left of the screen to make it more visible and more consistent . All the similer items are grouped together to make the system more reliable and erros free.
Sample: Storyboard
Date : 17/10/2010
Screen: 6 of 1.
Screen Description:
Game Zone
Links to screen: 6
Functionality/Interactivity
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480
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Background: Color
Audio: Yes
Video: Yes
Stills: Yes
Screen-2(Games Zone)
Screen purpose and screen strategy :This is the page where the user can read various games of his /Her own interest. Strategy behind Design:Falsh movie:- Flash movie is emedded in to the pages to make the system more attractive and aesthetic.. Banner is kept at the top to make it visible & to highlight:- yes thr banner is keept at the top of the screen to make the screen more visible.
Menu is keep on the left of the screen to make it more visible and more consistent . All the similer items are grouped together to make the system more reliable and erros free.
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Date : 17/10/2010
Screen: 7 of 1.
Screen Description:
Help Zone
Links to screen: 7
Functionality/Interactivity
Users or visitors can see the navigational zone for the portal.
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Help Descriptions
480
Background: Color
Audio: No
Video: No
Stills: Yes
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Screen-2(Help Zone)
Screen purpose and screen strategy :This is the page where the user can read a help for necessary navigational for account creation. Falsh movie:- Flash movie is emedded in to the pages to make the system more attractive and aesthetic.. Banner is kept at the top to make it visible & to highlight:- yes thr banner is keept at the top of the screen to make the screen more visible.
Menu is keep on the left of the screen to make it more visible and more consistent . All the similer items are grouped together to make the system more reliable and erros free.
Sample: Storyboard
Date : 17/10/2010
Screen: 8 of 1.
Screen Description:
Feedback
Links to screen: 8
Functionality/Interactivity
Users or visitors can leave their feedback or give suggestion for improvement.
640
Name Textbox
Address Textbox
Comment Box
480
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Background: Color
Audio: No
Video: No
Stills: Yes
Screen-2(Feedback Zone)
Screen purpose and screen strategy :This is the page where the user can give their feedback for the improvement of the portal. . Falsh movie:- Flash movie is emedded in to the pages to make the system more attractive and aesthetic..
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Menu is keep on the left of the screen to make it more visible and more consistent . All the similer items are grouped together to make the system more reliable and erros free. Strategy
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Registration Screen
Profile Screen
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Music Screen
Movie Screen
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IMPACT ON RESULT 1. The evaluation is done by the user so all the screens are designed as per users requirements. This will lead to a. Learn ability: The user is able to learn the system easily as there is toot tips are given to make the user aware of the function to be performed. The instructions and help make the user more competent with the system. b. Memorability: As the consistency of the whole project is maintained through out the project , users find it really easy to remember the functioning of the system. They feel quite easy as the buttons are properly placed and maintaining a proper consistency. c. Efficiency: The users find the whole system quite efficient as the whole system dont take so much time for getting started.
As the users are well satisfied that means the design of the system is a successfull.
TESTING AND EVALUATION 4.1 Individual Component by Ryan Prasad What is Evaluation Evaluation is an important part of the software life cycle. In HCIU, evaluation is a critical component involved through out the systems development process. Evaluation enables the designers to see what their users really want and whether their system meets up to the requirements. Evaluation enables designers to check that they understand users requirements.
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Two Main Types of Evaluation Formative Evaluation: Formative Evaluation is used to inform future decision making. This is possible when evaluation is involved as an iterative process throughout the design life cycle. Formative evaluation is a technique used for assessing the project, when it is in the running stage. It aims at making the processes and trainings better by removing all the unnecessary policies and practices. Its main objective is to give importance to available strengths and try to convert weaknesses into strength. In this type of evaluation, professional habits and working styles are developed. Formative evaluation plans comprise many steps such as determining needs, structured formulations, essential process implementations, etc. Summative Evaluation: Its definition puts light on the ultimate effectiveness of the overall process or training that is carried out. It helps the company in determining if the purpose of imparting the training was fulfilled. Summative evaluation strategies follow a retrospective procedure. Summative evaluation plans comprise steps such as final result assessments, effectiveness evaluations, cost to benefit comparison, etc. Unlike with formative evaluation strategies, summative evaluation is executed at the very end of the project or training. Iterative Evaluation Iterative design and evaluation is a continuous process that examines: Early ideas for conceptual model Early prototypes of the new system Later, more complete prototypes
Why evaluation is done The primary reason for evaluation being adopted in businesses and educational sectors is that it helps the entity to determine if the training or process is effective and what are the further steps for meliorating the process. It certainly helps the management to take the necessary steps in making their
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When to evaluate? Throughout the design phases Also at the final stage on the finished product Design proceeds through iterative cycles of design test redesign Triangulation involves using a combination of techniques to gain different perspectives
Evaluation Paradigm Any kind of evaluation is guided explicitly or implicitly by a set of beliefs, which are often underpined by theory. These beliefs and the methods associated with them are known as an evaluation paradigm
Comments Quick & Dirty evaluation describes the common practice in which designers informally get feedback from users to confirm that their ideas are in-line with users needs and are liked.
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Usability testing involves recording typical users performance on typical tasks in controlled settings. As the users perform these tasks they are watched & recorded on video & their key presses are logged. This data is used to calculate performance times, identify errors & help explain why the users did what they did. User satisfaction questionnaires & interviews are used to elicit users opinions. Field studies are done in natural settings The aim is to understand what users do naturally and how technology impacts them Experts apply their knowledge of typical users, often guided by heuristics, to predict usability problems. Another approach involves theoretically based models. A key feature of predictive evaluation is that users need not be
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observing users
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An Evaluation Framework Determine the goals the evaluation addresses. Under this the overall goals of the evaluation is determined. Also who and why it is wanted is determined. Which stakeholder? End user, database admin, code cutter? The paradigms for the study are mainly influenced by the goals, so while determining the goals we should be very careful. Explore the specific questions to be answered. All evaluations need goals & questions to guide them so time is not wasted on ill-defined studies. The specific question should be explored so that we would able to understand each and every aspect of the question which will make easy for us in finding the most appropriate answer for the question. Choose the evaluation paradigm and techniques to answer the questions. The evaluation paradigm strongly influences the techniques used, how data is analyzed and presented. For example, field studies do not involve testing or modeling
Identify the practical issues. While doing the evaluation it is very important that we should identify the practical issues related to the evaluation. Like who the users will be, whether the project will be finished under the decided budget, will the project will be completed on the schedule or not. What types of equipments are required while doing the project. These all are the things which should be kept in the mind. Decide how to deal with the ethical issues. Develop an informed consent form Participants have a right to: know the goals of the study what will happen to the findings
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Evaluate, interpret and present the data. How data is analyzed & presented depends on the paradigm and techniques used. The following also need to be considered: Reliability: Different evaluation process has different degrees of reliability Biases: is the process creating biases? (interviewer may unconsciously influence response) Ecological validity: is the environment of the study influencing it (under controlled environment, user is less relaxed)
Pilot Studies A small trial run of the main study. The aim is to make sure your plan is viable. Pilot studies check: that you can conduct the procedure that interview scripts, questionnaires, experiments, etc. work appropriately
Its worth doing several to iron out problems before doing the main study Ask colleagues if you cant spare real users
Heuristic Evaluation In the field of human-computer interaction (HCI), one of the most popular inspection-based methods for evaluating usability is the Heuristic Evaluation (HE) as described originally by Nielsen and Molich and later refined by Nielsen. Promoted for its cost efficiency and ease of implementation, the HE method consists of one or more experienced evaluators (3-5 recommended) applying an established set of guidelines (or heuristics) as they review a given system.A heuristic is a guideline or general principle or rule of thumb that can guide a design decision or be used to critique a decision that has already been made To aid the evaluators in discovering usability problems, there is a list of 10 heuristics which can be used to generate ideas:
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4.2 Group Component: Evaluation A central activity involved in the user-cantered design process is usability evaluation. Cost-effective evaluation is such type of tools which fully support the usability evaluations however, are still limited. The aim of the evaluation is to introduce a web-based, resource-supported, interactive evaluation toolkit, which guides evaluation planners through the various activities involved in planning and conducting usability evaluations. The stages of the DECIDE framework provide the basis for the design of this toolkit, which currently supports two evaluation methods: heuristic evaluation for websites and standard questionnaires. 4.2.1 DECIDE FRAMEWORK Determine the goals the evaluation addresses. Explore the specific questions to be answered. Choose the evaluation paradigm and techniques to answer the questions. Identify the practical issues. Decide how to deal with the ethical issues. Evaluate, interpret and present the data.
4.2.1.1 Determine the goals the evaluation addresses. The main and high level goals of this web portal are: Fun Pages, Help, Home, Magazine, Books, Song, Video, Download and Colors and for every goal we have used metaphors. Example: In Registration menu we have posted a picture which tells to user that this is the way to go to register yourself. In Game and all the menu it is easily recognized that what the menu will do? All the interface having same background color and the buttons are on the same place. There is a master page which is related to each and every goal.
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4.2.1.3 Choose the evaluation paradigm and techniques to answer the questions.
After identified the goals and main questions, the next step is to choose the evaluation paradigm and techniques. The evaluation paradigm determines the kinds of techniques that are used. Practical and ethical issues must also be considered and tradeoffs made. We have selected the Usability testing paradigms for evaluation. We have taken some user and they are allowed to perform some task. We watched them carefully, write everything about their key presses are logged and their expressions. We calculate their performance time and on the basis of this testing we came to know that how perfect is our kids web portal. All the data is used to calculate performance times, identify errors. It is very useful to work on that subject on which the user failed. It is the easiest testing to recover and make the web portal perfect.
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Users will be treated politely If any user participate keeping in mind that what should they expect. Their Information will be confidential. Any payment offered should also be clearly stated. Pay users. Avoid including quotes or descriptions that inadvertently reveal a persons identity. Ask users permission in advance to quote them, promise them anonymity, and offer to show them a copy of the report before it is distributed. 4.2.1.6 Evaluate, interpret and present the data. Choosing the evaluation paradigm and techniques to answer the questions that satisfy the evaluation goal is an important step. So it is important to identifying the practical and ethical issues to be resolved. However, decisions are also needed about what data to collect, how to analyse it, and how to present the findings to the development team. To a great extent the technique used determines the type of data collected, but there are still some choices. For example, should the data be treated statistically? If qualitative data is collected, how should it be analysed and represented? Some general questions also need to be asked:
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4.2.2.1 Testing Learn ability Registration Goal for Expert User Optimal 12 Recorded Time 0.1 Unacceptable >1 Modification Required No modification required
Edit Profile Goal for Novice User Optimal 10 Recorded Time 7 Unacceptable > 12 Modification Required No modification required.
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Read Book Goal for Novice User Optimal 10 Recorded Time 6 Unacceptable > 14 Modification Required No modification required.
Song for Novice User Optimal 10 Recorded Time 8 Unacceptable > 16 Modification Required No modification required.
Movie for Novice User Optimal 10 Recorded Time 8 Unacceptable > 18 Modification Required No modification required.
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Games for Novice User Optimal 10 Recorded Time 9 Unacceptable > 18 Modification Required No modification required.
Download for Novice User Optimal 10 Recorded Time 8 Unacceptable > 12 Modification Required No modification required.
4.2.2.2 Testing Efficiency Registration Goal for Expert User Optimal 12 Recorded Time 0.1 Unacceptable >1 Modification Required No modification required
Edit ProfileGoal for Expert User Optimal 12 Recorded Time 0.3 Unacceptable >2 Modification Required No modification required
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Magzine for Expert User Optimal 12 Recorded Time 0.5 Unacceptable >1 Modification Required No modification required
Books for Expert User Optimal 12 Recorded Time 0.6 Unacceptable >1 Modification Required No modification required
Song for Expert User Optimal 12 Recorded Time .4 Unacceptable >1 Modification Required No modification required
Movie for Expert User Optimal 0 Recorded Time 0.3 Unacceptable >1 Modification Required No modification required
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Download for Expert User Optimal 12 Recorded Time 0.5 Unacceptable >1 Modification Required No modification required
4.2.2.3 Testing Memorability Registration for Casual User Within the Limit Day Recorded Time (6<7<8) 1 2 3 6 4 3 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
Edit Profile for Casual User Within the Limit Day Recorded Time (4<5<6) 1 4 Yes No Modification required Modification Required
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Magzine Zone for Casual User Within the Limit Day Recorded Time (7<8<9) 1 2 3 7 6 4 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
Book for Casual User Within the Limit Day Recorded Time (7<8<9) 1 2 3 6 4 5 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
Song for Casual User Day Recorded Time Within the Limit Modification Required
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Video for Casual User Within the Limit Day Recorded Time (7<8<9) 1 2 3 5 6 4 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
Game for Casual User Within the Limit Day Recorded Time (6<7<8) 1 2 3 6 4 2 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
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Download for Casual User Within the Limit Day Recorded Time (8<9<10) 1 2 3 7 6 4 Yes Yes Yes No Modification required No Modification required No Modification required Modification Required
4.2.2.4 Testing Errors Test Plan for Kids web Portal Strategy of Testing: Functional Testing Name of Tester: Abhishek Kumar Jha Date: 11-10-2010 S.No 1. Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks Module to be tested:Registration Page
Will user directly go No user will remain User cant move Success through the home page on the sign in page. without sign in? forward without log in.
Test Plan for Kids web portal Strategy of Testing: Unit Testing. Name of Tester: Ryan Prasad Date: 11-10-2010
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Will user can write in the Yes User can write and Matched with Success textbox and submit It? when click on the submit the button it will go on the result. home page. expected
Test Plan for Kids web portal Strategy of Testing: Functional Testing. Name of Tester: Abhishek kumar jha Date: 11-10-2010 S.No 3 Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks Module to be tested: Magzine page
Will user able to read the Yes after clicking the Matched with the Success magazine? link user can read the expected result. magazine.
Test Plan for Kids web portal Strategy of Testing: Functional Testing. Module to be tested: Books Name of Tester: Ryan Prasad Date: 12-10-2010 S.No 4 Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks
Will user able to read the Yes after clicking the Matched Book? link user can read the the Book. result.
with Success
expected
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Test Plan for Kids web portal Strategy of Testing: Functional Testing. Module to be tested: Song Name of Tester: Abhishek Kumar Jha Date: 12-10-2010 S.No 5 Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks
Will user able to Listen Yes after clicking the Matched the song? link user can listen the the song. result.
with Success
expected
Test Plan for Kids web portal Strategy of Testing: Functional Testing. Module to be tested: Movie Name of Tester: Ryan Prasad Date: 13-10-2010 S.No 6 Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks
Will user able to watch Yes after clicking the Matched the Movie? link user can watch the the movie. result.
with Success
expected
Test Plan for Kids web portal Strategy of Testing: Functional Testing. Module to be tested:Game Name of Tester: Abhishek kumar jha Date: 13-10-2010 S.No Condition Tested Place: APIIT LIBRARY Expected Result Actual Result Remarks
Page 113
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expected
Test Plan for Kids web portal Strategy of Testing: Functional Testing. Module to be tested: Download Name of Tester: Ryan Prasad Date: 13-10-2010 S.No 8. Condition Tested Will user able Place: : APIIT LIBRARY Expected Result Actual Result Remarks
to No, after clicking the Matched link user cant the result.
with Success
expected
Test Plan for PARADISETOWNSHIP Strategy of Testing: Unit Testing Name of Tester: Ryan Prasad Date: 14-10-2010 S.No 9 Condition Tested Will user Send Place:: APIIT LIBRARY Expected Result Actual Result Remarks Module to be tested: Feedback
the Yes after clicking the Matched link user can Send the the feedback. result.
with Success
feedback
expected
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4.2.2.5 Testing Subjective Satisfaction Q1. Is the system having consistency? Yes No
Q4. Is the system can be easily handled by the Novice user? Yes No
Q5. Is System Memorable to the Casual user? Yes No 4.2.3 HELP & DOCUMENTATION 4.2.3.1 Type of Help & example Types of help: Quick reference: Task-specific help Full explanation Tutorial
We have used Quick reference and Task-specific help for our Web portal. Quick reference will be used for mostly the novice user. Novice user have no more idea about the website. So we have make
SOFTWARE LEVEL-2 Page 115
Q3. Is the background color and background images of all web pages are same? Yes No
Q4. Is the feedback of the system are according to the expectation of the user? Yes No
4.2.4.1. Visibility of System Status The system should always keep user informed about what is going on, through appropriate feedback within reasonable time.
Review Checklist
Yes No N/A
Comments
1.1
Does every display begin with a title or header that describes screen contents? Is there a consistent icon design scheme and stylistic treatment across the system? Is a single, selected icon clearly visible when surrounded by unselected icons?
Yes
1.2
Yes
1.3
Yes
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1.5
Yes
1.6
No
1.7
No
1.8
Yes
1.10
Yes
1.11
Yes
Review Checklist
Comments
SOFTWARE LEVEL-2
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1.18
Yes
Yes
Yes
1.21 Complex tasks: 8-12 seconds Are response times appropriate to the user's cognitive processing? Continuity of thinking is required and information must be 1.23 remembered throughout several responses: less than two seconds. High levels of concentration aren't necessary and 1.24 remembering information is not required: two to fifteen seconds. 1.25 Is the menu-naming terminology consistent with the user's
Yes
1.22
Yes
Yes
Yes
Yes
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1.28
No
# 2.1
Review Checklist Are icons concrete and familiar? Are menu choices ordered in the most logical way, given the user, the item names, and the task variables? If there is a natural sequence to menu choices, has it been used?
2.2
Yes
2.3
Yes
2.4
Yes
2.5
Yes
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2.7
No
2.8
No
2.9
Yes Yes
2.10
Are field-level prompts provided for data entry screens? For question and answer interfaces, are questions stated in clear, simple language? Do menu choices fit logically into categories that have readily understood meanings? Are menu titles parallel grammatically?
2.11
Yes
2.12
Yes
2.13
Yes
2.14
Does the command language employ user jargon and avoid computer jargon?
Yes
2.15
Yes
2.16
Does the command language allow both full names and abbreviations?
No
2.17
Yes
2.18
Have uncommon letter sequences been avoided whenever possible? Does the system automatically enter leading or trailing spaces to align decimal points?
Yes
2.19
No
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Review Checklist
Yes No N/A
Comments
2.21
Does the system automatically enter commas in numeric values greater than 9999? Do GUI menus offer activation: that is, make obvious how to say "now do it"? Has the system been designed so that keys with similar
No
2.22
Yes
2.23 names do not perform opposite (and potentially dangerous) actions? Are function keys labeled clearly and distinctively, even if this means breaking consistency rules?
Yes
2.24
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 do 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
SOFTWARE LEVEL-2
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3.2
Yes
3.3
Yes
3.4
Yes
3.5
Yes
3.6
Yes
3.7
Yes
3.8
Yes
3.9
Are character edits allowed in commands? Can users reduce data entry time by copying and modifying existing data?
Yes
3.10
Yes
3.11 Are character edits allowed in data entry fields? If menu lists are long (more than seven items), can users 3.12 select an item either by moving the cursor or by typing a mnemonic code? If the system uses a pointing device, do users have the 3.13 option of either clicking on menu items or using a keyboard shortcut?
SOFTWARE LEVEL-2
Yes
Yes
Yes
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3.15
Yes
Review Checklist
Yes No N/A
Comments
3.16
If users can go back to a previous menu, can they change their earlier menu choice? Can users move forward and backward between fields or dialog box options? If the system has multipage data entry screens, can users move backward and forward among all the pages in the set? If the system uses a question and answer interface, can
Yes
3.17
Yes
3.18
Yes
3.19 users go back to previous questions or skip forward to later questions? Do function keys that can cause serious consequences have an undo feature?
Yes
3.20
Yes
3.21 Can users easily reverse their actions? If the system allows users to reverse their actions, is there a retracing mechanism to allow for multiple undos? Can users set their own system, session, file, and screen defaults?
Yes
3.22
Yes
No database No connectivity.
3.23
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Review Checklist
Yes No N/A
Comments
4.1
Have industry or company formatting standards been followed consistently in all screens within a system? Has a heavy use of all uppercase letters on a screen been avoided? Do abbreviations not include punctuation? Are integers right-justified and real numbers decimalaligned? Are icons labeled?
Yes
4.2
Yes
4.3
No
4.4
No
4.5
Yes
4.6
4.7
No
there is
4.8
Does each window have a title? Are vertical and horizontal scrolling possible in each window?
No
4.9
Yes
4.10 Does the menu structure match the task structure? Have industry or company standards been established for menu design, and are they applied consistently on all menu
Yes
4.11
Yes
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4.13
No
4.15
Are menu items left-justified, with the item number or mnemonic preceding the name?
No
centered justificated.
4.16
Do embedded field-level prompts appear to the right of the field label? Do on-line instructions appear in a consistent location across screens?
No
4.17
Yes
4.18 Are field labels and fields distinguished typographically? Are field labels consistent from one data entry screen to another? Are fields and labels left-justified for alpha lists and rightjustified for numeric lists?
Yes
4.19
Yes
4.20
No
Review Checklist
Yes No N/A
Comments
4.21
Do field labels appear to the left of single fields and above list fields?
No
N/A
SOFTWARE LEVEL-2
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Yes
Yes
Yes
4.27 Color: up to four (additional colors for occasional use only) Sound: soft tones for regular positive feedback, harsh for rare critical conditions Are attention-getting techniques used only for exceptional conditions or for time-dependent information? Are there no more than four to seven colors, and are they far apart along the visible spectrum? Is a legend provided if color codes are numerous or not obvious in meaning? Have pairings of high-chroma, spectrally extreme colors been avoided? Are saturated blues avoided for text or other small, thin line symbols? Is the most important information placed at the beginning of the prompt? Are user actions named consistently across all prompts in the system? Are system objects named consistently across all prompts in the system?
Yes
4.28
Yes
4.29
N/A
4.30
No
4.31
N/A
4.32
Yes
4.33
Yes
4.34
Yes
4.35
Yes
4.36
Yes
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4.38
Yes
4.40
Yes
4.41
Yes
4.42
Yes
No abbreviation used.
Review Checklist
Comments
4.45 Are abbreviated words all the same length? Is the structure of a data entry value consistent from screen to screen? Is the method for moving the cursor to the next or previous field consistent throughout the system?
No
4.46
Yes
4.47
Yes
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4.49
No
4.50
Yes
4.51
No
4.2.4.5. Help Users Recognize, Diagnose, and Recover From Errors Error messages should be expressed in plain language (NO CODES).
Review Checklist
Yes No N/A No
Comments
5.1
Is sound used to signal an error? Are prompts stated constructively, without overt or implied criticism of the user? Do prompts imply that the user is in control?
5.2
Yes
5.3
Yes
5.4
Are prompts brief and unambiguous? Are error messages worded so that the system, not the user, takes the blame? If humorous error messages are used, are they appropriate and inoffensive to the user population? Are error messages grammatically correct?
Yes
5.5
Yes
5.6
No
5.7
No
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5.9
No
5.10 Do error messages avoid an anthropomorphic tone? Do all error messages in the system use consistent grammatical style, form, terminology, and abbreviations?
No
5.11
No
5.12 Do messages place users in control of the system? Does the command language use normal action-object syntax? Does the command language avoid arbitrary, non-English 5.14 use of punctuation, except for symbols that users already know? If an error is detected in a data entry field, does the system place the cursor in that field or highlight the error?
Yes
5.13
Yes
Yes
5.15
No
No
5.17 Do error messages suggest the cause of the problem? Do error messages provide appropriate semantic information? Do error messages provide appropriate syntactic information? Do error messages indicate what action the user needs to take to correct the error?
Yes
5.18
No
5.19
No
5.20
No
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4.2.4.6. Error Prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place.
Review Checklist
Yes No N/A
Comments
6.1
If the database includes groups of data, can users enter more than one group on a single screen?
6.2
Have dots or underscores been used to indicate field length? Is the menu choice name on a higher-level menu used as the menu title of the lower-level menu? Are menu choices logical, distinctive, and mutually exclusive? Are data inputs case-blind whenever possible? If the system displays multiple windows, is navigation between windows simple and visible? Are the function keys that can cause the most serious consequences in hard-to-reach positions? Are the function keys that can cause the most serious
Yes
6.3
Yes
6.4
Yes
6.5
Yes
6.6
Yes
6.7
Yes
6.8
Yes
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6.10
Yes
6.11
Yes
6.12
No
6.13
Yes
6.14
No
6.15
No
Review Checklist
Comments
For question and answer interfaces, are visual cues and 7.1 white space used to distinguish questions, prompts, instructions, and user input? Does the data display start in the upper-left corner of the screen? Are multiword field labels placed horizontally (not stacked vertically)? Are all data a user needs on display at each step in a transaction sequence? Yes
7.2
Yes
7.3
Yes
7.4
Yes
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7.6
Yes
7.7
Yes
7.8
No
7.9
No
7.10
No
7.11
Yes
7.12
Yes
7.13
Yes
7.14
Yes
7.15
Yes
7.16
Yes
7.17
Yes
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7.19
Yes
7.20
Yes
7.23 Has the same color been used to group related elements?
Yes
Yes
7.25 Is color used in conjunction with some other redundant cue? Is there good color and brightness contrast between image and background colors? Have light, bright, saturated colors been used to emphasize 7.27 data and have darker, duller, and desaturated colors been used to de-emphasize data? 7.28 Is the first word of each menu choice the most important? Does the system provide mapping: that is, are the 7.29 relationships between controls and actions apparent to the user? 7.30 Are input data codes distinctive?
Yes
7.26
Yes
Yes
Yes
Yes
Yes
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7.32
No
Yes
7.34 Are there menu selection defaults? If the system has many menu levels or complex menu levels, do users have access to an on-line spatial menu map? Do GUI menus offer affordance: that is, make obvious where selection is possible?
Yes
7.35
No
7.36
Yes
7.37 Are there salient visual cues to identify the active window?
Yes
7.38 Are function keys arranged in logical groups? Do data entry screens and dialog boxes indicate when fields are optional? On data entry screens and dialog boxes, are dependent fields displayed only when necessary?
No
7.39
Yes
7.40
No
Review Checklist
Comments
8.1
If the system supports both novice and expert users, are multiple levels of error message detail available? Does the system allow novices to use a keyword grammar
Yes
8.2
No
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Does the system allow novice users to enter the simplest, 8.4 most common form of each command, and allow expert users to add parameters? Do expert users have the option of entering multiple commands in a single string? Does the system provide function keys for high-frequency commands? For data entry screens with many fields or in which source 8.7 documents may be incomplete, can users save a partially filled screen? 8.8 Does the system automatically enter leading zeros? No Yes Yes
8.5
Yes
8.6
Yes
8.9
If menu lists are short (seven items or fewer), can users select an item by moving the cursor? If the system uses a type-ahead strategy, do the menu items have mnemonic codes? If the system uses a pointing device, do users have the
Yes
8.10
Yes
8.11
option of either clicking on fields or using a keyboard shortcut? Does the system offer "find next" and "find previous" shortcuts for database searches?
Yes
8.12
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8.14
No
8.16
Yes
Review Checklist
Comments
9.1
Is only (and all) information essential to decision making displayed on the screen? Are all icons in a set visually and conceptually distinct? Have large objects, bold lines, and simple areas been used to distinguish icons? Does each icon stand out from its background? If the system uses a standard GUI interface where menu
Yes
9.2
Yes
9.3
Yes
9.4
Yes
9.5
sequence has already been specified, do menus adhere to the specification whenever possible?
Yes
9.6
Yes
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9.8
Yes
9.9
Yes
9.10
Yes
9.11 Are menu titles brief, yet long enough to communicate? Are there pop-up or pull-down menus within data entry fields that have many, but well-defined, entry options?
No
9.12
Yes
Review Checklist
Comments
10.1
If users are working from hard copy, are the parts of the hard copy that go on-line marked? Are on-line instructions visually distinct?
Yes
10.2
Yes
10.3
Do the instructions follow the sequence of user actions? If menu choices are ambiguous, does the system provide
Yes
10.4
additional explanatory information when an item is selected? Are data entry screens and dialog boxes supported by navigation and completion instructions?
No
10.5
No
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10.7
Yes
10.8
Yes
10.11
Presentation: Is the visual layout well designed? Conversation: Is the information accurate, complete, and understandable?
Yes
10.12
Yes
Review Checklist
Comments
Yes
Yes
Yes
No
SOFTWARE LEVEL-2
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Yes
10.21 Can users easily switch between help and their work?
Yes
10.22 Is it easy to access and return from the help system? Can users resume work where they left off after accessing help?
Yes
10.23
Yes
4.2.5IMPACT OF RESULTS
The system is evaluated properly so it is going to more successful & will be able to compete in the market. The main impacts of the results are: 1. The Interface of the system is consistent. So user will easily like the system. 2. All the buttons and tools have the proper feedback. So it is easy to handle the System. 3. Perfect metaphors make the system more memorable. 4. Visibility is perfect. 5. System is error free.
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Q4. Is the system can be easily handled by the Novice user? Yes No
4.2.3.1 Type of Help & example Types of help: Quick reference: Task-specific help Full explanation Tutorial
We have used Quick reference and Task-specific help for our Web portal. Quick reference will be used for mostly the novice user. Novice user have no more idea about the website. So we have make help part for them which guide to user about each and every tools. Example what the profile edit meant for? What is Home page and why it meant for? For every goal we have used such help function which guides the novice user in better way.
SOFTWARE LEVEL-2 Page 141
4.2.3.2 User Manual H/w Requirements: Processor: Intel(R)Core(TM)2Duo RAM: 1 Gb Hard disk: 160 Gb Operating System:-Windows XP, Vista, Windows 7 Motherboard CPU S/w Requirements: MS Office Paint Flash Photoshop Windows photo gallery How to access the application: We have used the PHP. There is an Index page. It is the master page of our website. There is the signup form and every user must have to log in first then he will be able to access the webpage. After log in the home page active and the menu will be displayed all the pages. Whatever user wants they can do easily by clicking the menu.
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Q3. Is the background colour and background images of all web pages are same? Yes No
Q4. Is the feedback of the system are according to the expectation of the user? Yes No
4.2.4.1. Visibility of System Status The system should always keep user informed about what is going on, through appropriate feedback within reasonable time.
Review Checklist
Yes No N/A
Comments
1.1
Does every display begin with a title or header that describes screen contents? Is there a consistent icon design scheme and stylistic treatment across the system? Is a single, selected icon clearly visible when surrounded by
Yes
1.2
Yes
1.3
Yes
SOFTWARE LEVEL-2
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1.4
No
1.5
Yes
1.6
No
1.7
No
1.8
Yes
1.10
Yes
1.11
Yes
Review Checklist
Comments
SOFTWARE LEVEL-2
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1.18
Yes
Yes
Yes
1.21 Complex tasks: 8-12 seconds Are response times appropriate to the user's cognitive processing? Continuity of thinking is required and information must be 1.23 remembered throughout several responses: less than two seconds. High levels of concentration aren't necessary and 1.24 remembering information is not required: two to fifteen seconds. 1.25 Is the menu-naming terminology consistent with the user's
Yes
1.22
Yes
Yes
Yes
Yes
SOFTWARE LEVEL-2
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1.28
No
Review Checklist
Comments
2.1
Are icons concrete and familiar? Are menu choices ordered in the most logical way, given the user, the item names, and the task variables? If there is a natural sequence to menu choices, has it been used? Do related and interdependent fields appear on the same screen?
2.2
Yes
2.3
Yes
2.4
Yes
SOFTWARE LEVEL-2
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2.6
Yes
2.7
No
2.8
No
2.9
Yes
2.10
Yes
2.11
Yes
2.12
Yes
2.13
Yes
2.14
Yes
2.15
Yes
2.16
No
2.17
Yes
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2.19
No
2.20
No
Review Checklist
Yes No N/A
Comments
2.21
Does the system automatically enter commas in numeric values greater than 9999? Do GUI menus offer activation: that is, make obvious how to say "now do it"? Has the system been designed so that keys with similar
No
2.22
Yes
2.23 names do not perform opposite (and potentially dangerous) actions? Are function keys labeled clearly and distinctively, even if this means breaking consistency rules?
Yes
2.24
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 do 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.
SOFTWARE LEVEL-2 Page 148
Review Checklist
Yes No N/A
Comments
3.1
If setting up windows is a low-frequency task, is it particularly easy to remember? In systems that use overlapping windows, is it easy for users to rearrange windows on the screen? In systems that use overlapping windows, is it easy for users to switch between windows? When a user's task is complete, does the system wait for a signal from the user before processing? Can users type-ahead in a system with many nested menus? Are users prompted to confirm commands that have drastic, destructive consequences? Is there an "undo" function at the level of a single action, a data entry, and a complete group of actions? Can users cancel out of operations in progress?
Yes
3.2
Yes
3.3
Yes
3.4
Yes
3.5
Yes
3.6
Yes
3.7
Yes
3.8
Yes
3.9
Are character edits allowed in commands? Can users reduce data entry time by copying and modifying existing data?
Yes
3.10
Yes
Yes
SOFTWARE LEVEL-2
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3.14
Yes
3.15
Yes
Review Checklist
Yes No N/A
Comments
3.16
If users can go back to a previous menu, can they change their earlier menu choice? Can users move forward and backward between fields or dialog box options? If the system has multipage data entry screens, can users move backward and forward among all the pages in the set? If the system uses a question and answer interface, can
Yes
3.17
Yes
3.18
Yes
3.19 users go back to previous questions or skip forward to later questions? Do function keys that can cause serious consequences have an undo feature?
Yes
3.20
Yes
3.21 Can users easily reverse their actions? If the system allows users to reverse their actions, is there a retracing mechanism to allow for multiple undos?
Yes
3.22
Yes
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3.23
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
4.1
Have industry or company formatting standards been followed consistently in all screens within a system? Has a heavy use of all uppercase letters on a screen been avoided? Do abbreviations not include punctuation? Are integers right-justified and real numbers decimalaligned? Are icons labeled?
Yes
4.2
Yes
4.3
No
4.4
No
4.5
Yes
4.6
4.7
No
there is
4.8
No
4.9
Yes
SOFTWARE LEVEL-2
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4.13
No
4.15
Are menu items left-justified, with the item number or mnemonic preceding the name?
No
centered justificated.
4.16
Do embedded field-level prompts appear to the right of the field label? Do on-line instructions appear in a consistent location across screens?
No
4.17
Yes
4.18 Are field labels and fields distinguished typographically? Are field labels consistent from one data entry screen to another? Are fields and labels left-justified for alpha lists and rightjustified for numeric lists?
Yes
4.19
Yes
4.20
No
Review Checklist
Yes No N/A
Comments
SOFTWARE LEVEL-2
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N/A
Yes
Yes
Yes
4.26 Blink: two to four hertz Colour: up to four (additional colours for occasional use only) Sound: soft tones for regular positive feedback, harsh for rare critical conditions Are attention-getting techniques used only for exceptional conditions or for time-dependent information? Are there no more than four to seven colours, and are they far apart along the visible spectrum? Is a legend provided if colour codes are numerous or not obvious in meaning? Have pairings of high-chroma, spectrally extreme colours been avoided? Are saturated blues avoided for text or other small, thin line symbols? Is the most important information placed at the beginning of the prompt?
Yes
4.27
Yes
4.28
Yes
4.29
N/A
4.30
No
4.31
N/A
4.32
Yes
4.33
Yes
4.34
Yes
SOFTWARE LEVEL-2
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4.36
Yes
4.37
Yes
4.38
Yes
4.40
Yes
4.41
Yes
4.42
Yes
No abbreviation used.
Review Checklist
Comments
No
SOFTWARE LEVEL-2
Page 154
4.47
Yes
4.48
Yes
4.49
No
4.50
Yes
4.51
No
4.2.4.5. Help Users Recognize, Diagnose, and Recover From Errors Error messages should be expressed in plain language (NO CODES).
Review Checklist
Yes No N/A No
Comments
5.1
Is sound used to signal an error? Are prompts stated constructively, without overt or implied criticism of the user? Do prompts imply that the user is in control?
5.2
Yes
5.3
Yes
5.4
Are prompts brief and unambiguous? Are error messages worded so that the system, not the user, takes the blame?
Yes
5.5
Yes
SOFTWARE LEVEL-2
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5.7
No
5.8
Do error messages avoid the use of exclamation points? Do error messages avoid the use of violent or hostile words?
No
5.9
No
5.10 Do error messages avoid an anthropomorphic tone? Do all error messages in the system use consistent grammatical style, form, terminology, and abbreviations?
No
5.11
No
5.12 Do messages place users in control of the system? Does the command language use normal action-object syntax? Does the command language avoid arbitrary, non-English 5.14 use of punctuation, except for symbols that users already know? If an error is detected in a data entry field, does the system place the cursor in that field or highlight the error?
Yes
5.13
Yes
Yes
5.15
No
No
5.17 Do error messages suggest the cause of the problem? Do error messages provide appropriate semantic information?
Yes
5.18
No
No
SOFTWARE LEVEL-2
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5.20
No
5.21
No
4.2.4.6. Error Prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place.
Review Checklist
Yes No N/A
Comments
6.1
If the database includes groups of data, can users enter more than one group on a single screen?
6.2
Have dots or underscores been used to indicate field length? Is the menu choice name on a higher-level menu used as the menu title of the lower-level menu? Are menu choices logical, distinctive, and mutually exclusive? Are data inputs case-blind whenever possible? If the system displays multiple windows, is navigation between windows simple and visible? Are the function keys that can cause the most serious
Yes
6.3
Yes
6.4
Yes
6.5
Yes
6.6
Yes
6.7
Yes
SOFTWARE LEVEL-2
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6.10
Yes
6.11
Yes
6.12
No
6.13
Yes
6.14
No
6.15
No
Review Checklist
Comments
For question and answer interfaces, are visual cues and 7.1 white space used to distinguish questions, prompts, instructions, and user input? Does the data display start in the upper-left corner of the screen? Yes
7.2
Yes
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7.4
Yes
7.5
Yes
7.6
Yes
7.7
Yes
7.8
No
7.9
No
7.10
No
7.11
Yes
7.12
Yes
7.13
Yes
7.14
Yes
7.15
Yes
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7.17
Yes
7.18
No
7.19
Yes
7.20
Yes
7.23 Has the same colour been used to group related elements?
Yes
7.24 Is colour coding consistent throughout the system? Is colour used in conjunction with some other redundant cue? Is there good colour and brightness contrast between image and background colours? Have light, bright, saturated colours been used to emphasize 7.27 data and have darker, duller, and desaturated colours been used to de-emphasize data? 7.28 Is the first word of each menu choice the most important?
Yes
7.25
Yes
7.26
Yes
Yes
Yes
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7.31
Yes
7.32
No
Yes
7.34 Are there menu selection defaults? If the system has many menu levels or complex menu levels, do users have access to an on-line spatial menu map? Do GUI menus offer affordance: that is, make obvious where selection is possible?
Yes
7.35
No
7.36
Yes
7.37 Are there salient visual cues to identify the active window?
Yes
7.38 Are function keys arranged in logical groups? Do data entry screens and dialog boxes indicate when fields are optional? On data entry screens and dialog boxes, are dependent fields displayed only when necessary?
No
7.39
Yes
7.40
No
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8.1
Yes
8.2
No
8.3
Can users define their own synonyms for commands? Does the system allow novice users to enter the simplest,
No
8.4
most common form of each command, and allow expert users to add parameters? Do expert users have the option of entering multiple commands in a single string? Does the system provide function keys for high-frequency commands? For data entry screens with many fields or in which source
Yes
8.5
Yes
8.6
Yes
8.7
Yes
8.8
Does the system automatically enter leading zeros? If menu lists are short (seven items or fewer), can users select an item by moving the cursor? If the system uses a type-ahead strategy, do the menu items have mnemonic codes? If the system uses a pointing device, do users have the option of either clicking on fields or using a keyboard
No
8.9
Yes
8.10
Yes
8.11
Yes
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8.12
8.13
Yes
8.14
No
8.16
Yes
4.2.4.9. Aesthetic and Minimalist Design. # Review Checklist Yes No N/A Comments
9.1
Is only (and all) information essential to decision making displayed on the screen? Are all icons in a set visually and conceptually distinct? Have large objects, bold lines, and simple areas been used to distinguish icons? Does each icon stand out from its background?
Yes
9.2
Yes
9.3
Yes
9.4
Yes
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9.7
Yes
9.8
Yes
9.9
Yes
9.10
Yes
9.11 Are menu titles brief, yet long enough to communicate? Are there pop-up or pull-down menus within data entry fields that have many, but well-defined, entry options?
No
9.12
Yes
Review Checklist
Yes No N/A
Comments
10.1
If users are working from hard copy, are the parts of the hard copy that go on-line marked? Are on-line instructions visually distinct?
Yes
10.2
Yes
10.3
Yes
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10.5
No
10.7
Yes
10.8
Yes
10.11
Presentation: Is the visual layout well designed? Conversation: Is the information accurate, complete, and understandable?
Yes
10.12
Yes
Review Checklist
Comments
Yes
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Yes
No
Yes Yes
Yes
10.21 Can users easily switch between help and their work?
Yes
10.22 Is it easy to access and return from the help system? Can users resume work where they left off after accessing help?
Yes
10.23
Yes
The system is evaluated properly so it is going to more successful & will be able to compete in the market. The main impacts of the results are: 6. The Interface of the system is consistent. So user will easily like the system. 7. All the buttons and tools have the proper feedback. So it is easy to handle the System. 8. Perfect metaphors make the system more memorable. 9. Visibility is perfect. 10. System is error free.
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Project Proposal:--- Please describe the case study being developed. Web Portal for Kids: You can create an interactive user interface for a social web portal for kids. You are required to create a free website for kids featuring free kid games, fun word games, printable colouring pages, free clip art, jigsaw puzzles and more. Kids can play fun educational and
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Who is system being developed for? The system is being developed for the kids.
Why is such a system required? Such a system is required just to understand all the six design principles of HCIU and the different important issues related to human- computer interaction. To design computer systems that support people so that they can carry out their activities productively and safely To develop or improve the safety, utility and effectiveness of systems that includes computers, often through improving usability. To identify the information that it is necessary to take into account when specifying or evaluating usability in terms of measures of user performance and satisfaction. Guidance is given on how to describe the context of use of the product and the measures of usability in an explicit way. It includes an explanation of how the usability of a product can be specified and evaluated as part of a quality system. It also explains how measures of user performance and satisfaction can be used to measure how any component of a work system affects the quality of the whole work system in use. What will be the main challenge for you in building the system? The main challenge is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. Specifically, HCIU is concerned with
Methodologies and processes for designing interfaces i.e. a task and a class of users are given, design the best possible interface and within given constraints design the best possible interface.
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Methods for implementing interfaces. Techniques for evaluating and comparing interfaces Developing new interfaces and interaction techniques Developing descriptive and predictive models and theories of interaction
A long term goal of HCIU is to design systems that minimize the barrier between the human's cognitive model of what they want to accomplish and the computer's understanding of the user's task.
What new ideas and theory will you need to learn to build the system? The new ideas and theory that are required while building the system are:Design and create an attractive and user friendly interface application that can be easily navigated by the range of people who are considered as the users. For system usability, human and business justifications should be properly considered. Show awareness of fundamental issues of human computer interaction and cost-effective assessments of usability. New and effective techniques for evaluating and comparing interfaces. Competitive Analysis Case study Sign up option Login option Profile design Profile editing Help Uploading Photo and images Delete photo Appearance Games Avaliable Pitara 3 3 3 3 3 3 Alfy 2 2 2 2 3 3 Mirror 1 1 1 2 1 2
3 3 2
3 2 1
2 1 2
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1.)References of User Profiling & task Analysis Information about User Profiling Available: http://www.openinterface.ie/usability_userprofiling.html Last accessed on 15th of September,10 Definition of data Gathering Available: http://www.allegiance.com/documents/data_gathering_doc.pdf Last accessed on 14th of September,10 Definition of Task Analysis Available: http://classweb.gmu.edu/ndabbagh/Resources/Resources2/taskanalysis2.htm Last accessed on 15th of September,10 Data gathering http://www.scribd.com/doc/5339322/Data-Gathering Last accessed on 15th of September,10 Information about data gathering Available: http://www.martymodell.com/pgsa2/pgsa07.html Last accessed on 14th of September,10 About User Profiling Available: http://www.hyro.com/en/User-Experience/Research-the-Users/Pages/UserProfiling.aspx Last accessed on 14th of September,10 Book: 1.Dix Alan, Finlay Janet, D.Abowd Gregory,Beale Russell,Humani-Computer Interaction,3rd edition.
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2.) References of Usability Goals & Competitive Analysis http://www.useit.com/alertbox/20030825.html (Date: 24th september Time:1:30 pm.) http://www.steptwo.com.au/papers/kmc_whatisusability/index.html (Date: 26th september Time:5:30 pm.)
http://www.learnthat.com/define/view.asp?id=5382 (Date: 28th september Time:5:30 pm.) http://www.usability.gov/basics/index.html (Date: 28th september Time:5:30 pm.)
http://www.usabilitynet.org/tools/competitoranalysis.htm (Date: 28th september Time:6:30 pm.) Human Computer Interaction: (Third edition) writer-Alann Dix, Janet Finlay, Gregory D.Abowd, Russel beale. (Date: 25th september Time:6:30 pm.)
http://www.asktog.com/basics/firstPrinciples.html (Date: 24th september Time:6:30 pm.) http://www.google.co.in/search?hl=en&biw=1366&bih=576&defl=en&q=define:usabilit y&sa=X&ei=KHipTOrFINCOca-nyagN&ved=0CBgQkAE (Date: 24th september Time:8:30 pm.) http://www.usabilitynet.org/management/b_what.htm(Date: 25th september Time:9:30 pm.) http://www.businessdictionary.com/definition/usability.html(Date: 27th september Time:8:30 pm.)
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References of Testing & Evaluation http://www.userfocus.co.uk/articles/heuristics.html N.M. (2006). FORMATIVE EVALUATION. Available: http://www.sil.org/lingualinks/literacy/referencematerials/glossaryofliteracyterms/WhatIsFormativeE valuation.htm. Last accessed 10th oct 2010. N.M. (2006). SUMMATIVE EVALUATION. Available: http://www.sil.org/lingualinks/literacy/referencematerials/glossaryofliteracyterms/WhatIssum mativeEvaluation. Last accessed 11th oct 2010. N.M. (2006). CONCEPTS OF EVALUATION. Available: http://www.businessballs.com/trainingprogramevaluation.htm. Last accessed 11th oct 2010.
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