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Human computer interaction & usability

HUMAN COMPUTER INTERACTION AND USABILITY

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

SUBMITTED BY:Ryan Prasad(PT0881151) (GL)

SUBMITTED TO:Nonita Sharma (Module Lecturer)

Abhishek Kumar Jha(PT0881155)

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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.

Group Members Name: Ryan Prasad Abhishek Kumar Jha

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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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2.2.1 % of novice, expert & casual users.. 2.2.2 Selection of Usability Goals 2.2.3 How Usability goals will be achieved.. 2.2.4 Selection of design Principles 2.2.5 How Design Principle will be achieved... 2.2.6 Competitive Analysis. 2.2.7 Impact of usability goals & competitive Analysis on the design... 3. Design & Prototype 3.1 Individual Component by AKANSHA .... 3.1.1 Card sorting. 3.1.2 Type of Design 3.1.3 What is participatory design.. 3.1.4 Prototyping... 3.2 Group component... 3.2.1 Physical design.. 3.2.2 Prototyping.. 3.2.3 Each Screen purpose& strategy behind design........ 3.2.4 Impact of result 4. Evaluation &testing 4.1 Individual Component by Ryan Prasad 4.1.1 Evaluation.. 4.1.2 Explain decide framework... 4.1.3 Evaluation Paradigms..

4.1.3.6 Pilot study..


4.1.3.6 Heuristic Evaluation. 4.2 Group Component . 4.2.1 DECIDE FRAMEWORK.

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4.2.2 Evaluation Paradigm (Usability Testing) 4.2.3 Help& Documentation.. 4.2.4 Heuristic Evaluation. 4.2.5 Impact of results. APENDIX GANTT CHART. WORK LOAD MATRIX. COMPETITIVE ANALYSIS PROPOSAL FORM REFERENCES

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INTRODUCTION

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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1.0 USER REQUIREMENTS USER PROFILING 1.1 Individual Component by Ryan Prasad What is User Profiling? User profiling is the process of establishing knowledge about the users who are going to use

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.

User Profiling comprises of three main things:USER PROFILING

Users Goals Tasks

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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Identify attributes of users Physical characteristics: It is related to the outer appearance of the user, like how the user looks like. It also signifies the age of the user. The users ability and users disability like is the user is having any eye sight problem for which he/she uses glasses. Its all related to the users outer appearances. Background: Here it means the educational background of the user which shows upto what extent the user can understand the things, the social and religious background of the user which helps a lot in making the system. Skills: In this we get a fare idea about the skills and task experience of the user. We get to know what the user knowledge and experience is and what kind of task the user can perform. Preferences: Under this we can get to know how efficient the user is and how efficiently he/she uses the system to meet his/her requirements.

2. To know where is the task performed? Under this we will have an idea about the place and the situation where the system has to work and according to which the system has to design because surrounding environment matters a lot in working of a system. While standing, while sitting, in a crowded place, where the system is going to be used. Are users under stress or they are in absolutely light mood while using the system. Is there confidentiality required or need to hide some information The working space of the user, what kind of lighting do they work under, the kind of place they sit and work .All the things related to their surroundings. Surrounding noise

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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Frequent users remember more details so no much assistance is required for them. So the system is designed in the same manner. Infrequent users may need more help even for simple operations. So more and more steps and guidance is given for such type of users in the system.

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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Different steps of Data Gathering are:1.Identifing the stakeholders-In this, the stakeholders are to be identified, the people who are directly or indirectly get affected by the system. The main purpose of identifying the stakeholders is that by doing so we would be able to know about the people who are related to our system and to know how they are affected by the system so that we can able to build our system according to that. 2 .Number of Stakeholders-By identifying the number of stakeholders we can determine which data gathering technique we can use to gather the data for the system. By the help of this, we would able to select the appropriate technique through which we can collect more and accurate data. 3. Selection of Data Gathering Technique-This is the very important step as to get the appropriate knowledge about the needs and the requirements of the users. By selecting the most appropriate technique we can gather the most relevant data required for the system. The different Data Gathering Techniques are as follow: Data Collection Method Surveys Advantages Disadvantages

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

Tests* (Achievement tests,


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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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performance assessments, etc.) Can be scored in a straightforward manner student knowledge May be very time consuming May be biased against some groups of test takers May be subject to corruption via coaching or cheating May be incomplete May be inaccurate or of questionable authenticity Locating suitable documents may pose challenges Analysis may be time consuming and access may be difficult

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

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Metaphors are the conceptual model that has been developed to be similar in some way to the aspects of a physical entity. A metaphor is a figure of speech that constructs an analogy between two things or ideas; the analogy is conveyed by the use of a metaphorical word in place of some other word.

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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Preferences : Who have been given preferences and of what kind?

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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The following are the features and functions should be given more emphasized: To login the account: this function will be operated in hurry by the users. Navigation of the system should take less time so that user needs not to wait a lot. Searching about any topic should not take much time.

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

Site administrator/ management


Low power Low interest

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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themselves. As there are many sources of information around us having varied views about the system, questionnaire is the best possible data gathering technique as it is relatively quick to collect large number of information. Also the responses are gathered in a standardized way, so questionnaires are more objective. For the Primary Stakeholders we have used Questionnaire, Internet and Naturalistic observation. We have used questionnaire because as the number of the users are more, this is less time consuming. It is easy to analyse the data collected by using this data gathering technique. By the use of questionnaire, internet and naturalistic observation, more diversity of users can be covered which is beneficial in getting the knowledge of what type of system is need to be develop and what are the prime features to be added in the system. We have not used interviews or other data gathering technique because they are time and money consuming as we cant go to each user personally and ask them their needs and requirements for the system. For the Secondary Stakeholders we have used Interviews, questionnaire and internet. We have used interviews to gather the data because it is convenient to ask questions that give a specific data which we need. For the As the number of manager for the system in quite less so we have used interview for gathering the information from the manages. Its easy for us to have a face to face conversation and gather required information and for this it is also less time consuming. For the owners we have used internet and questionnaire because its not at all easy to go to each and every user and identify their needs and requirements for the system. So to cover them all we have used these two techniques of data gathering. For the Tertiary Stakeholders we have used Interviews, Documentations and Focus group as data gathering technique. We have used interviews to gather the data because it is convenient to ask questions that give a specific data which we need. As the no of tertiary users are much less, its easy for us to have a face to face conversation and gather required information. We have also used documentations because it is good for getting background information on procedures and rules which the administrator want to impose on the system. We have not used questionnaire, internet and naturalistic observations the guidelines generated by the help of them can be too vague to be implement. For the facilitating we have used internet and naturalistic observations for the purpose of the data gathering technique. We have used this because it is not possible to go door to door and collect the required information. To get the information these two are most appropriate one as they can have the knowledge in a bulk. We have prepared certain questionnaires that revealed the user and system requirements. It was observed that majority of the users are normal internet users so a highly user friendly interface is expected.
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QUESTIONS 1.) o o o Do you always use the internet? Yes No sometimes

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 Colourful o Colourless

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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o Yes o No o Not sure 14) Do you like to give a feed back for website? o Yes o No o Not Sure

15.) Do you have colour blindness? o Yes o No o Not sure

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%

This project will be online.

Question 2. Analysis Impact

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.

Question 3. Analysis Impact

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.

Question 4. Analysis Impact

Will gender be forced on the web portal? Yes5% No80% Might be15%

Either male or female both can view this web-portal

Question 5.

Which language will be the best for user?

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Analysis Impact Hindi20% English70% Others10%

The language of the web-portal will be in English.

Question 6.

Will sound must attached in the web portal on any event? Strictly Not 10% Yes70% Not sure20%

Analysis Impact Question 7.

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

The background of the web-portal will be in Colourful.

Question 8

Do you need to have a personal account to play the games? Yes70% No20% Not sure10%

Analysis Impact Question 9. Analysis Impact

Every user will have their personal Account. Do you need sessions for games? Yes20% No70% Not sure10%

In web-portal there is not needed the sessions for every user.

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

A button of simple instruction for any difficulties

Question 12.

Would you like any hints for the game related to the learning or educational games? Yes70% No20% Not sure10%

Analysis Impact

Hints must be available for the quiz question.

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.

Question 14. Analysis Impact

Do you like to give a feed back for website? Yes70% No20% Not sure10%

A form for feedback/Suggestion/ Complain.

Question 15. Analysis Impact

Do you have colour blindness? Yes5% No85% Not sure10%

Any colour can be used in the Web-portal.

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Question 16. Analysis

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

School/Colleges/ Universities Internet Cafes

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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8.) Frecquently Asked Questions 10.)Feedback HIERARICHAL TASK ANALYSIS Goals are: 1.)Registration 2.)Profile Editing 3.)Game 4.)Song 5.)Video 6.)Help. 7.)Magazine 9.)Feedback 10.)Book HTA OF REGISTERATION

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Plan 0.0: Do 1.0 then 2.0 then 2.0 then do 3.1, 3.2, 3.3 randomly then do 1.4. Plan 3.0 If username already exist then please choose another user name. TASK ANALYSIS OF REGISTERATION TASK Open Website Click on Registration Fill Form Submit CRICTICALITY H H H H DIFFICULTY L L M L FREQUENCY H H H H

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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HTA OF GAME

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 ANALYSIS OF GAME

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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HTA OF SONG 0.0 Song

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

TASK Open Website Log IN

CRITICALITY H H

DIFFICULTY L L

FREQUENCY H H

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-Enter Username -Enter Password -Submit -Forget Username/Password --Fill the Question Select the Song Play -Start -Pause -Stop Download Song -Fill Form --Give Electronic card number and Password -Submit -Download --Save --Start/Pause Stop Exit H H H L L L L 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

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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HTA OF MOVIES

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

TASK Open Website Log IN -Enter Username


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CRITICALITY H H H

DIFFICULTY L L L

FREQUENCY H H H

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-Enter Password -Submit -Forget Username/Password --Fill the Question Select the Movie Play -Start -Pause -Stop Download Movie -Fill Form --Give Electronic card number and Password -Submit -Download --Save --Start/Pause Stop Exit H H L L L 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

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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--Fill the Question Choose the type of Magazine Select the Magazine Download Magazine -Fill Form --Give Electronic card number and Password -Submit -Download --Save --Start/Pause Stop L H L L L H

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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--Fill the Question Choose the type of Magazine Select the Magazine Download Magazine -Fill Form --Give Electronic card number and Password -Submit -Download --Save --Start/Pause Stop L H L L L H

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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Press FAQ -Enter the Question Submit H H H L L L H H H

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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CRITICALITY

DIFFICULTY

FREQUENCY
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Open Website Log IN -Enter Username -Enter Password -Submit -Forget Username/Password --Fill the Question Press FAQ -Enter the Question Submit Assumption for feedback: User can add their own comments. H H H H H L L L L L L H H H H H H L

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

To give feedback by the users

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4. Game To enjoy different games

5.

Help

Used in the help page

6.

Magazine

To find different types of magazines.

8.

Music

To enjoy music

9.

Profile

To view the profile

10.

Registration

For the new users to register

11.

Game

For enjoying the games

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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which by the early 1980s had acquired a host of undesirably vague and subjective connotations. However, in the intervening years, the word usability itself has become almost as devalued as the term it was intended to supplant. Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process. Usability is the study of the ease with which people can employ a particular tool or other human-made object in order to achieve a particular goal. Usability includes the methods of measuring usability and the study of the principles behind an object's perceived efficiency or elegance. Usability is an attribute of the quality of a system: it is a process or set of techniques used during a design and development project. It is the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use. It includes four elements that are necessary to create a usable system: 1. There are specified users of the system. 2. The users have a set of specified goals. 3. The system should allow user goals to be met (effectively) in an efficient manner and the users will be satisfied with the process or outcome. 4. The system will be used in a particular context (e.g. within a physical location, a business process). A usable system is one that is designed to consider all of these aspects. Usability is the measure of the quality of a user's experience when interacting with a product or system - whether a web site, software application, mobile technology, or any user-operated device.

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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without frustration should not be underestimated. It makes the difference between performing a task accurately and completely or not, and enjoying the process or being frustrated. Unusable systems can result in substantial costs to the business, not just in terms of lost sales, but in customer satisfaction, staff productivity and support requirements. Usability is a necessary condition for survival. If a website is difficult to use, people leave. If the homepage fails to clearly state what a company offers and what users can do on the site, people leave. If users get lost on a website, they leave. If a website's information is hard to read or doesn't answer users' key questions, they leave. There's no such thing as a user reading a website manual or otherwise spending much time trying to figure out an interface. There are plenty of other websites available; leaving is the first line of defence when users encounter a difficulty. Usability provides important benefits in terms of cost, product quality, and user satisfaction. It can improve development productivity through more efficient design and fewer code revisions. It can help to eliminate over-design by emphasizing the functionality required to meet the needs of real users. Design problems can be detected earlier in the development process, saving both time and money. It can provide further cost savings through reduced support costs, reduced training requirements, and greater user productivity. A usable product means more satisfied users and a better reputation for the web site and for the organization that developed it. Systems that are difficult to use result in the following business costs If the system is difficult to use, people wont use it. Whenever a choice is available, people will take the easiest option. This is particularly common on websites, where there is choice and a wide variation in usability. If people cant find a product on your website, they will do so somewhere else. Example:-The alternative may not be another system, but another method or format. If people have a choice between a simple, familiar paper form and a difficult online form, it is

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easy to see why they would continue with the paper version. Potential business benefits associated with the online form (including reduced processing costs) are not realised. If people have to use a difficult system, they will do so as little as possible. When people are given no alternative but to use a difficult system (such as a core business application or a standard word processing package), they will go to great lengths to avoid using the system. They will create elaborate work-around, put a lot of effort into finding ways to avoid using the system and will share this information with others. For example, on difficult business systems, people fill in as few fields as they can, and put dummy data in those that they cant avoid (causing poor data quality and increasingly strict measures or training efforts to improve quality). On a difficult intranet, people print out large documents or email them to colleagues so they dont have to look for them again, defeating the purpose of the intranet as a place for accurate and up to date information. If people have to use a difficult system, they will waste time. Where work around are not possible, a difficult system will cause staff to be inefficient for a longer time than necessary. It will take them time to learn how to use the system and any task that they dont do frequently will take longer and result in more errors. Types of users: There are three types of user: 1.Novice User: A person who has little or no previous experience of using a system .Novice users are basically the end user who have little or no knowledge about the working system. They are new to the system and will need a simple and basic interface. Since they are new in the system they will expect more secure ways of doing things in the system. Novice users' interface should provide simple ways to achieve important frequently performed tasks. 2. Knowledgeable Intermittent Users or Casual user: Casual user is such type of user which have full or little knowledge about he system but using the system rarely. Casual user might be a Novice user or Expert user. They have the proper understanding of the task and having broad knowledge of computers and interface.
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3. Expert User: An expert is a person who is very skilled at doing something or who knows a lot about a particular subject. A person with a high degree of skill in or knowledge of a certain subject. They are thoroughly with both task and interface concepts. They are likely to use the system often and appreciate short cuts to speed their work. GOALS Learnability: How easy is it for users to accomplish basic tasks the first time they encounter the design? Mostly it occurs with the novice user because novice user have no idea that how to interact with the website. Efficiency: Once users have learned the design, how quickly can they perform tasks? It measures the total time taken to perform typical tasks. Memorability: When users return to the design after a period of not using it, how easily can they re-establish proficiency? Usable systems minimise the time that we need to memorise. This may involve displaying relevant information at appropriate points, providing comparison charts or providing flexible password options. Errors: How many errors do users make, how severe are these errors, and how easily can they recover from the errors? A characteristic of a usable system is that it is designed to be tolerant of errors. This can be done by acknowledging that errors will occur, preventing those that are possible and allowing easy recovery from those that do occur. Count minor and catastrophic errors made by users while performing some specified task. Satisfaction: How pleasant is it to use the design? It asks from the users by the subjective opinion (questionnaire, interview), after trying system for real task. Selection of users on the basis of usability Goals: 1. Novice User: Novice user have little or no knowledge about the system. He is about new to the system. So there must be the learn ability. With the help of learn ability user can able to know that what the things he has to do to be the familiar to the interface or know about the system and interface effectively. Other achievable goals are Subjective Satisfaction and errors. Subjective satisfaction gives the result that how much users are satisfied with the system. A minor error can easily be solved by the novice user. 2. Knowledgeable Intermittent Users or Casual user: Such type of users has good or less knowledge. They may be the expert about the system but they are occasionally. They are never frequent to the system so memorability function or goals must be for the casual user
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which helps him to memorise the function related to the system. Designers of systems that help people to make decisions (such as information systems) must recognise that people are likely to use the first piece of information they see, may not read beyond that, and are very unlikely to read disclaimers or additional information. Error goal can also be add in the Knowledgeable Intermittent Users or Casual user ad they will be able to handle these errors easily. Subjective satisfaction will also be achievable goals in Casual user. 3. Expert User: Expert user have the full knowledge about the system. Usability goals which will be achievable in expert user section is Efficiency, Errors, Subjective Satisfaction. Expert user easily and perfectly handles the errors because he has the perfect knowledge about the system. They have the full command over the short cut keys and having the full idea about local map of the Site. Design Principle: 1. Visibility: visibility means that just by looking, users can see the possibilities for action .It means that placing the controls in a highly visible location and every user easily interact with it. It is useful for all type of users and for all generation. It is the most valuable part of the website to make it success. Because if any user facing problem to see the contents of the website they might be left the website and will select the other option. So perfect visibility must be there. 2. Feedback: Feedback is the provision of information to a user about the result of an action when feedback is used in design; the system tells the user that it has done something in response to the user's input. There must be the suitable response. Because if user clicks on the game button and instead of game it opens the book page then it may be bad feedback. So a good feedback is very necessary for a good website. Feedback is most important for the new user because he is unaware with the system and he is trying to manage the website with the help of metaphors or the meaning of the language. But if the given thing is wrong then the user will not find their result. For casual and expert user it is also important to memorise the things. 3. Constraints: Constraints are properties of an object that limit the ways in which it can be used. When constraints are used in design, we reduce the possibility of users making errors. With the help of constraints we can easily restrict the possible errors that can be performed. It prevent user from selecting the incorrect options. So it is useful for every type of user either Novice or Casual or Expert to handle the errors.

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4. Mapping: Mapping is the relationship between controls and their action or effect in the world Natural mapping takes advantage of physical analogies and cultural standards to provide the user with an understanding of how something works. This designing principle is useful for the casual user because they used the website rarely so they have the perception that this thing will be placed at that place and if they will not find there then there is the chance that they will face problems. So to avoid the problems a good mapping must be there. 5. Consistency: Design interfaces to have similar operations and use similar elements for similar tasks. There are two types of consistency. Internal consistency and other is External consistency. Internal consistency refers to designing operations to behave the same within an application. It helps to all types of users basically the casual user through which they can memorise easily their last visit of the website. It is also much useful for External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices. For example: Use of short cut keys always use ctrl key plus first initial of the command for an operation

ctrl+C, ctrl+S, ctrl+O 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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Benefits To discover the strengths and weaknesses of competing products or services, To develop a list of issues that need to be addressed in order to compete effectively.

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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on the system after some span of time gap. As they are new to the system so there are many chances that they can forget the things or get confuse among the different things. So, to solve this problem of the users we have used consistency in the whole system. We have also used metaphors to help our users. Errors: As our users are new to the system and they dont have much knowledge about the system there are more chances that they can commit mistakes while doing work on the system. So to minimize this problem we have used validations and password to restrict there activities and direct they in the right direction.

Subjective Satisfaction: Subjective satisfaction refers to the usability feature that

ensures

that system is pleasant to use. Every system fulfils the requirement of the user if it is enjoyable. 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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1) Learn ability: It means easy to learn. We have used different methods to make the system more and easier to learn and access by our users. For that we have used tooltips, guidance and help. Tool tip: It is a small, boxed text message that pops up when a mouse cursor hovers over a toolbar icon to help explain controls. By the use of tool tips we have tried to give a kind of knowledge to our users of what to do and where to do. It can eliminate the confusion of the users while using the system. Guidance: It is a kind of text or a kind of picture support given to tell the user how the system works. We have used text guidance to tell the user hoe to navigate the system properly so that the users feel absolutely free while using the system. They can get a clear cut picture by the help of guidance given for them. Help: We have used the help option in our system to make the user friendlier with the system. If the user is having any kind of problem while doing any of work on the system then in the help option he/she can ask his/her question and within few minutes get the answer of his/her question.

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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certain constrains on the system so that the user will make errors as less as possible. As we have novice users, they are new to the system, so the chances of making errors are every high. So for this we have use validations in entering the information by the user. If any thing is filled wrong the system will tell the user that he/she is entering wrong data and tell him/her to fill the correct one. We have also use the concept of password for login the account of the user. It will restrict unauthorised user to access the system.

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

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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Physical Constraint: for using our website user must need a computer. No other physical constraint we are going to implement in our system. Logical Constraint: validations for going to the home page from the sign up page. Cultural Constraint: We kept the idea in mind that while making the system no ones personal or religious feelings get hurt. 4.) Mapping: this design principle is achieved in following ways: All the buttons are placed well. Below every icon there is the text depicting for what it is used. 5.) Consistency: - Designed interface should have similar operation and use similar elements for similar task. Consistent interface is easier to learn and use. Internal Consistency: All the pages of our system are well maintained through colour combination and all the important menus are placed on each pages. There is option to go to the home page in all the pages. External Consistency: No external consistency we are going to use in our website. 6.) Affordance: It can be achieved through following ways: Using icons on buttons tell its suggestibility like using home icon for home button. The << symbol shows that we can move to back page. Thus shows how it can be used.

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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3.0 DESIGN AND PROTOTYPING 3.1 Individual Component by Ryan Prasad What is card sorting? Card sorting is a user-cantered design method for increasing a systems findability. The process involves sorting a series of cards, each labelled with a piece of content or functionality, into groups that make sense to users or participants. By understanding the users mental model, we can increase findability, which in turn makes the product easier to use. Easy and cheap to conduct. It is great, reliable, inexpensive method for finding patterns in how users would expect to find Types of Card-Sorting:Card-Sorting is generally is of two types: 1.) Open Card-Sorting. 2.) Closed Card-Sorting. Open Card-Sorting: An open card sort is typically done when you want to learn how users group content and understand the terms or labels users call each category. It basically used for grouping the items on the basis of human perception. It enables you to understand how real people are likely to group items. E.g. Menus Closed Card-Sorting: A closed card sort typically works best when you are working with a pre-defined set of categories and you want to learn how users sort content items into each category. It is used to select one out of several choices. It enables you to determine actual preferences versus what users think they prefer. content or functionality.

E.g. Colour choices, Navigation arrangements.

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Types of design: Design is generally of two types: Conceptual It is a high-level application prototype that illustrates the overall vision with respect to functionality, design, structure, and operational characteristics of a system. developing conceptual model, captures what the product will do and how it will behave. physical details of the design, e.g. screen, icons, graphics, menus

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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The prototype only retains limited characteristics of the final product. They are particularly good for: o Considering early design issues, e.g. layout of controls and display items, sequencing, etc. o Identifying fundamental problems, I.e. those which lead to errors, confusions, major dislikes Advantages: Less-time consuming. Inexpensive to use. Disadvantages: Gives the rough idea of the system. Not giving the complete functionality of the system. Not ensuring the success /failure of the system. Examples Storyboarding o Series of sketches showing how a user might progress through a task using the device being developed o Often based on scenarios - typical activities o Involving the product/system in a story form. Index Card/Stickies o Each card/sticky represents an element of a task, one screen or a screen element o Used in user evaluations where a member of the design team plays the computer o Difficulties encountered are observed and/or recorded High-fidelity Prototype: High-fidelity prototypes are fully interactive, simulating much of the functionality in the final product. Looks very much like the final product.
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More time-consuming to produce than low-fidelity prototyping. Retains many of the characteristics of the final product Time consuming and expensive to develop, however: o Enable a wider range of usability issues/ problems to be considered/uncovered o Enable other quality attributes such as aesthetics to be o evaluated o Impress management, serve as a good marketing and sales tool Advantages Complete functionality, look and feel of final product Fully interactive More user-friendly. Ensures more success/failure of the system. High-fidelity prototypes offer more realistic interactions than low-fidelity. User-driven Marketing/sales tools. Disadvantages High-fidelity prototyping may make designers reluctant to change designs and less likely to fully explore the design space. Take a long to build and requires skill. More time consuming to develop the system. Reviewers and testers tend to comment on surface aspects rather than content. Example of Hi-fidelity: Software prototyping Computer-based mock-ups of interface enabling sophisticated user-system interactions Variety of prototyping tools exist to support developers with differing levels of fidelity, e.g. MS PowerPoint Author ware Macromedia Flash Macromedia Director

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Group Component: Card Sorting: At the beginning of any information design exercise, it is normal to be confronted by a very long list of potential subjects to include. The challenge is to organise this information in a way that is useful and meaningful for the users of the system. While careful investigation and analysis of the information may reveal some clues, it can be virtually impossible to determine which topics should be grouped together. The difficulty in organising the content stems from a lack of knowledge about how real users make use of this information. Without this, any exercise in information design is a purely theoretical one. A card sorting session can go a long way towards resolving this problem. In essence, in card sorting process we have followed these steps: 1. At first we wrote down each topic on a filing (index) card. 2. After that we gave the pile of cards to a number of users and ask them to group the cards into piles. 3. And at the end we have collected the results, and make use of them when completing the information design. This is a very simple, and often very effective, method of working with users to come up with a usable design.

1-Card Sorting for Design of Home Page:

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.

All the menus are not shown in the home page.

All the menus come as the user go through the protal.

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2-Card Sorting for the Sign Up facility/Page:
Having a separate sign up page. No sign up facility Sign up should be in the home page itself and we can move ahead without sign in the web portal.

Sign up should be in the home page itself and we can not move ahead without sign in the web portal.

3-Card Sorting for Selection of the Metaphors:


The metaphors should not be used . The metaphors should be used. The metaphors should be used but not every where.

Metaphors should be used where ever they are required.

4-Card Sorting for Selection of the Backgroung Colour:


The background colour is blue The background colour is green. The background colour is white.

The background colour is pink with some images.

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5-Card Sorting for the selection of Heading Colour:

The colour for the heading of the portal is black.

The colour for the heading of the portal is yellow and green

The colour for the heading of the portal is red.

The colour for the heading of the portal is pink.

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.

Metaphors should be used where ever they are required.

Result of Card Sorting 1-Card Sorting for Design of Home Page:


All the menu should be shown on the home page but after having a separate sign up page.

All the Menus related to the Web Portal should be on the home page.

All the menus are not shown in the home page.

50%

21%
All the menus come as the user go through the protal.

15%

14%

15%

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2-Card Sorting for the Sign Up facility/Page:


Having a separate sign up page. No sign up facility Sign up should be in the home page itself and we can move ahead without sign in the web portal.

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% 3-Card Sorting for Selection of the Metaphors:


The metaphors should not be used . The metaphors should be used. The metaphors should be used but not every where.

12%

15%
Metaphors should be used where ever they are required.

23%

50% 4-Card Sorting for Selection of the Backgroung Colour:


The background colour is blue The background colour is green. The background colour is white.

25%

25%
The background colour is pink with some images.

20%

30%
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5-Card Sorting for the selection of Heading Colour:


The colour for the heading of the portal is black. The colour for the heading of the portal is yellow and green. The colour for the heading of the portal is red.

20%

40%

20%

The colour for the heading of the portal is pink.

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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As per the card sorting result ,the menus/tabs in the web portal should follow the Millers law so that it will be easy for the users to remember. Parallel Designing: Design 1: .Home Page designed by Ryan Prasad

Design 2: Home Page designed by Himani

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Design 3 : Home Page designed by Abhishek Kumar Jha

Design 4: Home Page designed by Akansha

Participatory Design

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Storyboarding:

Sample: Storyboard

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 1 of 1.

Screen Description:
Login Page

Links from screens: 1.

Links to screen:

Functionality/Interactivity

The Users(Kids) can Login with User name and Password.

640

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Username textbaox

Password textbox

480

Submit button

Background: Color

Audio: No

Color Scheme: Pink

Video: No

Text attributes: Times New Roman

Stills: Yes

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Control Identified Problem Modification required

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

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 1 of 1.

Screen Description:
Home page. This the page where all the control exist.

Links from screens: 1.

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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480

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 1 of 1.

Screen Description:
Login Page

Links from screens: 1.

Links to screen:

Functionality/Interactivity

The Users(Kids) can Login with User name and Password.

640

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Username textbaox

Password textbox

480

Submit button

Background: Color

Audio: No

Color Scheme: Pink

Video: No

Text attributes: Times New Roman

Stills: Yes

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Control Identified Problem Modification required

Submit Button

Clearly Visible

Not required

Background: Color Pink

Audio: No

Color Scheme: Pink,green,blue

Video: No

Text attributes: Times New Roman

Stills: Yes

Screen-2(Home Page)

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This ia main navigational page. from her the user can navigate to any page of the portal.User can view and edit their profile, read the magazine of their choice, watch movie ,listen songs etc. 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.

sample: Storyboard

Project Title: Web Portal for kids

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 from screens: 1.

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

Background: Color Pink

Audio: No

Color Scheme: Pink,black,blue

Video: No

Text attributes: Times New Roman

Stills: Yes

Sample: Storyboard

Project Title: Web Portal for kids


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Date : 17/10/2010

Screen: 3 of 1.

Screen Description:
Edit profile.

Links from screens: 1.

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

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Professiona l

personal Page 76

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contact

480

Background: Color

Audio: No

Color Scheme: Pink,blue,green

Video: No

Text attributes: Times New Roman

Stills: Yes

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Sample: Storyboard

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 3 of 1.

Screen Description:
Kids Magazine

Links from screens: 1.

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

Color Scheme: Pink,Red,Blue

Video: No

Text attributes: Times New Roman

Stills: Yes

Sample: Storyboard

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 3 of 1.

Screen Description:
Kids Magazine

Links from screens: 1.

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

Color Scheme: Pink,Red,Blue

Video: No

Text attributes: Times New Roman

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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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

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 6 of 1.

Screen Description:
Game Zone

Links from screens: 1.

Links to screen: 6

Functionality/Interactivity

The Users(Kids) can play various online game of his interest .

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Select games among followings

480

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Background: Color

Audio: Yes

Color Scheme: Pink

Video: Yes

Text attributes: Times New Roman

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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Sample: Storyboard

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 7 of 1.

Screen Description:
Help Zone

Links from screens: 1.

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

Color Scheme: Pink,Black

Video: No

Text attributes: Times New Roman

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

Project Title: Web Portal for kids

Date : 17/10/2010

Screen: 8 of 1.

Screen Description:
Feedback

Links from screens: 1.


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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

Color Scheme: Pink

Video: No

Text attributes: Times New Roman

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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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. Strategy

LOG IN Page .Go to Home PAGE

Use menu buttons

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Screen shots

Registration Screen

Profile Screen

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Books Screen

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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concepts and policies better. For different stages in a process or training, there are different evaluation strategies which serve the purpose appropriately. Read more on organizational evaluation.

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

Evaluation Paradigm 1.)Quick and Dirty

Evaluation Technique Asking Users their opinions

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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done any time. The emphasis is on fast input to the design process rather than carefully documented findings.

2.) Usability Testing

testing users performance

Usability testing involves recording typical users performance on typical tasks in controlled settings. As the users perform these tasks they are watched & recorded on video & their key presses are logged. This data is used to calculate performance times, identify errors & help explain why the users did what they did. User satisfaction questionnaires & interviews are used to elicit users opinions. 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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3.) Field Studies

observing users

4.) Predictive Evaluation

asking experts their opinions

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present Relatively quick & inexpensive

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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privacy of personal information not to be quoted without their agreement leave when they wish be treated politely

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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1.) Visibility of system status: The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. 2.) Match between system and the real world: The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. 3.) User control and freedom: 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. Support undo and redo. 4.) Consistency and standards: Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. 5.) Error prevention: Even better than good error messages is a careful design which prevents a problem from occurring in the first place. 6.) Recognition rather than recall: Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate. 7.) Flexibility and efficiency of use: Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. 8.) Aesthetic and minimalist design: Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility. 9.) Help users recognize, diagnose, and recover from errors: Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution. 10.) Help and documentation: Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large. Types of Help and documentation Quick reference: It is used as a reminder to the user of the details of tools the user is basically familiar with and has used before. It can be used to remind the user of the syntax of the command Task specific help: It is required when we encountered a problem in performing a particular task or if we are uncertain how to apply the tool to his particular problem. It is direct related to what is being done.
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Full explanation: It is used for the experienced user to understand, how to apply the tool to the particular problem, to understand the command or a tool thoroughly. It also includes detail information which user might not need at that time. Tutorial: It is used for earning through practice aimed at new users of a tool. It also provides step by step instruction.

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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4.2.1.2 Explore the specific questions to be answered. In order to make goals operational, questions that must be answered to satisfy them have to be identified. For example, the goal of finding out that: 1. Is the link Visible? 2. Is web portal contains the consistency? 3. What is the possibility that the feedback of the web portal will give the unwanted result? 4. Is the user interface to the web portal so poor that it cant be used? 5. Is the system difficult to navigate? 6. Is the terminology confusing because it is inconsistent? 7. Is response time too slow? 8. Is the feedback confusing or maybe insufficient? 9. Whether the link is given proper feedback or not?

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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4.2.1.4 Identify the practical issues There are many practical issues to consider when doing any kind of evaluation and it is important to identify them before starting. Some issues that should be considered include users, facilities and equipment, schedules and budgets, and evaluators expertise. Depending on the availability of resources, compromises may involve adapting or substituting techniques. The main issues are: 1. Project is on time 2. Users are available 3. Project is within the budget. 4. Facilities 5. Equipment related to the project must be available on time. 6. Expert person are available. 4.2.1.5 Decide how to deal with the ethical issues.

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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Is the technique reliable? Will the approach measure what is intended, i.e., what is its validity? Are biases creeping in that will distort the results? Are the results generalizable, i.e., what is their scope? Is the evaluation ecologically valid or is the fundamental nature of the process being changed by studying it? 4.2.2 EVALUATION PARADIGM (USABILITY TESTING)

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 Magzine Goal for Novice User Optimal 10 Recorded Time 8 Unacceptable > 14 Modification Required No modification required.

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

Game for Expert User

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Optimal 12 Recorded Time 0.4 Unacceptable >2 Modification Required No modification required

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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2 3 3 2 Yes Yes No Modification required No Modification required

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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(4<5<6) 1 2 3 3 3 2 Yes Yes Yes No Modification required No Modification required No Modification required

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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Module to be tested: Edit Profile

Place: APIIT LIBRARY


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S.No 2 Condition Tested Expected Result Actual Result Remarks

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
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7. Will user able to Play the Yes after clicking the Matched Game? link user can play the the game. result. with Success

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

Download the Game?

expected

Download the game.

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

Run the system for some time

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Errors Per Hour Optimal 10 Target 4 Current 0 Unacceptable >5

4.2.2.5 Testing Subjective Satisfaction Q1. Is the system having consistency? Yes No

Q2. Does it give the proper Feedback? Yes No

Q3. Does the system have the Help Button? 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
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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. The other help topic which we have used is the Task specific help. In our kids web portal. Suppose any user is playing the game on the website and he struck on a thing that he doesnt really know about then with the task specific help he can solve their problem. It will give the whole idea about how to play the game. What is their functionality and what is their keyword to play games. 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:


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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. 4.2.4 HEURISTIC EVALUATION Q1. Is the font size of the website appropriate? Yes No

Q2. Is the metaphor are easily understandable to the user? Yes No

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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1.4 Do menu instructions, prompts, and error messages appear in the same place(s) on each menu? In multipage data entry screens, is each page labeled to show its relation to others? If overtype and insert mode are both available, is there a visible indication of which one the user is in? If pop-up windows are used to display error messages, do they allow the user to see the field in error? Is there some form of system feedback for every operator action? After the user completes an action (or group of actions), does 1.9 the feedback indicate that the next group of actions can be started? Is there visual feedback in menus or dialog boxes about which choices are selectable? Is there visual feedback in menus or dialog boxes about which choice the cursor is on now? If multiple options can be selected in a menu or dialog box, 1.12 is there visual feedback about which options are already selected? 1.13 Is there visual feedback when objects are selected or moved? Yes No Yes No

1.5

Yes

1.6

No

1.7

No

1.8

Yes

1.10

Yes

1.11

Yes

1.14 Is the current status of an icon clearly indicated?

Yes Yes No N/A

Review Checklist

Comments

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1.15 Is there feedback when function keys are pressed? If there are observable delays (greater than fifteen seconds) 1.16 in the systems response time, is the user kept informed of the system's progress? In songs and movie, since it is downloaded by 1.17 Are response times appropriate to the task? Yes the website so it might be take sometime. No Yes

1.18

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

Yes

1.19 Simple, frequent tasks: less than 1 second

Yes

1.20 Common tasks: 2-4 seconds

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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task domain? Does the system provide visibility: that is, by looking, can 1.26 the user tell the state of the system and the alternatives for action? 1.27 Do GUI menus make obvious which item has been selected? Do GUI menus make obvious whether deselection is possible? If users must navigate between multiple screens, does the 1.29 system use context labels, menu maps, and place markers as navigational aids? 4.2.4.2. Match Between System and the Real World The system should speak the users language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Yes Yes Yes

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?

Yes No N/A Yes

2.2

Yes

2.3

Yes

2.4

Do related and interdependent fields appear on the same screen?

Yes

2.5

If shape is used as a visual cue, does it match cultural conventions?

Yes

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2.6 Do the selected colors correspond to common expectations about color codes? When prompts imply a necessary action, are the words in the message consistent with that action? Do keystroke references in prompts match actual key names? Yes

2.7

No

2.8

No

2.9

On data entry screens, are tasks described in terminology familiar to users?

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

Are command names specific rather than general?

Yes

2.16

Does the command language allow both full names and abbreviations?

No

2.17

Are input data codes meaningful?

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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2.20 Does the system automatically enter a dollar sign and decimal for monetary entries? 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. 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

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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

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?
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Yes

Yes

Yes

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3.14 Are menus broad (many items on a menu) rather than deep (many menu levels)? If the system has multiple menu levels, is there a mechanism that allows users to go back to previous menus? 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? 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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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

Are there no more than twelve to twenty icon types?

Yes In the game page

4.7

Are there salient visual cues to identify the active window?

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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screens in the system? 4.12 Are menu choice lists presented vertically? If "exit" is a menu choice, does it always appear at the bottom of the list? No

4.13

No

4.14 Are menu titles either centered or left-justified?

Yes Menu Items is

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

4.22 Are attention-getting techniques used with care?

N/A

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4.23 Intensity: two levels only Yes

4.24 Size: up to four sizes

Yes

4.25 Font: up to three

Yes

4.26 Blink: two to four hertz

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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4.37 Do field-level prompts provide more information than a restatement of the field name? For question and answer interfaces, are the valid inputs for a question listed? Are menu choice names consistent, both within each menu 4.39 and across the system, in grammatical style and terminology? Does the structure of menu choice names match their corresponding menu titles? Are commands used the same way, and do they mean the same thing, in all parts of the system? Does the command language have a consistent, natural, and mnemonic syntax? Do abbreviations follow a simple primary rule and, if 4.43 necessary, a simple secondary rule for abbreviations that otherwise would be duplicates? Yes No N/A N/A No Yes Yes

4.38

Yes

4.40

Yes

4.41

Yes

4.42

Yes

No abbreviation used.

Review Checklist

Comments

4.44 Is the secondary rule used only when necessary?

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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4.48 If the system has multipage data entry screens, do all pages have the same title? If the system has multipage data entry screens, does each page have a sequential page number? Does the system follow industry or company standards for function key assignments? Are high-value, high-chroma colors used to attract attention? 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? 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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5.8 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

5.16 Do error messages inform the user of the error's severity?

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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5.21 If the system supports both novice and expert users, are multiple levels of error-message detail available? 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?

Database are not N/A included.

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

consequences located far away from low-consequence and high-use keys?

Yes

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6.9 Has the use of qualifier keys been minimized? If the system uses qualifier keys, are they used consistently throughout the system? Does the system prevent users from making errors whenever possible? Does the system warn users if they are about to make a potentially serious error? Does the system intelligently interpret variations in user commands? Do data entry screens and dialog boxes indicate the number of character spaces available in a field? Do fields in data entry screens and dialog boxes contain default values when appropriate? Yes

6.10

Yes

6.11

Yes

6.12

No

6.13

Yes

6.14

No

6.15

No

4.2.4.7. Recognition Rather Than Recall Yes No N/A

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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7.5 Are prompts, cues, and messages placed where the eye is likely to be looking on the screen? Have prompts been formatted using white space, justification, and visual cues for easy scanning? Do text areas have "breathing space" around them? Is there an obvious visual distinction made between "choose one" menu and "choose many" menus? Have spatial relationships between soft function keys (onscreen cues) and keyboard function keys been preserved? Does the system gray out or delete labels of currently inactive soft function keys? Is white space used to create symmetry and lead the eye in the appropriate direction? Have items been grouped into logical zones, and have headings been used to distinguish between zones? Are zones no more than twelve to fourteen characters wide and six to seven lines high? Have zones been separated by spaces, lines, color, letters, bold titles, rules lines, or shaded areas? Are field labels close to fields, but separated by at least one space? Are long columnar fields broken up into groups of five, separated by a blank line? Are optional data entry fields clearly marked? 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

7.16

Yes

7.17

Yes

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7.18 Are symbols used to break long input strings into "chunks"? Is reverse video or color highlighting used to get the user's attention? Is reverse video used to indicate that an item has been selected? Are size, boldface, underlining, color, shading, or 7.21 typography used to show relative quantity or importance of different screen items? 7.22 Are borders used to identify meaningful groups? Yes Yes No

7.19

Yes

7.20

Yes

7.23 Has the same color been used to group related elements?

Yes

7.24 Is color coding consistent throughout the system?

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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7.31 Have frequently confused data pairs been eliminated whenever possible? Have large strings of numbers or letters been broken into chunks? Yes

7.32

No

7.33 Are inactive menu items grayed out or omitted?

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

4.2.4.8. Aesthetic and Minimalist Design Yes No N/A

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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and experts to use a positional grammar? 8.3 Can users define their own synonyms for commands? No

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

No Database N/A connectivity

8.12

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8.13 On data entry screens, do users have the option of either clicking directly on a field or using a keyboard shortcut? On menus, do users have the option of either clicking directly on a menu item or using a keyboard shortcut? In dialog boxes, do users have the option of either clicking 8.15 directly on a dialog box option or using a keyboard shortcut? Can expert users bypass nested dialog boxes with either type-ahead, user-defined macros, or keyboard shortcuts? Yes Yes

8.14

No

8.16

Yes

4.2.4.9. Aesthetic and Minimalist Design. Yes No N/A

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

Are meaningful groups of items separated by white space?

Yes

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9.7 Does each data entry screen have a short, simple, clear, distinctive title? Are field labels brief, familiar, and descriptive? Are prompts expressed in the affirmative, and do they use the active voice? Is each lower-level menu choice associated with only one higher level menu? 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

4.2.4.10. Help and Documentation Yes No N/A

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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If menu items are ambiguous, does the system provide 10.6 additional explanatory information when an item is selected? Are there memory aids for commands, either through online quick reference or prompting? Is the help function visible; for example, a key labeled HELP or a special menu? Is the help system interface (navigation, presentation, and 10.9 conversation) consistent with the navigation, presentation, and conversation interfaces of the application it supports? 10.10 Navigation: Is information easy to find? Yes Yes 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

Yes No N/A Yes

Comments

10.13 Is the information relevant?

10.14 Goal-oriented (What can I do with this program?)

Yes

10.15 Descriptive (What is this thing for?)

Yes

10.16 Procedural (How do I do this task?)

Yes

10.17 Interpretive (Why did that happen?)

No

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10.18 Navigational (Where am I?) Yes Yes

10.19 Is there context-sensitive help?

10.20 Can the user change the level of detail available?

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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4.2.2.5 Testing Subjective Satisfaction Q1. Is the system having consistency? Yes No

Q2. Does it give the proper Feedback? Yes No

Q3. Does the system have the Help Button? 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 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.
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The other help topic which we have used is the Task specific help. In our kids web portal. Suppose any user is playing the game on the website and he struck on a thing that he doesnt really know about then with the task specific help he can solve their problem. It will give the whole idea about how to play the game. What is their functionality and what is their keyword to play games.

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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4.2.4 HEURISTIC EVALUATION Q1. Is the font size of the website appropriate? Yes No

Q2. Is the metaphor are easily understandable to the user? Yes No

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

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unselected icons? Do menu instructions, prompts, and error messages appear in the same place(s) on each menu? In multipage data entry screens, is each page labeled to show its relation to others? If overtype and insert mode are both available, is there a visible indication of which one the user is in? If pop-up windows are used to display error messages, do they allow the user to see the field in error? Is there some form of system feedback for every operator action? After the user completes an action (or group of actions), does 1.9 the feedback indicate that the next group of actions can be started? Is there visual feedback in menus or dialog boxes about which choices are selectable? Is there visual feedback in menus or dialog boxes about which choice the cursor is on now? If multiple options can be selected in a menu or dialog box, 1.12 is there visual feedback about which options are already selected? 1.13 Is there visual feedback when objects are selected or moved? Yes No Yes

1.4

No

1.5

Yes

1.6

No

1.7

No

1.8

Yes

1.10

Yes

1.11

Yes

1.14 Is the current status of an icon clearly indicated?

Yes Yes No N/A

Review Checklist

Comments

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1.15 Is there feedback when function keys are pressed? If there are observable delays (greater than fifteen seconds) 1.16 in the systems response time, is the user kept informed of the system's progress? In songs and movie, since it is downloaded by 1.17 Are response times appropriate to the task? Yes the website so it might be take sometime. No Yes

1.18

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

Yes

1.19 Simple, frequent tasks: less than 1 second

Yes

1.20 Common tasks: 2-4 seconds

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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task domain? Does the system provide visibility: that is, by looking, can 1.26 the user tell the state of the system and the alternatives for action? 1.27 Do GUI menus make obvious which item has been selected? Do GUI menus make obvious whether deselection is possible? If users must navigate between multiple screens, does the 1.29 system use context labels, menu maps, and place markers as navigational aids? 4.2.4.2. Match Between System and the Real World The system should speak the users language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order. Yes Yes Yes

1.28

No

Review Checklist

Yes/ No/ NA Yes

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

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2.5 If shape is used as a visual cue, does it match cultural conventions? Do the selected colours correspond to common expectations about colour codes? When prompts imply a necessary action, are the words in the message consistent with that action? Do keystroke references in prompts match actual key names? On data entry screens, are tasks described in terminology familiar to users? 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? Does the command language employ user jargon and avoid computer jargon? Are command names specific rather than general? Does the command language allow both full names and abbreviations? Are input data codes meaningful? Yes

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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2.18 Have uncommon letter sequences been avoided whenever possible? Does the system automatically enter leading or trailing spaces to align decimal points? Does the system automatically enter a dollar sign and decimal for monetary entries? Yes

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.
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Users should make their own decisions (with clear information) regarding the costs of exiting current work. The system should support undo and redo.

Review Checklist

Yes No N/A

Comments

3.1

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

3.11 Are character edits allowed in data entry fields?

Yes

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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? Are menus broad (many items on a menu) rather than deep (many menu levels)? If the system has multiple menu levels, is there a mechanism that allows users to go back to previous menus? Yes Yes

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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Can users set their own system, session, file, and screen defaults? No database No connectivity.

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

Are there no more than twelve to twenty icon types?

Yes In the game page

4.7

Are there salient visual cues to identify the active window?

No

there is

4.8

Does each window have a title?

No

4.9

Are vertical and horizontal scrolling possible in each

Yes

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window? 4.10 Does the menu structure match the task structure? Have industry or company standards been established for 4.11 menu design, and are they applied consistently on all menu screens in the system? 4.12 Are menu choice lists presented vertically? If "exit" is a menu choice, does it always appear at the bottom of the list? No Yes Yes

4.13

No

4.14 Are menu titles either centered or left-justified?

Yes Menu Items is

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

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4.21 Do field labels appear to the left of single fields and above list fields? No

4.22 Are attention-getting techniques used with care?

N/A

4.23 Intensity: two levels only

Yes

4.24 Size: up to four sizes

Yes

4.25 Font: up to three

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

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4.35 Are user actions named consistently across all prompts in the system? Are system objects named consistently across all prompts in the system? Do field-level prompts provide more information than a restatement of the field name? For question and answer interfaces, are the valid inputs for a question listed? Are menu choice names consistent, both within each menu 4.39 and across the system, in grammatical style and terminology? Does the structure of menu choice names match their corresponding menu titles? Are commands used the same way, and do they mean the same thing, in all parts of the system? Does the command language have a consistent, natural, and mnemonic syntax? Do abbreviations follow a simple primary rule and, if 4.43 necessary, a simple secondary rule for abbreviations that otherwise would be duplicates? Yes No N/A N/A No Yes Yes

4.36

Yes

4.37

Yes

4.38

Yes

4.40

Yes

4.41

Yes

4.42

Yes

No abbreviation used.

Review Checklist

Comments

4.44 Is the secondary rule used only when necessary?

4.45 Are abbreviated words all the same length?

No

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4.46 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? If the system has multipage data entry screens, do all pages have the same title? If the system has multipage data entry screens, does each page have a sequential page number? Does the system follow industry or company standards for function key assignments? Are high-value, high-chroma colours used to attract attention? Yes

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

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5.6 If humorous error messages are used, are they appropriate and inoffensive to the user population? Are error messages grammatically correct? No

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

5.16 Do error messages inform the user of the error's severity?

No

5.17 Do error messages suggest the cause of the problem? Do error messages provide appropriate semantic information?

Yes

5.18

No

5.19 Do error messages provide appropriate syntactic

No

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information? Do error messages indicate what action the user needs to take to correct the error? If the system supports both novice and expert users, are multiple levels of error-message detail available?

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?

Database are not N/A included.

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

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consequences in hard-to-reach positions? Are the function keys that can cause the most serious 6.8 consequences located far away from low-consequence and high-use keys? 6.9 Has the use of qualifier keys been minimized? If the system uses qualifier keys, are they used consistently throughout the system? Does the system prevent users from making errors whenever possible? Does the system warn users if they are about to make a potentially serious error? Does the system intelligently interpret variations in user commands? Do data entry screens and dialog boxes indicate the number of character spaces available in a field? Do fields in data entry screens and dialog boxes contain default values when appropriate? Yes Yes

6.10

Yes

6.11

Yes

6.12

No

6.13

Yes

6.14

No

6.15

No

4.2.4.7. Recognition Rather Than Recall Yes No N/A

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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7.3 Are multiword field labels placed horizontally (not stacked vertically)? Are all data a user needs on display at each step in a transaction sequence? Are prompts, cues, and messages placed where the eye is likely to be looking on the screen? Have prompts been formatted using white space, justification, and visual cues for easy scanning? Do text areas have "breathing space" around them? Is there an obvious visual distinction made between "choose one" menu and "choose many" menus? Have spatial relationships between soft function keys (onscreen cues) and keyboard function keys been preserved? Does the system gray out or delete labels of currently inactive soft function keys? Is white space used to create symmetry and lead the eye in the appropriate direction? Have items been grouped into logical zones, and have headings been used to distinguish between zones? Are zones no more than twelve to fourteen characters wide and six to seven lines high? Have zones been separated by spaces, lines, colour, letters, bold titles, rules lines, or shaded areas? Are field labels close to fields, but separated by at least one space? Yes

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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7.16 Are long columnar fields broken up into groups of five, separated by a blank line? Are optional data entry fields clearly marked? Are symbols used to break long input strings into "chunks"? Is reverse video or colour highlighting used to get the user's attention? Is reverse video used to indicate that an item has been selected? Are size, boldface, underlining, colour, shading, or 7.21 typography used to show relative quantity or importance of different screen items? 7.22 Are borders used to identify meaningful groups? Yes Yes Yes

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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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? Have frequently confused data pairs been eliminated whenever possible? Have large strings of numbers or letters been broken into chunks? Yes Yes

7.31

Yes

7.32

No

7.33 Are inactive menu items grayed out or omitted?

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

4.2.4.8. Aesthetic and Minimalist Design # Review Checklist Yes No Comments

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N/A 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 and experts to use a positional grammar?

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

documents may be incomplete, can users save a partially filled screen?

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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shortcut? Does the system offer "find next" and "find previous" shortcuts for database searches? On data entry screens, do users have the option of either clicking directly on a field or using a keyboard shortcut? On menus, do users have the option of either clicking directly on a menu item or using a keyboard shortcut? In dialog boxes, do users have the option of either clicking 8.15 directly on a dialog box option or using a keyboard shortcut? Can expert users bypass nested dialog boxes with either type-ahead, user-defined macros, or keyboard shortcuts? Yes No Database N/A connectivity

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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If the system uses a standard GUI interface where menu 9.5 sequence has already been specified, do menus adhere to the specification whenever possible? 9.6 Are meaningful groups of items separated by white space? Does each data entry screen have a short, simple, clear, distinctive title? Are field labels brief, familiar, and descriptive? Are prompts expressed in the affirmative, and do they use the active voice? Is each lower-level menu choice associated with only one higher level menu? Yes Yes

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

4.2.4.10. Help and Documentation

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

Do the instructions follow the sequence of user actions?

Yes

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If menu choices are ambiguous, does the system provide 10.4 additional explanatory information when an item is selected? Are data entry screens and dialog boxes supported by navigation and completion instructions? If menu items are ambiguous, does the system provide 10.6 additional explanatory information when an item is selected? Are there memory aids for commands, either through online quick reference or prompting? Is the help function visible; for example, a key labeled HELP or a special menu? Is the help system interface (navigation, presentation, and 10.9 conversation) consistent with the navigation, presentation, and conversation interfaces of the application it supports? 10.10 Navigation: Is information easy to find? Yes Yes No No

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

Yes No N/A Yes

Comments

10.13 Is the information relevant?

10.14 Goal-oriented (What can I do with this program?)

Yes

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10.15 Descriptive (What is this thing for?) Yes

10.16 Procedural (How do I do this task?)

Yes

10.17 Interpretive (Why did that happen?)

No

10.18 Navigational (Where am I?)

Yes Yes

10.19 Is there context-sensitive help?

10.20 Can the user change the level of detail available?

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

4.2.5 IMPACT 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: 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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APPENDIX Gantt Chart

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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learning games, free math and spelling games or watch fun activities for kids, parents, teacher and family members together. You can create static pages for the following functionality: o Free Kid Games o Word Games o Fun Colouring Pages o Math Games o Questions and Answers the kids mostly ask o Arts and Crafts

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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sign-out option Visibility Exit option 2 3 3 3 1 3 1 1 3 RE FE RE NC ES

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 Design & Prototype http://www.boxesandarrows.com/view/card_sorting_a_definitive_guide http://www.usability.gov/methods/design_site/cardsort.html http://en.wikipedia.org/wiki/Prototypes http://it.toolbox.com/blogs/enterprise-solutions/prototyping-types-of-prototypes-14927

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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