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Antique shop - HCIU Principle
 

Antique shop - HCIU Principle

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it was a web based system developed for antique things,we had collected many things and then we categorized in a sequence order by year wised , with the help of using "HCIU Principle" i .e., Design ...

it was a web based system developed for antique things,we had collected many things and then we categorized in a sequence order by year wised , with the help of using "HCIU Principle" i .e., Design Principle , Metaphors etc.

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    Antique shop - HCIU Principle Antique shop - HCIU Principle Document Transcript

    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 GROUP ASSIGNMENT Module Code: CE00306-2 “ANTIQUE SHOP” Group No-10 Level-2 (COM) Hand-out date: 23 Aug 2012 Submitted to: Hand-in date: 23 Oct 2012 Submitted by: Mr. Umesh Verma Gaurav Kumar (Module Lecturer) Prem Prakash Pandey (PT1082218) Prince Kumar Raju Ranjan GROUP ASSIGNMENT (PT1082209) (PT1082219) (PT1082221) Page 1
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 CERTIFICATE This is to certify that the following under mentioned student of COMPUTING BRANCH had completed there "GROUP ASSIGNMENT" of “HUMAN COMPUTER INTERACTION AND USABILITY". The project has been submitted in the given span of time. They have adopted no foul means to complete their project. I hereby declare that I have been handed over the project along with all necessary documents. I wish them good luck in all their future projects. GROUP ASSIGNMENT Page 2
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 ACKNOWLEDGEMENT It will be wrong to say that only we have completed this project. The successful completion of this project is done under the guidance of our module teacher Mr. Umesh Verma .Under his supervision we are able to complete our project. His timely guidance leads to the successful completion of our project. We are thankful to our group members and peers. While doing this project we learn many things which will help us in future. While doing this project we faced many challenges and by continuous efforts and guidance we overcome and completed the project. GROUP ASSIGNMENT Page 3
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Contents CERTIFICATE ............................................................................................................................... 2 ACKNOWLEDGEMENT .............................................................................................................. 3 1. BRIEF DESCRIPTION OF HCIU ............................................................................................. 8 1.1 WHAT IS HCI? ..................................................................................................................... 8 1.2 WHY HCI IS IMPORTANT? ............................................................................................... 8 2. USER PROFILING .................................................................................................................... 9 2.1 WHAT IS USER PROFILING ............................................................................................. 9 2.2 REASON FOR CONDUCTING USER PROFILING ......................................................... 9 2.3 ACTUAL USER PROFILING PERFORMED ............................................................. 10 2.3.1 TARGET USERS ................................................................................................... 10 2.3.2 PLACES WHERE THE TASK IS PERFORMED ................................................. 11 2.3.3 RELATIONSHIP BETWEEN USER AND DATA ............................................... 11 2.3.4 FREQUENCY OF TASK PERFORMED .............................................................. 11 2.3.5 TIME CONSTRAINTS .......................................................................................... 11 2.4 HUMAN FACTOR ............................................................................................................. 12 2.4.1 TYPES OF HUMAN FACTOR ................................................................................... 12 2.5 STAKEHOLDER ANALYSIS ........................................................................................... 13 2.6 CONCLUSION .............................................................................................................. 14 2.6.1 IMPACT OF USER PROFILING ................................................................................ 14 3. DATA GATHERING TECHNIQUES ..................................................................................... 15 3.1 WHAT IS DATA GATHERING TECHNIQUES .............................................................. 15 GROUP ASSIGNMENT Page 4
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 3.2 DATA GATHERING TECHNIQUE SELECTED FOR ANTIQUE SHOP ...................... 15 3.2.1 QUESTIONNAIRE ...................................................................................................... 15 3.2.2 INTERVIEW ....................................................................................................................... 21 3.2.3 FOCUS GROUPS/WORKSHOPS .................................................................................. 23 4.2.3 NATURALISTIC OBSERVATION ............................................................................... 24 3.2.4 STUDYING DOCUMENTATION ................................................................................. 24 4. TASK ANALYSIS ................................................................................................................... 25 4.1 WHAT IS TASK ANALYSIS ............................................................................................ 25 4.2 REASON FOR TASK ANALYSIS .................................................................................... 25 4.3 HEIRARCHICAL TASK ANALYSIS ............................................................................... 26 4.3.1 COMPLETE SYSTEM ................................................................................................ 26 4.3.2 TASK ANALYSIS OF THREE DIFFERENT PROCESSES ..................................... 26 5. DESIGN PRINCIPLES ............................................................................................................ 27 5.1 WHAT IS DESIGN PRINCIPLE ....................................................................................... 27 5.2 DESIGN PRINCIPLES IMPLEMENTED OR ACHIEVED IN SYSTEM ....................... 28 5.2.1 VISIBILITY ................................................................................................................. 28 5.2.2 FEEDBACK ................................................................................................................. 28 5.2.3 CONSTRAINTS: - ....................................................................................................... 28 5.2.4 MAPPING .................................................................................................................... 29 5.2.5 CONSISTENCY ........................................................................................................... 29 5.2.6 AFFORDANCE............................................................................................................ 30 6. USABILITY GOALS ............................................................................................................... 30 6.1 WHAIT IS USABILITY GOAL ......................................................................................... 30 6.2 WHY USABILITY IS IMPORTANT ................................................................................ 30 6.3 USABILITY GOALS ACHIEVED .................................................................................... 31 GROUP ASSIGNMENT Page 5
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 6.3.1 LEARNABILITY ......................................................................................................... 31 6.3.2 MEMORABILITY ....................................................................................................... 33 6.3.3 EFFICIENCY ............................................................................................................... 34 6.3.5 ERRORS....................................................................................................................... 35 6.3.6 SUBJECTIVE SATISFACTION ................................................................................. 36 7. COMPETITIVE ANALYSIS ................................................................................................... 37 7.1 WHAT IS COMPETITIVE ANALYSIS ............................................................................ 37 7.2 EXAMPLES OF DIFFERENT SIMILAR SYSTEMS ....................................................... 38 7.3 CONCLUSION ................................................................................................................... 41 8. DESIGN AND PROTOTYPE .................................................................................................. 41 8.1 WHAT IS DESIGN AND PROTOTYPE ........................................................................... 41 8.2 CARD SORTING ............................................................................................................... 41 8.2.1 ANALYSIS O CARD SORTING ................................................................................ 44 8.3 PARALLEL DESIGN ......................................................................................................... 48 8.4 PARTCIPATORY DESIGN ............................................................................................... 49 8.5 PROTOTYPING ................................................................................................................. 50 8.5.1 LOW FIDELITY PROTOTYPING ............................................................................. 50 8.5.2 HIGH-FIDELITY PROTOTYPING ............................................................................ 60 9. EVALUATION AND TESTING ............................................................................................. 67 9.1 EVALUATION FRAMEWORK ........................................................................................ 67 9.2 USABILITY TESTING ...................................................................................................... 68 9.2.1 LEARNABILITY ......................................................................................................... 68 CONCLUSION ..................................................................................................................... 69 9.2.2 MEMORABILITY ....................................................................................................... 69 CONCLUSION ..................................................................................................................... 69 GROUP ASSIGNMENT Page 6
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 9.2.3EFFICIENCY ................................................................................................................ 69 CONCLUSION ..................................................................................................................... 70 9.2.4 ERRORS....................................................................................................................... 70 CONCLUSION ..................................................................................................................... 71 9.2.5 SUBJECTIVE SATISFACTION ................................................................................. 71 9.3 HEUIRSTIC EVALUATION ............................................................................................. 71 10. REFERENCES ....................................................................................................................... 73 11. APPENDICES ........................................................................................................................ 74 11.1 PROJECT PROPOSAL .................................................................................................... 74 11.2 GANTT CHART ............................................................................................................... 74 11.3 WORK BREAK-DOWN STRUCTURE .......................................................................... 74 GROUP ASSIGNMENT Page 7
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 1. BRIEF DESCRIPTION OF HCIU 1.1 WHAT IS HCI? HCI stands for “Human Computer Interaction”. It is the study of how people interact with computers and to what extent computers are developed or not developed for successful interaction with human beings. HCI consists of three parts: the user, the computer itself, and the ways they work together. HCI research has led to an abundance of information regarding the effective design, development, implementation, and evaluation of computer interfaces. The rapid growth of computer use in many facts of society has made the study of human-computer interaction essential to good interface design, including the design of web sites". HCI is a very broad discipline that encompasses different specialty with different concerns regarding computer development. It involves the study, planning, and design of the interaction between people and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. HCI is concerned with the design, evaluation and implementation of interaction computing systems for human use and with the study of major phenomena surrounding. 1.2 WHY HCI IS IMPORTANT? The rapid growth of computer use in many facts of society has made the study of humancomputer interaction essential to good interface design, including the design of web sites" It is so important due to following views. Business View: To employ people more productively and effectively People costs now far outweigh hardware and software costs People now expect easy to use systems Generally they are not tolerant of poorly designed systems If a product is hard to use, they will seek other products. GROUP ASSIGNMENT Page 8
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Human Factors View Humans have limitations. Errors are costly in terms of Loss of time and money Loss of lives in critical systems Loss of morale 2. USER PROFILING 2.1 WHAT IS USER PROFILING User profiling can be defined as an act of building up a profile of all the users who are expected to use the system and also of what these users want to do. It can also be defined as the process of establishing knowledge about the users. It is a method to express focused user-information within and for the design process. Profiling is the process that refers to construction of a profile via the extraction from a set of data. User profiles can be found on operating systems, computer programs, recommender systems, or dynamic websites etc. By performing user profiling we are able to give the user what the user wants. The activity determines whether the system matches with the user requirements and tasks specified and also produces a good interface design and also the user feels easy to navigate throughout the system. We can make our system efficient and effective which combines to success by performing user profiling activity for our system. 2.2 REASON FOR CONDUCTING USER PROFILING The main objective of any system is to meet the requirements of its users and to complete all their requirements. If the system is not sufficiently expert of doing so, then it will not be able to carry on for a long period as the system would be on the whole inadequately chosen to the user. To prevent this we perform a task known as User Profiling. Through user profiling we are able to group and prioritize the activities of users. Knowing who your users are and what they want is the first, vital step in meeting their needs. It‟s very GROUP ASSIGNMENT Page 9
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 important for a system to match the user‟s task with the requirements. We just can‟t define excellent interfaces and base the design on them as it would not be able to satisfy the needs of all kinds of users therefore, user profiling is must. 2.3 ACTUAL USER PROFILING PERFORMED 2.3.1 TARGET USERS PROFESSIONAL A professional is a person who undertakes a specialized set of task, which will use the system as the system is beneficial for them. As professional are novice users and has limited knowledge about this system. They are specialized in other fields so if they want specialization in this field they may use the system effectively and efficiently. Through this they can enrich their knowledge about all the related information regarding antiques. This will enhance general skills as well as specialized skills of them. TRADITIONAL PEOPLE and STUDENT For traditional people as well as the student the system is much more favorable as they are casual users. By going through the system they can easily find the antiques as per their interest. Traditional are those who want to maintain the tradition that has been maintained from the ancient time and student uses system when they are studying in particular area. For both type o casual users this system is going to suit in many ways. RESEARCHER and RESTAURANT MANAGER The system is also going to help the researchers as they are frequent users known as expert users. They tried to visit this sit regularly so that they will get overall idea of antiques at a single place and they will also get benefited by getting required information as they are looking for. The information may help them in doing researches properly and to enrich knowledge so that they can present views in paper. They will find this site more interesting and practical. Restaurant Manager also finds it very useful so that manages the hotel in magnificent way that will attract the visitors. GROUP ASSIGNMENT Page 10
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 2.3.2 PLACES WHERE THE TASK IS PERFORMED This includes the location where the system would be deployed. They are Research and Development Cell Over Internet At Restaurants Institutions 2.3.3 RELATIONSHIP BETWEEN USER AND DATA The system involves registration of the user to access system data. A separate option has been provided to the user so that they register themselves .The may able to access all the information there after login with user name and password. 2.3.4 FREQUENCY OF TASK PERFORMED Research and Development Cell There is high frequency in R and D cell as the researchers is doing their research at this place. They may able to access the data of the system after login. Over Internet It can also have high frequency as many as professionals and traditional and all type of users who are interested with these antiques. At Restaurants The frequency is medium because restaurant manager can check if there is requirement of antique shops to attract the visitors. Institutions The frequency is low because there are many courses undergoing in the particular institution so only interested students may access whenever they required. 2.3.5 TIME CONSTRAINTS In the system, though there is no timing relationship between the system tasks but the user may be in hurry as they don‟t have enough time to spend on viewing or fetching the data from the system or may be other kind of situations. GROUP ASSIGNMENT Page 11
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 2.4 HUMAN FACTOR A human factor is a physical or cognitive property of an individual or social behavior which is specific to humans and influences functioning of technological systems as well as humanenvironment equilibriums. Human factors involves the study of all aspects of the way humans relate to the world around them, with the aim of improving operational performance, safety, through life costs and/or adoption through improvement in the experience of the end user. In order to design any system it is important to capabilities and limitations of the user for which the system is being developed. 2.4.1 TYPES OF HUMAN FACTOR PHYSIOLOGY Physiology is related with the physical make up and capabilities of the user. It play very important role in the use and performance of the system. Physiology also includes the visual properties of the screens such as • Color • Luminance/Brightness • Contrast Example: The contents have been placed with unique background color that makes the system capable for use from diverse background. In the system, a nice color scheme has been used that includes designed white background with blue at right to, as the idea would be like that, that the background should be in contrast so that whatever the rest of things the web page holds should be fine visible and clear to the user, so that user can distinguish each & everything very clearly. And this phenomenon has been followed throughout the system. Consistency means using same colors in similar screens. GROUP ASSIGNMENT Page 12
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 COGNITION Cognition is the process by which human becomes acquainted with certain things and the process by which a human can gain knowledge. Cognition includes understanding, remembering, being aware, attending and acquiring new skills and creating new ideas. Hence for the system it totally depends upon the use that how much the user knows and according to that the user will be interacting with the system. Example: Menu has been provided with clear names related to the real world at the top of the system so that user need not waste the time in searching every time. PERCEPTION Perception describes how human perceives about the data which he/she has to enter after seeing through the screens. It refers to how a person perceives what input they get through their senses. Capabilities and limitation of visual processing and understand how we perceive size and depth, brightness and color. Example: A pointer to each and every menu item has been provided so that user will get to know which menu item they are opening at particular instant of time. Also the background color of menu item changes to dark black from black as user clicks on it. 2.5 STAKEHOLDER ANALYSIS Stakeholders are defined as the people who are directly or indirectly affected by the success and failure of the system. Considering the system there are various stakeholders according to the category of stakeholders. The categories of stakeholders are: PRIMARY Those, who use the system directly. GROUP ASSIGNMENT Page 13
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Example:As per system researcher is the primary user who uses the system directly SECONDARY Those, who do not directly use the system but receive the output from the system in terms of reports. Example :As per the system if there is R and D Cell in the institution the head of the cell comes under this category that looks at the progress of the research work in terms of reports. Also the manager of the restaurant can look out bills for the antiques purchased in their hotels. TERTIARY Those people who do not fall into primary and secondary category but are affected by the success or failure of the system. They are competitors. Example In the system web hosting sites comes under this category as their loss and profit depends upon the number of visits made by user to the particular site. FACILITATING Those who are involved in designing, developing and maintaining the system. Example We are the developers, designers as well as maintaining the website. So the team members of this group project comes under this category of stakeholder. 2.6 CONCLUSION 2.6.1 IMPACT OF USER PROFILING Now the developer is able to conclude that with user profiling it will help developer in identifying the different attributes and need of the users. After performing the comprehensive GROUP ASSIGNMENT Page 14
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 analysis of the various data and information gathered from data gathering techniques such as questionnaires and naturalistic observation developer found the choices of the users. Keeping their choices in mind developer has developed the system so that their requirements will be fulfilled. Naturalistic observation helps a lot in doing the competitive analysis and gaining the knowledge about the functionalities to be present on the ANTIQUE SHOP. Keeping the feedback of users in mind we conclude the following: The ANTIQUE SHOP would match the user's tasks and meet the requirements.  Provide adequate feedback.  The ANTIQUE SHOP would be easy to use and easy to learn.  Proper metaphor is used to make it more simple and easy to use 3. DATA GATHERING TECHNIQUES 3.1 WHAT IS DATA GATHERING TECHNIQUES Data gathering is a very important activity when requirement specification and corresponding evaluation is required. It is a process of preparing and collecting data. The purpose of data gathering is to obtain information to keep on record, to make decisions about important issues, to pass information on to others. Data is gathered to provide information regarding a specific topic. Mainly there are five techniques for collecting or gathering data:  Questionnaires  Interview  Workshop or Focus group  Naturalistic Observation  Studying Documentation 3.2 DATA GATHERING TECHNIQUE SELECTED FOR ANTIQUE SHOP 3.2.1 QUESTIONNAIRE Can be used to collect both qualitative and quantitative data Can be distributed manually or electronically GROUP ASSIGNMENT Page 15
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Can reach a vast number of people regardless of physical location or geographical dispersion Can be distributed quickly and cheaply Can be used when human and financial resources are not available to conduct interviews DON’T WORK WELL FOR WORK WELL FOR 1. Measuring awareness Evaluating value of service 2. Gathering usage statistics Identifying usage barriers 3. Investigating your “market share” Discovering deficiencies in your service or collection 3.2.1.1 QUESTIONNAIRE SAMPLE QUESSIONAIRE 1 QUESTIONNAIRE FOR PROFESSIONAL/CHILDREN Antique Shop 1. Do you know anything about computer Yes No Up to some extent 2. What is the highest level of education you have completed 5th standard 10th standard Graduate Illiterate 3. What sorts of products do you like most Cars Coins Dining Table Watches 4. Do you want to include HELP section on the web Yes GROUP ASSIGNMENT No Don’t Know Page 16
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 QUESSIONAIRE 2 QUESTIONNAIRE FOR STUDENT/TRADITIONALS Antique Shop 1. Do you have computer at your home Yes No 2. What kind of products do you like most Clock Cars Dining table Coins 3. Do you know the basic functionalities of computer Yes No Up to some extent 4. Do you would like to have some content related to tradition Yes QUESSIONAIRE 3 No Somewhat QUESTIONNAIRE FOR RESEARCHERS/SHOPKEEPER Antique Shop ANALYSIS CONCLUSION 1. Do you have projectors and computers in your cell Yes No Sometimes 2. What do you think that this kind of website will help you in research work Yes No Don’t Know 3. Do you think through this, you can enhance research skill which will help you to present papers Yes No May be 4. Which antique item do you feel like to include Glass Jewelry Historical Memorabilia GROUP ASSIGNMENT Aladdin Lamps Page 17
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 3.2.1.2 ANALYSIS OF QUESTIONNAIRE 1. Do you know anything about computer? Yes No Upto some extent Nothing 2. What is the highest level of education you have completed 5th standard 20% 10th standard Graduate 4th Qtr GROUP ASSIGNMENT Page 18
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 3. What sorts of product do you like most? Car Coin Clock Furniture 4. Do you want to include help section on the website? Yes No Don't Know GROUP ASSIGNMENT Page 19
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 5. Do you have projectors or computers in your R and D Cell? Yes No Sometimes 6. What do you think this kind of website will help you in your research work? Yes No Don't know GROUP ASSIGNMENT Page 20
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 7. Which antique item do you feel like to include? Glass Jewelery Historical memorabilia Aladdin Lamps 3.2.1.3 CONCLUSION Hence, by using questionnaire techniques the developers were able to know certain various facts and figures and also the requirements of the user which are primary for the system and also some secondary requirements which user feels giving less priority to those requirements. Questionnaire helped them to know that how much knowledge the user is having regarding the stuff and hence according to that developers will be providing detailed information in the system. 3.2.2 INTERVIEW Can be used for evaluating information needs Can be used for evaluating staff responsiveness, attitudes and perceptions of the library and info services Can be used for tracking the flow of information within the company (info mapping). WORK WELL FOR 1. DON’T WORK WELL FOR Immediate Responses They are costly in terms of time and resources. GROUP ASSIGNMENT Page 21
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 2. Allowing participants themselves in own words 3. express The quality of data is reliant on the skill of the interviewer Allowing the collection of a large Anonymity is not possible, so “frank and volume of rich data 4. to open “discussion is subjective Allowing discussion, probing and They can be extremely difficult to schedule unexpected insights, investigating without directive from management problems 3.2.2.1 INTERVIEW SAMPLE INTERVIEW FOR RESEARCHERS/SHOPKEEPER Antique Shop NEME OF INTERVIEWER: PREM PRAKASH PANDEY NEME OF INTERVIEWEE: GAURAV KUMAR TIME: 10.00-11.00am VENUE: LIBRARY 1. How did you get started as an antique dealer? 2. What type of antiques do you specialize in? 3. Where do you acquire most of your collectibles? Does it seem like merchandise is relatively easy to come by? 4. Have you seen the bottom fall out in any particular area of collectibles? 5. Is there an area of antiques you would advise people not to get into collecting? 6. What is the most profitable area of your business? GROUP ASSIGNMENT Page 22
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 3.2.2.2 INTERVIEW ANALYSIS What type of antiques do you specialize in? Car Coin Dining Table Clock 3.2.2.3 CONCLUSION Hence, by using interview techniques the developers were able to know certain various facts and figures and also the requirements of the user which are primary for the system and also some secondary requirements which user feels giving less priority to those requirements. Interview helped them to know that how much knowledge the user is having regarding the stuff and hence according to that developers will be providing detailed information in the system. 3.2.3 FOCUS GROUPS/WORKSHOPS Can be used when interaction of participants will generate ideas Can be used as good sounding boards for ideas of new services Can be used to survey participants on the same organizational level Can be used to survey departments or teams with a common goal or interest Workshops work well for: Focus groups are a great way to get input, feedback and dialogue with the potential consumer/audience. It can be a great way to save time and money in the long run. GROUP ASSIGNMENT Page 23
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Focus groups are very cost effective in terms of gathering primary data and are very much time efficient. Workshops do not work well as: Focus groups can be expensive and time consuming and take long time to run. It is not suitable for gathering quantitative data. 3.2.4 NATURALISTIC OBSERVATION This is a research method commonly used developer/designer and involved person in system development. This technique involves observing subjects in their natural environment. Naturalistic observation differs from other observation in that it involves looking at a behavior as it occurs in its natural setting with no attempts at intervention on the part of the researcher. It works well when: You are more interested in “behavior” rather than “perceptions “of the users You require a qualitative view of how information fits into work processes It does not work well as: Observation changes behavior. What is observed is not normal behavior There is no way to verify observations and the inferences drawn from them The observer may be biased and not completely objective Expensive and time consuming 3.2.5 STUDYING DOCUMENTATION WORK WELL FOR DON‟T WORK WELL FOR 1. Available locally May be incomplete 2. Grounded in setting and language in May be inaccurate or of questionable which they occur 3. authenticity Inexpensive Locating suitable documents may pose challenges 4. Useful for determining value, interest, Analysis may be time consuming and positions, political climate, public access may be difficult attitudes GROUP ASSIGNMENT Page 24
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 4. TASK ANALYSIS 4.1 WHAT IS TASK ANALYSIS Task Analysis is a method or a set of methods for understanding the tasks user carry out with a system. It can also be defined as how a task is accomplished, including a detailed description of both manual and mental activities, task durations, task frequency, task allocation, task complexity, environmental conditions, necessary equipment, and any other unique factors involved in or required for one or more people to perform a given task about existing system. 4.2 REASON FOR TASK ANALYSIS Task analysis is a way of assessing what people, machines, or a combination thereof does and why they do it. Task analysis enables the user to get an overview of the working of the whole system. Analyses examine how and where specific information flows, how it is modified at various stages, what is done to the information, how user uses existing system, how user may interact with future products. It involves breaking a task down into subtasks and then into sub – subtasks. These are then grouped together as plans that specify how the tasks might be performed in an actual situation. The most important points which should be kept in mind while performing task analysis are as follow:GOAL- It is a state that human wishes to achieve. TASK- It can be defined as the activity required in order to bringing about the state the human wishes to achieve the goal. In other words it is a definite piece of work which is assigned to a person which could be finished within a certain period of time. GROUP ASSIGNMENT Page 25
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 4.3 HEIRARCHICAL TASK ANALYSIS 4.3.1 COMPLETE SYSTEM 0. Go to Antique Shop Website Plan 0. Do 1,2,3 ,4 ,5 ,6,7in any order 1. Go to Home Page 2. Go to About us Page 3. Go to products Page 4. Go to blog page 5. Go to registration page 6.Go to login page 7. Go to Help Page CRITICALLY CHART ANTIQUE SHOP CRITICALITY DIFFICULTY FREQUENCY Home Low Low High About Us Low Low High Products Medium Low Low Blog Low Low Medium Registration Low Low Medium Login Medium Low Low Help Medium Medium High 4.3.2 TASK ANALYSIS OF THREE DIFFERENT PROCESSES 1. Products GROUP ASSIGNMENT Page 26
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 3. Go to products page Plan 3 Do 3.1 ,3.2 ,3.3 ,3.4 in any order 3.1 Go to car products 3.2 Go to coin products 3.3 Go to dining table products 3.4 Go to clock products CRITICALITY CHART PRODUCTS CRITICALITY DIFFICULTY FREQUENCY Car High Low Medium Coin Medium Low Low Clock Low Medium High Dining Table Low Low High 5. DESIGN PRINCIPLES 5.1 WHAT IS DESIGN PRINCIPLE Design Principles is an attribute which includes six criteria through which we can calculate or measure an effective design. User interface design important for several reasons. “First of all the more intuitive the user interface the easier it is to use, and the easier it is to use and the less expensive to use it. The better the user interface the easier it is to train people to use it, reducing your training costs. The better your user interface the less help people will need to use it, reducing your support costs. The better your user interface the more your users will like to use it, increasing their satisfaction with the work that you have done.” GROUP ASSIGNMENT Page 27
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 5.2 DESIGN PRINCIPLES IMPLEMENTED OR ACHIEVED IN SYSTEM 5.2.1 VISIBILITY This design principle includes the visibility of the system interface functionality which is effective for the user to respond to the system. Example: Contents are placed at highly visible location. Submit and Reset button in Registration page and login page are highly visible 5.2.2 FEEDBACK It means giving response to the action of the users. It 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. Example: Tool tips have been used throughout the website. Each and every page is interactive to users. 5.2.3 CONSTRAINTS: Constraints refer to the limitations of the system in which the user is going to use it. When constraints are used in design, we reduce the possibility of users making errors. TYPES OF CONSTRAINTS Physical Constraints It deals with the physical limitations of the system in which user have to use the physical devices of the system. It limits the way in which user can use the system. Logical Constraints GROUP ASSIGNMENT Page 28
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 It deals with the instructions on the interface by which the user can easily perform accurate action on the system. It is used to make sure that the inputs and outputs are present only in individual areas where they are supposed to exist. Cultural Constraints It enables us to make a system usable depending upon different culture and traditions. Once accepted by more than one cultural group, they become universally accepted conventions for all the traditions. Example: Nice color scheme has been used throughout the system. Metaphor has been used. 5.2.4 MAPPING It is a proper sequence of controls corresponding to the actions or effects. Natural mapping takes advantage of physical analogies and cultural standards to provide the user with an understanding of how something works. All the buttons are placed in a sequence. Below every icon there must be written text for what these icons is used. So that users can easily understand these icons functionality. 5.2.5 CONSISTENCY Consistency refers to the use of similar layouts and design across the entire system so that the user can perform the actions quickly because the similar action performing controls are placed in the same place across the entire system. Consistent interfaces are easier to learn and use. GROUP ASSIGNMENT Page 29
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 INTERNAL CONSISTENCY It refers to the designing operations to behave the same within an application. EXTERNAL CONSISTENCY It refers to the designing operation interface to be the same across the application. Example: Same CSS has been used throughout the system. Similar type of font has been used throughout the system. 5.2.6 AFFORDANCE Properties of an object that indicates how it can be used. Example: As soon as user look at the metaphors of the menu item get to know what is it? 6. USABILITY GOALS 6.1 WHAIT IS USABILITY GOAL The degree to which a product can be used by specified users to accomplish specified goals with effectiveness, efficiency and satisfaction in a specified context of use.” Usability is the study of the ease with which people can employ a particular tool or other humanmade object in order to achieve a particular goal. This can include endeavors as varied as consumer electronics, communication, and knowledge transfer objects (such as a cookbook, a document or online help) and mechanical objects such as a door handles or a hammer. 6.2 WHY USABILITY IS IMPORTANT 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 GROUP ASSIGNMENT Page 30
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 doesn't answer users' key questions, they leave Note a pattern here? 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 defense when users encounter a difficulty. The word "usability” refers to methods for improving ease-of-use during the design process. In human-computer interaction usability studies the elegance and clarity with which the interaction with a computer program is designed. 6.3 USABILITY GOALS ACHIEVED 6.3.1 LEARNABILITY One of the biggest objections to "usability" comes from people who fear that it will be used to create products with a low barrier to entry, but which are not powerful enough for long, sustained use. An interface which is easy to learn allows users to build on their knowledge without deliberate effort. This goes beyond a general helpfulness to include built-in instruction for difficult or advanced tasks, access to just-in-time training elements, connections to domain knowledge bases which are critical to effective use. Learn ability deals with the “novice users”. This means that how easy it is for users to accomplish the basic tasks or understand the system with ease the first time they encounter the system. For increasing the Learn ability of the system we have performed the following task: Site Map:- GROUP ASSIGNMENT Page 31
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Highlighting Content:Each and every event performed by the user is highlighted sometimes in the form of animation and sometimes in the form of sound effect. With the help of this, the user is always aware that he/she is going in the right direction. Help GROUP ASSIGNMENT Page 32
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 In the system help facility has been provided to the user. This option would help the novice user to start the system and access all the feature of the system. Here the users can know the various shortcuts that can be used to work faster in the system. 6.3.2 MEMORABILITY When user‟s returns to the design after a period of not using it, how easily can they are establish proficiency? Memorability deals with casual users. They are the users who use the system rarely or after a certain period of time. Easy of using system intermittently for casual users. This means that the system should make an impression on any user whether he/she is a casual user or serious one. For increasing the Memorability of the system we have performed the following task: George Millers Theory Human mind can remember 7+2, 7-2 chunks of information for the short span of time. So keeping this theory in mind I have put 8 menu items in the menu bar. Consistency The system has a consistent look. Therefore the casual user can easily recall the things and can work on the system with ease. Metaphors Proper uses of metaphors are done. S. Metaphors Description No. 1 It is used for home page of the system 2 It is used for about us page of the system 3 It is used for products page of the system GROUP ASSIGNMENT Page 33
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 4 It is used for blog page of the system 5 It is used for registration page of the system 6 It is used for login page of the system 7 It is used for contact us page of the system 8 It is used for help page of the system 6.3.3 EFFICIENCY Efficiency can be described as the speed (with accuracy) in which users can complete the tasks for which they use the product. Navigation design elements such as keyboard shortcuts, menus, links and other buttons all have an impact on efficiency. When they are well-designed, with clearly expressed actions, less time and effort are needed for the user to make navigation and action choices. For increasing the efficiency of the system we have performed the following task: Shortcuts In the system shortcuts have been provided for the expert users. Using shortcuts saves time and increases the efficiency of the system. GROUP ASSIGNMENT Page 34
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Prefilled Forms 6.3.5 ERRORS How many errors do users make, how severe are these errors, and how easily can they recover from the errors? The ultimate goal is a system which has no errors. But, product developers are human, and computer systems far from perfect, so errors may occur. An error tolerant program is designed to prevent errors caused by the user‟s interaction, and to help the user in recovering from any errors that do occur. Proper Message GROUP ASSIGNMENT Page 35
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Feedback 6.3.6 SUBJECTIVE SATISFACTION The visual design is the most obvious element of this characteristic. The style of the visual presentation, the number, functions and types of graphic images or colors (especially on web sites), and the use of any multimedia elements are all part of a user‟s immediate reaction. Subjective satisfaction means how pleasant the system is to use. It is all about the user satisfaction. Whether the user can use the system with great ease or he/she finds difficulty to use the system. To find out this questionnaire has been distributed to group of user of different classes, classes here means novice users, expert users and intermittent users. GROUP ASSIGNMENT Page 36
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Through this questionnaire it can be concluded that most of the users are satisfied with the system, on the other hand there are some users who face certain problems and these problems would be fixed very soon. 7. COMPETITIVE ANALYSIS 7.1 WHAT IS COMPETITIVE ANALYSIS Competitive analysis is the practice of analyzing the competitive environment in which your business operates (or wishes to operate), including strengths and weaknesses of the businesses with which you compete, strengths and weaknesses of your own company, demographics and desires of marketplace customers, strategies that can improve your position in the marketplace, impediments that prevent you from entering new markets, and barriers that you can erect to prevent others from eroding your own place in the market. Competitive analysis is a method of assessment of current and potential competitors. The process of identifying the performance and marketing strategy of competitive brands or products in a business environment is called competitive analysis. In order to plan an effective way of improving upon their own work strategy and for their own betterment the marketers need to know about the competitive environment and also to find out all they can about the competitor‟s service and product which can help them in determining the areas of advantage and restrain from the areas of disadvantage. GROUP ASSIGNMENT Page 37
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 7.2 EXAMPLES OF DIFFERENT SIMILAR SYSTEMS No menu Solution provided in our system Menu provi ded GROUP ASSIGNMENT Page 38
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 No help Solution provided in our system Help provided GROUP ASSIGNMENT Page 39
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 No metaphor Solution proved in our system Metaphor provided GROUP ASSIGNMENT Page 40
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 7.3 CONCLUSION The main goal of the system is to satisfy the users by making the system „usable’, so that every user can use the system according to their needs with ease or without problems, whether the person is from technical or non technical background. The system is providing various kinds of feature such as variety of products, help, site map and proper use of metaphors is there. Hence, this system contains all sorts of relevant material whatever user needed. 8. DESIGN AND PROTOTYPE 8.1 WHAT IS DESIGN AND PROTOTYPE DESIGN Design is a process of creating an object/anything else where we use our creativeness to make the object beautiful. Web Design is the process of transforming conceptual ideas and requirements into a working website. Web Design is not limited to being graphical design, information design, usability design or any other “design” in particular PROTOTYPE Prototype is a limited representation of a design that allows users to interact with it and to explore its suitability. Prototypes are experimental and incomplete designs which are cheaply and fast developed. 8.2 CARD SORTING Card sorting is a user-centered design method for increasing a system‟s fundability. It is a simple technique in usability design where a group of subject experts or "users", however inexperienced with design, are guided to generate a category tree. It is a useful approach for designing workflows, menu structure, or web site navigation paths. Card sorting has a characteristically low-tech approach. The concepts are first identified and written onto simple index cards or Postit notes. The user group then arranges these to represent the groups or structures they are familiar with. GROUP ASSIGNMENT Page 41
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 OPEN Participants are given cards showing site content with no pre-established groupings. They are asked to sort cards into groups that they feel are appropriate and then describe each group. Open card sorting is useful as input to information structures in new or existing sites and products. CLOSED Participants are given cards showing site content with an established initial set of primary groups. Participants are asked to place cards into these pre-established primary groups. Closed card sorting is useful when adding new content to an existing structure, or for gaining additional feedback after an open card sort. Background Colour White with blue at top, pale yellow with green, Green with sky blue, Red with dark blue Menu Option Order Home, About Us, Products, Blog, Registration, Login, Contact Us,Help Home Icon About Us Icon Products Icon GROUP ASSIGNMENT Page 42
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Blogs Icon Registration Icon Login Icon Contact Us Icon GROUP ASSIGNMENT Page 43
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Help Icon 8.2.1 ANALYSIS O CARD SORTING QUESTION HOME BUTTON RESULT USER 5 Users 3 Users 10 Users 4 Users SUPPORT FINAL RESULT Selected as Home Button QUESTION ABOUT US RESULT USER 5 Users 10 Users 3 Users 4 Users SUPPORT GROUP ASSIGNMENT Page 44
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 FINAL RESULT Selected as About Us metaphor QUESTION PRODUCTS RESULT USER 5 Users 10 Users 3 Users 4 Users SUPPORT FINAL RESULT Selected as About Us metaphor QUESTION BLOG RESULT GROUP ASSIGNMENT Page 45
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 USER 5 Users 10 Users 3 Users 4 Users SUPPORT FINAL RESULT Selected as About Us metaphor QUESTION REGISTRATION RESULT USER 5 Users 10 Users 3 Users 4 Users SUPPORT FINAL RESULT Selected as About Us metaphor QUESTION LOGIN RESULT USER 5 Users GROUP ASSIGNMENT 10 Users 3 Users 4 Users Page 46
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 SUPPORT FINAL RESULT Selected as About Us metaphor QUESTION CONTACT US RESULT USER 10 Users 5 Users 3 Users 4 Users SUPPORT FINAL RESULT Selected as About Us metaphor QUESTION HELP RESULT USER 5 Users 4 Users 3 Users 10Users SUPPORT GROUP ASSIGNMENT Page 47
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 FINAL RESULT Selected as About Us metaphor 8.3 PARALLEL DESIGN Parallel design is a method where alternative designs, often interface designs, are created by two to four design groups at the same time. The aim is to assess the different ideas before settling on a single concept for continued development. The design groups work independently of each other, since the goal is to generate as much diversity as possible. Design groups should not discuss their designs with each other until after they have produced their draft design concepts and presented them in a design workshop. The final design may be one of the designs or a combination of designs, taking the best features from each. Menu bar taken from here GROUP ASSIGNMENT Page 48
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Contents are taken from here 8.4 PARTCIPATORY DESIGN Participatory Design (PD) is an approach to the assessment, design, and development of technological and organizational systems that places a premium on the active involvement of workplace practitioners (usually potential or current users of the system) in design and decisionmaking processes. Have access to pool of representative users. Guided discussion of prototypes, paper mock-ups, and screen designs with representative users. GROUP ASSIGNMENT Page 49
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Final design after parallel design 8.5 PROTOTYPING Prototyping is an integral part of user-centered design and the usability engineering lifecycle because it enables designers to try out their ideas with users and to gather feedback. The main purpose of prototyping is to involve the users in testing design ideas and get their feedback in the early stage of development, thus to reduce the time and cost. It provides an efficient and effective way to refine and optimize interfaces through discussion, exploration, testing and iterative revision. 8.5.1 LOW FIDELITY PROTOTYPING The low fidelity prototyping contains only very limited characteristics of the final system which is being developed. They are cheap as compared to high fidelity prototyping therefore they support the options of having alternative designs. They are particularly good for: GROUP ASSIGNMENT Page 50
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Considering early design issues, e.g. layout of controls and display items, sequencing, etc. Identifying fundamental problems, i.e. those which lead to errors, confusions, major dislikes 8.5.1.1 STORYBOARDING Storyboarding is a graphical depiction of the outward appearance of the intended system without accompanying system functionality. It provides snapshots of the interface at particular points in the interaction so that the users can determine quickly if the design is heading in the right direction. GROUP ASSIGNMENT Page 51
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 HOME Project Title: ANTIQUE SHOP Date: 23-09-2012 Screen: 1 of 6 Screen Description: Links from screens: 4 This is home page which is essential part of most of the website. There are links to various feature product of antiques Links to screen: 5 Functionality/Interactivity On this page the link to various products viz car, coin, clock, dining table has been provided so that user will find it easy to go at products from the first page itself Metaphors used Product picture Link button provided at bottom. Background: White with Blue GROUP ASSIGNMENT Audio: No Page 52
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Color Scheme: Maroon Video: 1 Text attributes: Times New Roman Stills: Images ABOUT US Project Title: ANTIQUE SHOP Date:23-09-2012 Screen: 2 of 6 Links from screens: 3 Links to screen: 5 Screen Description: This is about us page which basically includes the introduction of website and the variety of antique products and it feature available there. Functionality/Interactivity Visitor of the website can get information of the website by clicking on about us of menu. GROUP ASSIGNMENT Page 53
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Push effect shown Background: White with Blue Audio: No Color Scheme: Maroon Video: No Text attributes: Times New Roman Stills: No GROUP ASSIGNMENT Page 54
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 PRODUCTS Project Title: ANTIQUE SHOP Date: 23-09-2012 Screen: 3 of 6 Screen Description: Links from screens: 4 It includes details of various products. Users may purchase various products by clicking on BUY button. Links to screen: 6 Functionality/Interactivity It further divides into four separate links of different products. These links are car products, clock products, dining table and coin products. User may go to either of pages from products, menu item, and purchase antique product(s). Drop down menu used Image gallery of cars Background: White with Blue GROUP ASSIGNMENT Audio: No Page 55
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Color Scheme: White Video: No Text attributes: Times New Roman Stills: Images BLOG Project Title: ANTIQUE SHOP Date: 23-09-2012 Screen: 4 of 6 Links from screens: 3 Links to screen: 5 Screen Description: There are so many visitors , some visiting regularly and some accidently. Both type of users can share their view points and notes regarding products on this page. Functionality/Interactivity User may reach at this page from anywhere on the menu item or by using shortcuts Ctrl+B to come at this page and can share their post and get comments from other reader. GROUP ASSIGNMENT Page 56
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Product description Background: White with Blue Audio: No Color Scheme: White Video: No Text attributes: Times New Roman Stills: Images REGISTRATION Project Title: ANTIQUE SHOP Date: 23-09-2012 Screen: 5 of 6 Links from screens: 5 Screen Description: User can register them at this place and get their unique user name and password which will help them to see the range of products on loging. Links to screen: 4 GROUP ASSIGNMENT Page 57
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Functionality/Interactivity User can reach at this page from anywhere or using shortcuts Ctrl+R to this page and can register themselves at this website for purchasing the antique products by registering them Tool tips are provided Message box shown as button pressed Background: White with Blue Audio: No Color Scheme: White Video: No Text attributes: Times New Roman Stills: Images LOGIN Project Title: ANTIQUE SHOP Date: 23-09-2012 GROUP ASSIGNMENT Page 58
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Screen: 6 of 6 Screen Description: Links from screens: 3 Registered user of the website can register them at this place ant get access to the products available there Links to screen: 5 Functionality/Interactivity It gives a way to look at details of products. User may reach at this place from anywhere as it is present at menu item Tool tips are provided how to enter data Push down effect shown Background: White with Blue Audio: No Color Scheme: White Video: No Text attributes: Times New Roman Stills: Metaphors GROUP ASSIGNMENT Page 59
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 8.5.2 HIGH-FIDELITY PROTOTYPING The high fidelity prototyping contains many of the characteristics of the final product and thus we can have a look and feel of the final system. It is time consuming and expensive to develop, and also we should not forget that it needs developers and designers to work so as to accomplish the task. It enables a wider range of usability issues/ problems to be considered / uncovered. It enables other quality attributes such as aesthetics to be evaluated. It impresses management, serve as a good marketing and sales tool. 8.5.2.1 SCREEN SHOTS 1. HOME Video of products are given Calendar that show current date 2. ABOUT US GROUP ASSIGNMENT Page 60
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Description of website given 3. PRODUCTS Picture moving Products description GROUP ASSIGNMENT Page 61
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Image with description Image moving Image with description GROUP ASSIGNMENT Page 62
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Image moving Image with description 4. BLOG Detailed decription GROUP ASSIGNMENT Page 63
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 5. REGISTRATION Prefilled text Register new user as message given 6. LOGIN Proper metaphors used GROUP ASSIGNMENT Clear all text of filled Page 64
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 7. CONTACT US Contact details with metaphors 8. HELP Short cuts with details Navigation details for user GROUP ASSIGNMENT Page 65
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 9. SITE MAP Links are provided to go to any page 10. FEEDBACK Provide comment about Website and query also. Message box shown GROUP ASSIGNMENT Page 66
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 9. EVALUATION AND TESTING 9.1 EVALUATION FRAMEWORK A systematic accounting of the criteria considered and methodologies applied in determining the impact of measures on lake levels, stakeholders, and stakeholder interests. The only framework in HCIU is DECIDE framework. • Determine the goals the evaluation addresses.  Identify the best metaphor and then used it as final icon.  Final interface is consistent throughout. • Explore the specific questions to be answered.  What are customers attributes to this website.  The user wants to use the system in their way of use and terms. • Choose the evaluation paradigm and techniques to answer the questions.  Evaluation paradigm strongly influences the technique used  Testing and evaluation is done properly. • Identify the practical issues.  Select users  Stay on budget  Staying n schedule  Find evaluators • Decide how to deal with the ethical issues.  Participants or users of the system has right to know the goals of study.  User has right to privacy of personal information. • Evaluate, interpret and present the data.  Reliability, whether the system is reliable or not  Biases of the system GROUP ASSIGNMENT Page 67
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 9.2 USABILITY TESTING Usability testing is a way to ensuring that the intended users of system can carry out the intended tasks efficiently, effectively and satisfactorily. Usability testing includes recording typical users‟ performance on typical tasks in organized settings. The performed data is used to determine performance times, to detect errors. Usability testing can be carried out at various stages of the design process. Usability Testing tests the system on the basis Usability Goals to see whether the system is usable up to a certain standard. In such testing system is tested on listed below parameters: 1. Learnability 2. Memorability 3. Efficiency 4. Errors 5. Subjective Satisfaction 9.2.1 LEARNABILITY Task Go to Home Page Optimal Target Current >Unacceptable User 1 0 min 2 min 5 min 9 min User 2 0 min 2 min 6 min 9 min User 3 0 min 2 min 5 min 9 min Average 5 min Task Go to Registration Page Optimal User 1 Target Current >Unacceptable 0 min 2 min 5 min 9 min GROUP ASSIGNMENT Page 68
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 User 2 0 min 2 min 6 min 9 min User 3 0 min 2 min 5 min 9 min Average 5 min CONCLUSION Since the average of the task is less than unacceptable time. Hence learniblity in case of novice user is tasted. 9.2.2 MEMORABILITY Task Go to Home Page Days Time taken to complete the task User 1 1st day 3 min User 2 th 4 min th 5 min User 3 15 day 20 day Task Go to Registration Page Days Time taken to complete the task User 1 1st day 3 min User 2 th 4 min th 5 min User 3 15 day 20 day CONCLUSION Since the difference of task done is not to much in both tasks. Hence memorability in case of casual user is tasted. 9.2.3EFFICIENCY Task Go to Home Page Optimal Target Current >Unacceptable User 1 0 min 2 min 4 min 5 min User 2 0 min 2 min 5 min 5 min GROUP ASSIGNMENT Page 69
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 User 3 0 min 2 min 3 min 5 min Average 4 min Task Go to Registration Page Optimal Target Current >Unacceptable User 1 0 min 2 min 4 min 5 min User 2 0 min 2 min 5 min 5 min User 3 0 min 2 min 3 min 5 min Average 4 min CONCLUSION Since the average of current time is less than unacceptable time. Hence efficiency for expert user is tasted. 9.2.4 ERRORS Task Go to registration page Frequency of errors User 1 3 times User 2 4 times User 3 1 time Task Go to Products page Frequency of errors User 1 3 times User 2 4 times User 3 1 time GROUP ASSIGNMENT Page 70
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 CONCLUSION Since the frequency of committing the mistake is less by different users. Hence errors are negligible. 9.2.5 SUBJECTIVE SATISFACTION Since we have achieved all four usability goals. so we can say that subjective satisfaction has tested. 9.3 HEUIRSTIC EVALUATION It is a usability inspection method for computer software that helps to identify usability problems in the user interface design. The general idea behind heuristic evaluation is that several evaluators independently critique a system to come up with potential usability problems. It specifically involves evaluators examining the interface and judging its compliance with recognized usability principles. They are • Visibility of system status Contents of the system have been placed at highly visible location so that the user of the system can easily use the system. • Match between system and the real world Metaphors are basically icons which are taken from the real world scenarios. When the users uses the system he/she will get to know what is it ? • User control and freedom User can freely move from one page to another and they can easily login or logout from the system. • Consistency and standards Similar color scheme is used throughout the system. Times New Roman font with similar font size has been used throughout the system. • Error prevention GROUP ASSIGNMENT Page 71
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 Message box has been provided in the registration page as well as login page so that user gets proper feedback on submit button of these pages. • Recognition rather than recall Affordance, design principle has been achieved so that as soon as user see the things he will able to know how to use it. • Flexibility and efficiency of use Shortcut keys are available there for the efficiency of use or navigate from one page to another page quickly for expert users. • Aesthetic and minimalist design The website looks like a professional website as the background is white with blue at right is maintained throughout the system. It is free from too many flashy contents. • Help users recognize, diagnose, and recover from errors Proper feedback has been used that will prevent users from making errors and message that diagnose the problem while using the system. • Help and documentation Help has been provided as menu item so that user can get required help by visiting this page. GROUP ASSIGNMENT Page 72
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 10. REFERENCES Books Alan Dix, Janet finlay, Gregory D.Abowd and Russell Beale, Human-Computer Interaction, Pearson Education, 3rd Edition, Page No. 13-14 A.Schmidt, Implicit Human Computer Interaction through Context, Personal Technologies, 4(2&3), 2000 Page No. 83-87 H.Ishii and B.Ullmer. Tangible Bits: Towards seamless interfaces between People, bits and atoms. In proceedings of CHI97, Page No. 234-241 Website Links http://www.hcicourseware.blogspot.in/ Last accessed at Aug 26,2012 http://www.pincemaille.net/rsc/competitiveAnalysis.pdf Last accessed 30 Sep 2012 http://www.usabilitynet.org/tools/parallel.htm Last accessed 2 Oct 2012 http://stefanor.uctleg.net/course-notes archive/csc2002s/HCI7_Prototyping.pdf Last accessed 10 Oct 2012 http://www.bls.gov/osmr/htm_papers/st960150.htm Last accessed 18 Oct 2012 http://www.openinterface.ie/usability_userprofiling.html Last accessed 30 Aug 2012 GROUP ASSIGNMENT Page 73
    • [HUMAN COMPUTER INTERACTION AND USABILITY] October 23, 2012 11. APPENDICES 11.1 PROJECT PROPOSAL PROJECT NAME- ANTIQUE SHOP PROJECT MANAGER- UMESH KUMAR VERMA PROJECT DESCRIPTION This is a website which is basically designed to sell the products of coin, clock, dining table, car. This is designed in VB.net and completely based on different aspects of HCI. There is a lot of work has been made inside this website so that it is easy to use and easy to learn and user can get enjoyable experience by visiting the website. All type of users are taken into consideration and various design principle and usability goals has been achieved throughout the development process. Each and every unit of HCI is maintained throughout the website which makes it pleasant to use. 11.2 GANTT CHART 11.3 WORK BREAK-DOWN STRUCTURE GROUP ASSIGNMENT Page 74