This document describes a proposed mobile application called "Everything Student Life" aimed at connecting students looking for accommodation or to buy and sell items with landlords and other users selling items.
The application would have two main types of users - students searching for accommodation or items (the buyers) and landlords/sellers advertising properties or items for sale. The document outlines two sample user personas representing these different user types and provides use case scenarios for browsing listings and uploading advertisements.
The developer used a user-centered design approach including requirements gathering, prototyping, and usability testing. Feedback from testing helped improve the interface design and navigation based on usability heuristics and principles. The end result was a working prototype that addressed users'
This document describes a proposed mobile application called "Everything Student Life" aimed at connecting students looking for accommodation or to buy and sell items with landlords and other students.
The application would have two main types of users - students searching for accommodation or items (buyers) and landlords and students listing accommodation or items for sale (sellers). It was designed as an iPhone app to be easily accessible to students.
User research in the form of questionnaires and interviews with students informed the design and features of the prototype, which allows buyers to search and view listings and sellers to post advertisements. A user-centered design approach was used and prototypes were tested iteratively based on user feedback to refine the interface.
Everything Student Life is an app aimed at connecting students looking for accommodation or to sell goods with landlords and other students. It uses a user-centered design approach involving requirements gathering, personas, use cases and testing. The app allows students to browse and refine housing searches. It also enables landlords to upload accommodation listings. Usability testing was conducted on paper prototypes and a working prototype to improve the interface based on user feedback. Design principles like Nielsen's heuristics and Pressman's principles were applied to the prototype.
Este documento presenta 24 preguntas sobre diferentes tipos de relaciones ecológicas como la simbiosis, el comensalismo, el parasitismo, la depredación, la competencia y las relaciones tróficas. Explica cada una de estas interacciones biológicas y proporciona ejemplos como la relación entre el pez payaso y la anémona (simbiosis), entre el león y la cebra (depredación) y entre el virus y la célula (parasitismo). Además, define conceptos clave como comunidad, población, product
TechStop is an app that aims to help students monitor and limit their social media use to increase study motivation. It tracks time spent on sites like Facebook and allows users to set time limits. When limits are approaching, warnings will appear. The target group is students, as easy internet access can inhibit studying. Extensive Facebook use correlates with poor academics. The app incorporates motivation theories and self-tracking to help users gain autonomy over their time through goal-setting and self-regulation. Existing solutions like RescueTime track all websites but can be complex; TechStop focuses only on Facebook for simplicity. It will provide usage reports to show students how limits can reduce time wasted online.
Este documento es una remisión de transporte que detalla la entrega de 2,500 kg de cemento gris a nombre de CONSTRUCASA DISTRIBUIDORA S.A. El cemento será transportado por IMBOCAR S.A. desde la bodega 2665353 en Palmira hasta la dirección de CONSTRUCASA en Cali. El documento incluye detalles sobre el pedido, el producto, el transportador, y las firmas y sellos requeridos para la salida de la bodega y la recepción del cliente.
El documento clasifica la materia en sustancias puras y mezclas, y describe las características y tipos de mezclas homogéneas y heterogéneas. Explica que las mezclas homogéneas incluyen soluciones, coloides y emulsiones, mientras que las heterogéneas incluyen suspensiones y mezclas gruesas. También resume varios métodos para separar los componentes de las mezclas, como filtración, decantación, destilación y cromatografía.
This document describes a proposed mobile application called "Everything Student Life" aimed at connecting students looking for accommodation or to buy and sell items with landlords and other students.
The application would have two main types of users - students searching for accommodation or items (buyers) and landlords and students listing accommodation or items for sale (sellers). It was designed as an iPhone app to be easily accessible to students.
User research in the form of questionnaires and interviews with students informed the design and features of the prototype, which allows buyers to search and view listings and sellers to post advertisements. A user-centered design approach was used and prototypes were tested iteratively based on user feedback to refine the interface.
Everything Student Life is an app aimed at connecting students looking for accommodation or to sell goods with landlords and other students. It uses a user-centered design approach involving requirements gathering, personas, use cases and testing. The app allows students to browse and refine housing searches. It also enables landlords to upload accommodation listings. Usability testing was conducted on paper prototypes and a working prototype to improve the interface based on user feedback. Design principles like Nielsen's heuristics and Pressman's principles were applied to the prototype.
Este documento presenta 24 preguntas sobre diferentes tipos de relaciones ecológicas como la simbiosis, el comensalismo, el parasitismo, la depredación, la competencia y las relaciones tróficas. Explica cada una de estas interacciones biológicas y proporciona ejemplos como la relación entre el pez payaso y la anémona (simbiosis), entre el león y la cebra (depredación) y entre el virus y la célula (parasitismo). Además, define conceptos clave como comunidad, población, product
TechStop is an app that aims to help students monitor and limit their social media use to increase study motivation. It tracks time spent on sites like Facebook and allows users to set time limits. When limits are approaching, warnings will appear. The target group is students, as easy internet access can inhibit studying. Extensive Facebook use correlates with poor academics. The app incorporates motivation theories and self-tracking to help users gain autonomy over their time through goal-setting and self-regulation. Existing solutions like RescueTime track all websites but can be complex; TechStop focuses only on Facebook for simplicity. It will provide usage reports to show students how limits can reduce time wasted online.
Este documento es una remisión de transporte que detalla la entrega de 2,500 kg de cemento gris a nombre de CONSTRUCASA DISTRIBUIDORA S.A. El cemento será transportado por IMBOCAR S.A. desde la bodega 2665353 en Palmira hasta la dirección de CONSTRUCASA en Cali. El documento incluye detalles sobre el pedido, el producto, el transportador, y las firmas y sellos requeridos para la salida de la bodega y la recepción del cliente.
El documento clasifica la materia en sustancias puras y mezclas, y describe las características y tipos de mezclas homogéneas y heterogéneas. Explica que las mezclas homogéneas incluyen soluciones, coloides y emulsiones, mientras que las heterogéneas incluyen suspensiones y mezclas gruesas. También resume varios métodos para separar los componentes de las mezclas, como filtración, decantación, destilación y cromatografía.
This marketing plan summarizes an Android app called hUB that aims to connect students from different colleges with similar interests. The app will allow students to share information about college events and activities. It will have sections for various interests like dance, music, sports, and art. The target customer is engineering and medical students aged 18-22. The marketing strategy will focus on building partnerships with colleges and offering the app for free initially and a paid premium version later. Metrics like downloads, reviews, and feedback will be used to evaluate the app's performance over time.
The document describes the development of an iPad application called "Optimising Children's Outcomes" (OCO) aimed at teachers and educators to monitor students. It discusses conducting user research through questionnaires and interviews with teachers. Two key user types were identified: educators and parents. Use cases were developed for an educator emailing a student's progress report to parents, and adding a new student profile. A user-centered design approach was used involving requirements gathering, analysis, prototyping and testing. Design principles like Nielsen's heuristics and Pressman's principles were applied to the prototype. Testing was done on paper prototypes and a functional Axure prototype. Based on feedback, several interface elements were improved.
The document provides information on product management. It discusses 3 broad areas of product management: defining new products, adding features to existing products, and improving existing features. It then discusses defining a product opportunity in more detail, including identifying customer problems, technologies, and a company's capabilities. It also discusses approaches to discovering opportunities such as customer observation and data analysis. Finally, it outlines the "think-make-check" process of product iteration including defining hypotheses, building minimum viable products, and using analytics to check assumptions.
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This document summarizes key points from a presentation on early stage product development by Des Traynor of Intercom. It discusses focusing products on solving real user problems, starting simply and refining over time. Products should provide clear value for customers rather than founders. Features can dilute focus, so it's important to understand user jobs and remove unnecessary steps. Distribution costs are decreasing, so startups must compete globally and stay focused on core value to remain defensible.
Prototyping involves constructing future situations with real people to evaluate design solutions. [1] Prototypes of a mobile service for the homeless were created through storyboarding and experiential testing to validate the concept. [2] Three iterations were run with homeless participants using Twitter to test the idea of an SMS service connecting them to local resources. [3] Positive outcomes included users receiving assistance like eye exams and job opportunities, showing the potential of the concept.
SYST15892 Interactive User Interface Design Phase IV Usa.pdfacsmadurai
SYST15892 - Interactive User Interface Design
Phase IV Usability Testing
Grade weight: 15%
Requirements
Based on your initial Storyboard / Wireframes develop an interactive
prototype with invisionapp to carry out a series of tasks to be tested with
live users. The tasks should include TWO common tasks and at least ONE
advanced task. Registering / logging in to the website / service are
considered common tasks.
You will need to conduct the usability testing on a minimum of FIVE
individuals and use the "Think Aloud" method to capture their thoughts,
actions and interaction with the prototype. During the test one group
member should be a note taker to record what the user is doing and saying
during the testing.
Note: DO NOT explain, prompt or help the user during the testing. This will
taint your results and not give you real feedback on the interface /
interaction.
Prepare a small survey with a 5-point Likert scale and open-ended
questions. Compile all the results into a report as part of your submission.
SYST15892 - Interactive User Interface Design
Phase IV Usability Testing
Deliverables (Each section will have the same grade)
1. PROTOTYPE: invisionapp prototype based on your wireframes.
2. PREPARATION:
a. A copy of your "script" including introduction to make the user
feel at home (biscuits...).
b. The goal or goals that you tell the user, and the tasks that you
expect the user to accomplish but keep secret.
3. RESULTS:
a. The results of the testing including Likert Scale results,
observations about user actions and expectations, verbal
feedback from the user, and answers to open-ended questions.
4. CONCLUSION:
a. Areas of the wireframes that need improvement or changes.
b. Feedback on the interface from the users (Positive and
Negative).
c. A statement on what the group thought went well and tasks/
actions from the user feedback that surprised the group, tasks
that took longer than expected, errors or confusion from the
user.
d. What you learned about your application and steps to improve.
e. What you learned about Usability Testing.
Submission
Submit the followings to the Dropbox on SLATE in the Final Project
Part 4 folder (e-mail submissions will NOT be accepted):
The zip file of the prototype downloaded from invisionapp.
A document containing deliverables 2 to 4 (see above).
Only one submission per group.
Please refer to the Late Submission Policy.
Only the last submission is accepted and marked, all other
submissions are ignored.
Any attempt at cheating on the assignment will result in a grade of zero
Introduction: The name of our application would be Bright Future. It is about guiding people to take
steps to achieve the dream job they want in the future. It would guide us from the basic level to the
higher levels. The aim of our app is to provide information to people about the eligibilities and
requirements of a specific job. Requirements: Concept: The concept of our program is to help
people know their career paths. The app prompts t.
The document proposes various research studies for Labaiik in 2021 to help achieve its business objectives. It outlines qualitative and quantitative studies including focus group discussions to understand user experiences and attitudes, usability testing to identify UX issues, and a brand tracking study using monthly online surveys to monitor key performance indicators. The results will provide insights into customer satisfaction, perceptions of Labaiik versus competitors, and feedback for improvements. Data will be analyzed using Qualtrics survey tools and dashboards to help optimize the app and user experience. Suggestions are also made for new app features.
Are you looking to gather insights from your potential customers? When it comes to your prospects, do you really know what they want? Many startup teams tell us they are missing the key information they need to get into their users' mind. Without this information, the products often fall short of delighting users.
There are those that believe that user research and usability testing must be a complex and scientific process that takes lots of time, money, and resources. However, in the real world, most startups don't have the luxury to spend weeks or months on their user research. That's where guerrilla research techniques come into play.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
The document summarizes a student project to develop a classified advertisements website called MyPanther for Claflin University. The project aims were to: 1) Allow users to register accounts; 2) Browse ads by category; and 3) Search ads across categories. The methodology included using XAMPP, Joomla, and PHP/SQL. Outcomes included defining user interface requirements and developing browsing and search functionality. A demonstration of the working website was presented. Future enhancements were discussed such as integrating with the university database and creating a mobile API.
Lean startups en el mundo real ejemplos y metricasSoftware Guru
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Social networks, auctions, and portals share a common basis in online communities formed around shared interests or identities. The chapter discusses key types of each - social networks include general communities and interest-based networks, while auctions include English, Dutch, and Name Your Own Price styles. Portals have evolved from search tools to general and specialized destination sites seeking to attract large audiences through proprietary content and targeted advertising.
Ria Sankar - How to Build Winning Products - Product School Bellevue - 83018 Ria Sankar
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This document discusses getting feedback from users and provides pros and cons. It notes that getting feedback requires going outside one's comfort zone and extra work. However, feedback can provide positive responses, good publicity, and thousands of quality responses if done correctly. The document also lists software options for collecting feedback like UserVoice and Google Forms. It provides an example of feedback collected, including stats. Finally, it recommends sites to view demonstrations and documentation on getting user feedback.
These are the materials of a full-day workshop for a Fortune 500 company. It explores the best practices for mobile design, sprint-teams, and considerations to make when designing for omni-channel.
Connect-a-Mater:The One Stop Solution for your CareerNilav Patro
The one stop solution for all your career related problems.
This comprehensive analysis and description of the Marketing Plan will drive everyone towards it.
The document summarizes a lecture on customer segments. It discusses the importance of identifying which customers and users are being served, and which problems they want solved. It covers different types of customers like business, consumer, and multi-sided markets. It provides heuristics for talking to customers, how they hear about products, and testing interest through experiments. The lecture also discusses the different types of markets a product can enter like existing, resegmented, or new markets.
The document provides an overview of the product management lifecycle and role. It discusses defining product opportunities by understanding customer problems, technologies, and a company's capabilities. It also covers product discovery frameworks like minimum viable products and jobs-to-be-done. The agenda includes understanding customers, creating personas and wireframes, using analytics to check hypotheses, and approaching typical PM interview questions with a focus on structured thinking.
GraphSummit Singapore | The Future of Agility: Supercharging Digital Transfor...Neo4j
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This keynote will reveal how Deloitte leverages Neo4j’s graph power for groundbreaking digital twin solutions, achieving a staggering 100x performance boost. Discover the essential role knowledge graphs play in successful generative AI implementations. Plus, get an exclusive look at an innovative Neo4j + Generative AI solution Deloitte is developing in-house.
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Get an inside look at the latest Neo4j innovations that enable relationship-driven intelligence at scale. Learn more about the newest cloud integrations and product enhancements that make Neo4j an essential choice for developers building apps with interconnected data and generative AI.
This marketing plan summarizes an Android app called hUB that aims to connect students from different colleges with similar interests. The app will allow students to share information about college events and activities. It will have sections for various interests like dance, music, sports, and art. The target customer is engineering and medical students aged 18-22. The marketing strategy will focus on building partnerships with colleges and offering the app for free initially and a paid premium version later. Metrics like downloads, reviews, and feedback will be used to evaluate the app's performance over time.
The document describes the development of an iPad application called "Optimising Children's Outcomes" (OCO) aimed at teachers and educators to monitor students. It discusses conducting user research through questionnaires and interviews with teachers. Two key user types were identified: educators and parents. Use cases were developed for an educator emailing a student's progress report to parents, and adding a new student profile. A user-centered design approach was used involving requirements gathering, analysis, prototyping and testing. Design principles like Nielsen's heuristics and Pressman's principles were applied to the prototype. Testing was done on paper prototypes and a functional Axure prototype. Based on feedback, several interface elements were improved.
The document provides information on product management. It discusses 3 broad areas of product management: defining new products, adding features to existing products, and improving existing features. It then discusses defining a product opportunity in more detail, including identifying customer problems, technologies, and a company's capabilities. It also discusses approaches to discovering opportunities such as customer observation and data analysis. Finally, it outlines the "think-make-check" process of product iteration including defining hypotheses, building minimum viable products, and using analytics to check assumptions.
Early Stage Product Development - Incubadora SinergiaRiley Maguire
This document summarizes key points from a presentation on early stage product development by Des Traynor of Intercom. It discusses focusing products on solving real user problems, starting simply and refining over time. Products should provide clear value for customers rather than founders. Features can dilute focus, so it's important to understand user jobs and remove unnecessary steps. Distribution costs are decreasing, so startups must compete globally and stay focused on core value to remain defensible.
Prototyping involves constructing future situations with real people to evaluate design solutions. [1] Prototypes of a mobile service for the homeless were created through storyboarding and experiential testing to validate the concept. [2] Three iterations were run with homeless participants using Twitter to test the idea of an SMS service connecting them to local resources. [3] Positive outcomes included users receiving assistance like eye exams and job opportunities, showing the potential of the concept.
SYST15892 Interactive User Interface Design Phase IV Usa.pdfacsmadurai
SYST15892 - Interactive User Interface Design
Phase IV Usability Testing
Grade weight: 15%
Requirements
Based on your initial Storyboard / Wireframes develop an interactive
prototype with invisionapp to carry out a series of tasks to be tested with
live users. The tasks should include TWO common tasks and at least ONE
advanced task. Registering / logging in to the website / service are
considered common tasks.
You will need to conduct the usability testing on a minimum of FIVE
individuals and use the "Think Aloud" method to capture their thoughts,
actions and interaction with the prototype. During the test one group
member should be a note taker to record what the user is doing and saying
during the testing.
Note: DO NOT explain, prompt or help the user during the testing. This will
taint your results and not give you real feedback on the interface /
interaction.
Prepare a small survey with a 5-point Likert scale and open-ended
questions. Compile all the results into a report as part of your submission.
SYST15892 - Interactive User Interface Design
Phase IV Usability Testing
Deliverables (Each section will have the same grade)
1. PROTOTYPE: invisionapp prototype based on your wireframes.
2. PREPARATION:
a. A copy of your "script" including introduction to make the user
feel at home (biscuits...).
b. The goal or goals that you tell the user, and the tasks that you
expect the user to accomplish but keep secret.
3. RESULTS:
a. The results of the testing including Likert Scale results,
observations about user actions and expectations, verbal
feedback from the user, and answers to open-ended questions.
4. CONCLUSION:
a. Areas of the wireframes that need improvement or changes.
b. Feedback on the interface from the users (Positive and
Negative).
c. A statement on what the group thought went well and tasks/
actions from the user feedback that surprised the group, tasks
that took longer than expected, errors or confusion from the
user.
d. What you learned about your application and steps to improve.
e. What you learned about Usability Testing.
Submission
Submit the followings to the Dropbox on SLATE in the Final Project
Part 4 folder (e-mail submissions will NOT be accepted):
The zip file of the prototype downloaded from invisionapp.
A document containing deliverables 2 to 4 (see above).
Only one submission per group.
Please refer to the Late Submission Policy.
Only the last submission is accepted and marked, all other
submissions are ignored.
Any attempt at cheating on the assignment will result in a grade of zero
Introduction: The name of our application would be Bright Future. It is about guiding people to take
steps to achieve the dream job they want in the future. It would guide us from the basic level to the
higher levels. The aim of our app is to provide information to people about the eligibilities and
requirements of a specific job. Requirements: Concept: The concept of our program is to help
people know their career paths. The app prompts t.
The document proposes various research studies for Labaiik in 2021 to help achieve its business objectives. It outlines qualitative and quantitative studies including focus group discussions to understand user experiences and attitudes, usability testing to identify UX issues, and a brand tracking study using monthly online surveys to monitor key performance indicators. The results will provide insights into customer satisfaction, perceptions of Labaiik versus competitors, and feedback for improvements. Data will be analyzed using Qualtrics survey tools and dashboards to help optimize the app and user experience. Suggestions are also made for new app features.
Are you looking to gather insights from your potential customers? When it comes to your prospects, do you really know what they want? Many startup teams tell us they are missing the key information they need to get into their users' mind. Without this information, the products often fall short of delighting users.
There are those that believe that user research and usability testing must be a complex and scientific process that takes lots of time, money, and resources. However, in the real world, most startups don't have the luxury to spend weeks or months on their user research. That's where guerrilla research techniques come into play.
Julie Grundy gives an overview of user experience Design, why it's important, guiding principles, UX research overview, and tactics used by UX professionals. November 2015.
The document summarizes a student project to develop a classified advertisements website called MyPanther for Claflin University. The project aims were to: 1) Allow users to register accounts; 2) Browse ads by category; and 3) Search ads across categories. The methodology included using XAMPP, Joomla, and PHP/SQL. Outcomes included defining user interface requirements and developing browsing and search functionality. A demonstration of the working website was presented. Future enhancements were discussed such as integrating with the university database and creating a mobile API.
Lean startups en el mundo real ejemplos y metricasSoftware Guru
Ejemplos de startups usando las metodologias de Lean Startups y Customer Development, presentados no a nivel conceptual sino como casos de estudio incluyendo metricas y desarrollo a traves del tiempo.
Social networks, auctions, and portals share a common basis in online communities formed around shared interests or identities. The chapter discusses key types of each - social networks include general communities and interest-based networks, while auctions include English, Dutch, and Name Your Own Price styles. Portals have evolved from search tools to general and specialized destination sites seeking to attract large audiences through proprietary content and targeted advertising.
Ria Sankar - How to Build Winning Products - Product School Bellevue - 83018 Ria Sankar
ProductSchool offers part-time courses in product management, coding, data, digital marketing, and blockchain in 14 campuses across cities in the US, Canada, and the UK, as well as online. It has graduated over 5,000 alumni. The speaker discusses various product management frameworks like Jobs Theory, Blue Ocean Strategy, Porter's Five Forces, BCG Matrix, and Kano Model. She also covers different user research methods like focus groups, surveys, remote studies, message testing, and cohort analysis. The presentation concludes with discussing Lean UX and AARRR metrics.
This document discusses getting feedback from users and provides pros and cons. It notes that getting feedback requires going outside one's comfort zone and extra work. However, feedback can provide positive responses, good publicity, and thousands of quality responses if done correctly. The document also lists software options for collecting feedback like UserVoice and Google Forms. It provides an example of feedback collected, including stats. Finally, it recommends sites to view demonstrations and documentation on getting user feedback.
These are the materials of a full-day workshop for a Fortune 500 company. It explores the best practices for mobile design, sprint-teams, and considerations to make when designing for omni-channel.
Connect-a-Mater:The One Stop Solution for your CareerNilav Patro
The one stop solution for all your career related problems.
This comprehensive analysis and description of the Marketing Plan will drive everyone towards it.
The document summarizes a lecture on customer segments. It discusses the importance of identifying which customers and users are being served, and which problems they want solved. It covers different types of customers like business, consumer, and multi-sided markets. It provides heuristics for talking to customers, how they hear about products, and testing interest through experiments. The lecture also discusses the different types of markets a product can enter like existing, resegmented, or new markets.
The document provides an overview of the product management lifecycle and role. It discusses defining product opportunities by understanding customer problems, technologies, and a company's capabilities. It also covers product discovery frameworks like minimum viable products and jobs-to-be-done. The agenda includes understanding customers, creating personas and wireframes, using analytics to check hypotheses, and approaching typical PM interview questions with a focus on structured thinking.
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Discover the seamless integration of RPA (Robotic Process Automation), COMPOSER, and APM with AWS IDP enhanced with Slack notifications. Explore how these technologies converge to streamline workflows, optimize performance, and ensure secure access, all while leveraging the power of AWS IDP and real-time communication via Slack notifications.
Removing Uninteresting Bytes in Software FuzzingAftab Hussain
Imagine a world where software fuzzing, the process of mutating bytes in test seeds to uncover hidden and erroneous program behaviors, becomes faster and more effective. A lot depends on the initial seeds, which can significantly dictate the trajectory of a fuzzing campaign, particularly in terms of how long it takes to uncover interesting behaviour in your code. We introduce DIAR, a technique designed to speedup fuzzing campaigns by pinpointing and eliminating those uninteresting bytes in the seeds. Picture this: instead of wasting valuable resources on meaningless mutations in large, bloated seeds, DIAR removes the unnecessary bytes, streamlining the entire process.
In this work, we equipped AFL, a popular fuzzer, with DIAR and examined two critical Linux libraries -- Libxml's xmllint, a tool for parsing xml documents, and Binutil's readelf, an essential debugging and security analysis command-line tool used to display detailed information about ELF (Executable and Linkable Format). Our preliminary results show that AFL+DIAR does not only discover new paths more quickly but also achieves higher coverage overall. This work thus showcases how starting with lean and optimized seeds can lead to faster, more comprehensive fuzzing campaigns -- and DIAR helps you find such seeds.
- These are slides of the talk given at IEEE International Conference on Software Testing Verification and Validation Workshop, ICSTW 2022.
UiPath Test Automation using UiPath Test Suite series, part 6DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 6. In this session, we will cover Test Automation with generative AI and Open AI.
UiPath Test Automation with generative AI and Open AI webinar offers an in-depth exploration of leveraging cutting-edge technologies for test automation within the UiPath platform. Attendees will delve into the integration of generative AI, a test automation solution, with Open AI advanced natural language processing capabilities.
Throughout the session, participants will discover how this synergy empowers testers to automate repetitive tasks, enhance testing accuracy, and expedite the software testing life cycle. Topics covered include the seamless integration process, practical use cases, and the benefits of harnessing AI-driven automation for UiPath testing initiatives. By attending this webinar, testers, and automation professionals can gain valuable insights into harnessing the power of AI to optimize their test automation workflows within the UiPath ecosystem, ultimately driving efficiency and quality in software development processes.
What will you get from this session?
1. Insights into integrating generative AI.
2. Understanding how this integration enhances test automation within the UiPath platform
3. Practical demonstrations
4. Exploration of real-world use cases illustrating the benefits of AI-driven test automation for UiPath
Topics covered:
What is generative AI
Test Automation with generative AI and Open AI.
UiPath integration with generative AI
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Unlocking Productivity: Leveraging the Potential of Copilot in Microsoft 365, a presentation by Christoforos Vlachos, Senior Solutions Manager – Modern Workplace, Uni Systems
2. Overview of Application
Aimed Primarily at students
However there are two types of users;
The Buyer (Students),
The Seller (Landlords/Event Planners.. Etc.)
Students can also act as a multiuser!
Designed as an iPhone ‘App’;
Student accessibility
(Based on requirements gathering)
3. My users
Two users;
•Buyer (Student)
•Seller (Landlord)
•1st Use Case shows the buyer browse for accommodation
(To rent, in south Dublin, for less than 1500 a month)
•2nd Use Case explores the app from the seller, uploading ad,
advertising accommodation
4. Persona
Use Case 1 – Buyer
(Student)
This is Dave. Dave is twenty and entering his
Second year in Trinity College Dublin. Dave is from
Co. Meath.
Dave lived in Trinity Halls during his first year of
College, where he made lots of new friends.
Dave is now looking for accommodation, with a few
Friends he made in Trinity Halls, but finding
It tricky to find something suited to his needs,
Within his price range, and for a lease that only lasts
The academic year.
Dave knows once he finds a place he will need to
Fork out for some furniture to furnish his knew place
And make it feel more like home.
Dave also has lots of expensive books that he no
Longer needs this year.
5. Persona
Use Case 2 – Seller
(Landlord)
This is Jane. Jane was a stay at home mom to three.
Jane’s three children are all grown up now.
Jane lives in Cork, but bought a property in Dublin
So when her children were attending college they had
Somewhere to stay.
Two of Jane’s children still live in Dublin with their
Spouses and kids, while her other child emigrated to
Australia.
Jane doesn’t want to sell the property as she still uses
It once and again, mainly during summer to visit her
Children and grand children.
Jane has decided it is in a prime location for college
Students and it suits her to rent it during the
Academic year.
6. Methodology
I used a user centred design approach when designing my
application.
What is user centred design?
Why use this and not another?
7. What is User Centred Design?
User Centred design is a user interface design process in
which the needs and wants of the end user are given
extensive attention.
Multi stage problem solving process.
The difference from other product design is that usercentred design tries to optimize the product around how
users can, want, or need to use the product, rather than
forcing the users to change their behaviour to accommodate
the product (Bryce, 1996).
8. But Why User Centred Design?
User Centred Design is a well established process
that is used by many organisations to deliver
products that meet users expectations (Sugar, 2001).
Ensures that the software is usable to novice users as
well as advanced users.
Prevents loss of money, due to insurance of use
(Cooper, Reimann & Cronin, 2008)
9. Requirements Gathering
I used an online questionnaire for my initial
requirements gathering
i.e., “How would you like to access the programme?”
Via website, Smartphone or android app??
Student
accommodation
availabilities
Buy and Sell
college books
Buy and Sell
furniture
Find tutoring
Other
Other = Student events and student deals
10. Requirements Gathering
Accommodation search;
• - How the searching would be refined,
•
•
•
What criteria you are looking for?
Just dedicated to your college/ all colleges?
Just Dublin?
“What type of housing would you be looking for”?
Digs
Shared Housing
Apartment
Other
Other = On campus accommodation
Interpretation of Data:
•Age group,
•College year
11. Require Analysis
What decisions were concluded?
•Android/Smart phone App
•What to include
•Who this is being aimed at
•May not know the city
•Student to student forum
•Starter block
Decided to focus on
accommodation
For Use Cases
12. Use Case Diagram
Log In
Log out
Register
Browse
Categories
Browse
Categories
Non- Registered User
View Items
Registered User
View items
See
Information
Reply to ad
View
History
Follow ad
Advertise
Search for what
you need
Buyer
(student)
Post in forum
Advertise
Seller
View forum
Upload photos
13. Short Interview
(With first time college student, living away from home for
first time).
•Not knowing where to start,
•Wanting to be independent,
•Unsure of the City
14. 1
Use Case ID
Version
1.0
Author
Camilla Mahon
Use Case Name
Browsing for accommodation
Actor(s)
Buyer (student)
Description
Buyer wants to search the data-base for available accommodation. The system must display available
accommodation.
Pre-Conditions
Normal Flow
Users search successful
•User selects accommodation search option
•System searches data-base for all available accommodation adverts- system displays full list of available
accommodation
•User refines search to South Dublin
•System browses data-base - system displays refined list of accommodation in South Dublin only.
•User chooses one accommodation on the list
•System displays accommodation details
Alternative Flow
Users search invalid
•User selects accommodation
•System searches data-base for all available accommodation adverts- system displays full list of available
accommodation
•User refines search to South Dublin
•System browses data-base – System displays error message indicating there are no results matching the users
description and the user is prompted to try again
Post-Conditions
Browsed items are added to user history
Open-Issues
15. 2
Use Case ID
Version
1.0
Author
Camilla Mahon
Use Case Name
Uploading advertisement
Actor(s)
Seller
Description
Seller wants to upload an advertisement to the data-base. The system must save and display advertisement.
Pre-Conditions
User should be logged in.
Normal Flow
Successful advertisement upload
•User selects add advertisement option
•System displays advertisement form
•User fills in the details required
•System checks that all the fields have been filled out
•System displays a add image option
•User uploads images
•System saves images to advertisement – system displays message indicating advertisement has been saved
successfully
Alternative Flow
Un-Successful advertisement upload
•User selects add advertisement option
•System displays advertisement form
•User fills in the details required
•System checks that all the fields have been filled out
•System displays error message due to invalid information input
•System highlights the sections to be corrected
Post-Conditions
Advertisement is now viewable
Open-Issues
16. Interface Design
How I applied interface design rules to my
prototype:
Nielsen’s Heuristics
(They are called "heuristics" because
they are more in the nature of rules of thumb than specific
usability guidelines).
Pressman's
Principles (An agile yet disciplined
framework for building web applications).
Other Mobile Design Principles
17. Nielsen’s Heuristics
(Examples)
Help users recognize,
diagnose, and recover
from errors
Error messages should be
expressed in plain language,
precisely indicate the problem,
and constructively suggest
a solution.
18. Nielsen’s Heuristics
(Examples)
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.
21. Theresa Neil
(Example)
Visibility of system status
(Feedback)
The system should always
keep users informed about
what is going on, through
appropriate feedback within
reasonable time.
22. Testing
(Usability Testing)
Paper Usability testing
Home screen:
(Feedback)
Remove drop down box
-as nothing under it
(Changes)
Convert to category list
24. Testing
(Prototype Testing)
•
•
•
•
Created Prototype using Axure
Two use cases
Performed Prototype testing
Made changes due to feedback
• Gave working prototype
• Gave criteria
- asked users to navigate through prototype
based on use case criteria
• Noted user actions
• Asked for user feedback
29. References
Alan Cooper, Robert Reimann, David Cronin, About Face 3: The Essentials of
Interaction Design, Publishing house of electronics industry, 2008.
Bryce, A. (1996). Information tasks: Toward a user-centered approach to
information systems. (1st ed.). Orlando, Florida, USA: Academic Press, Inc.
Neil, T. (2009). Principles and patterns for rich interaction.Designing Web
Interfaces,
Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user interfaces, Proc.
ACM CHI'90 Conf. (Seattle, WA, 1-5 April), 249-256.
Pressman, R. (2000). Software engineering principles. (5th ed.). Mcgraw Hill
Higher Education.
Sugar, W. (2001). What is so good about user-centered design? documenting
the effect of usability sessions on novice software designers. Journal of
Research on Computing in Education,