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HUMAN COMPUTER INTERACTION & USABILITY

ASIA PACIFIC UNIVERSITY COLLEGE OF TECHNOLOGY & INNOVATION HUMAN COMPUTER INTERACTION & USABILITY (CE00306-02)

GROUP ASSIGNMENT

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Table of Contents
Introduction ........................................................................................................................................... 5
USER PROFILING By Serwalo Neo Mogorosi | TP015007 ............................................................. 6 USER REQUIREMENTS ................................................................................................................ 7 WHO ARE STAKEHOLDERS? .......................................................................................................... 8 DATA GATHERING/DATA COLLECTION.................................................................................... 12 DATA GATHERING TECHNIQUES ........................................................................................... 14 INTERVIEW ................................................................................................................................. 14 QUESTIONNAIRE/SURVEY ....................................................................................................... 15 OBSERVATION ............................................................................................................................. 16 FOCUS GROUP ............................................................................................................................ 17 SELECTION AND JUSTIFICATION OF A CHOOSEN DATA METHOD .................................. 18 QUESTIONNAIRE QUESTIONS ................................................................................................. 19 QUESTIONNAIRE ANALYSIS.................................................................................................... 21 TASK ANALYSIS ............................................................................................................................ 26 LIST OF REFERENCE ................................................................................................................. 28 USABILITY GOALS AND COMPETITIVE ANALYSIS ........................................................................... 29 Human Factors ...................................................................................................................................... 29 Physiology ..................................................................................................................................... 29 USABILITY GOALS By Brian Mbulawa | TP016084 .............................................................................. 31 Relationship between Usability Goals and User type.............................................................................. 31 DESIGN PRINCIPLES .......................................................................................................................... 33 Selection of Design Principles ............................................................................................................... 35 Selection of Usability Goals ................................................................................................................... 36 Heuristics and Usability Principles ........................................................................................................ 37 COMPETITIVE ANALYSIS .................................................................................................................... 38 Asiaxpress.com.my................................................................................................................................. 39 Nationwide2u.com ................................................................................................................................. 40 Websites interface design in relation to Design Principles .................................................................... 41 Websites interface design in relation to Usability Goals........................................................................ 44 HCIU Page 2

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REFERENCE LIST ................................................................................................................................ 46 Prototype and Walkthrough By Saameen Mohamed | TP022358 .......................................................... 47 INTRODUCTION ............................................................................................................................. 47 Prototype....................................................................................................................................... 47 Advantages and disadvantages of prototyping ....................................................................................... 48 Advantages of prototyping ............................................................................................................. 48 Disadvantages of prototyping ........................................................................................................ 48 Low Fidelity Prototyping ....................................................................................................................... 49 Sketches and paper prototypes........................................................................................................ 49 Storyboarding ........................................................................................................................................ 51 Card sorting ................................................................................................................................... 51 High Fidelity Prototyping................................................................................................................ 52 Horizontal Prototyping ................................................................................................................... 54 Vertical Prototyping ....................................................................................................................... 54 Software Prototyping ..................................................................................................................... 54 Wizard of Oz .................................................................................................................................. 54 Advantages of High Fidelity.................................................................................................................... 55 Disadvantages of High fidelity ................................................................................................................ 55 Comparison of low-fidelity and high fidelity prototyping........................................................................ 55 Benefits of parallel design...................................................................................................................... 57 How do users think? ...................................................................................................................... 57 Don t make users think .................................................................................................................. 59 Don t squander users patience ...................................................................................................... 59 Manage to focus users attention ................................................................................................... 59 Assumptions .......................................................................................................................................... 60 Parallel Designs for the system that has been proposed......................................................................... 61 Design 1 () ..................................................................................................................................... 61 Design 2 () ..................................................................................................................................... 62 Design 3 () ..................................................................................................................................... 63 Design 4 () ..................................................................................................................................... 64 Final Design................................................................................................................................... 65

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The benefits we got from the parallel design................................................................................... 66 Storyboarding for Ex-Courier ................................................................................................................. 67 Why we used Storyboard ............................................................................................................... 69 Screenshots of the final prototype ................................................................................................. 69 Conclusion ............................................................................................................................................. 83 Reference .............................................................................................................................................. 84 Testing of Design By Kokila A/P Raman .................................................................................................. 86 What does usability testing measure? ................................................................................................. 86 Usability metrics ................................................................................................................................ 86 Data collection methods ..................................................................................................................... 87 Usability Testing Process ....................................................................................................................... 88 Usability Scenario Development ............................................................................................................ 89 What is a scenario? ............................................................................................................................ 89 Purpose.............................................................................................................................................. 90 Key requirements for scenario............................................................................................................ 90 Developing tasks................................................................................................................................ 90 Design tasks for testing site features ................................................................................................... 92 Usability Checklist ................................................................................................................................ 92 Checklist............................................................................................................................................ 92 Conducting a Usability Testing Session ................................................................................................. 95 Introduction ....................................................................................................................................... 95 General guidelines for conducting a session ....................................................................................... 95 Keep the session neutral..................................................................................................................... 95 Treat each participant as a completely new case ................................................................................. 96 Assist the Participants only as a last resort.......................................................................................... 96 Help participants to relax ................................................................................................................... 96 Usability Test Analysis .......................................................................................................................... 97 Introduction ....................................................................................................................................... 97 Analysing qualitative and quantitative data ........................................................................................ 97 Analysis steps .................................................................................................................................... 98 Evaluation ........................................................................................................................................... 100

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Introduction
This company is concerned with package shipment for customers both locally and internationally. Whenever a customer wishes to ship a package, they can call the companys customer service personnel to place a shipment request. There are few options on mode of shipment the customer has to choose from. Firstly, we would like to discuss about the user requirements. In this part, differenttypes of users will be identified and data gathering will be conducted to get all thenecessary requirements from the user and stakeholder. The second part of this assignmentwill explain the usability goals and competitive analysis whereby few elements of usabilitywill be discussed in the new system and comparison between similar systems will be madefor enhancing the features and building a unique system with creative ideas. Next, is the prototype and walkthrough stage, in this part, designs will be exercisedto meet the user requirements including all the features to finalize the interface of thesystem. Lastly, testing of design will be conducted to users for evaluating the prototype byexperiencing themselves.

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USER PROFILING By Serwalo Neo Mogorosi | TP015007

WHAT IS USER PROFILING? www.exa.unicen.edu.ar/catedras/knowledge/apuntes/56400193.pdf explains user profiling as a representation of information about an individual that is essential for the application. This section describes the most common contents of the user profiles that are; user interests, the users knowledge, background and skills, the users goals; user behavior and the users interaction preferences. One can again define user profiling as the process of establishing knowledge about the users. User profiling is a way of identifying the user requirements and their needs regarding the system, and what are the main activities they (users) want to perform by using the system. WHY DO USER PROFILING? The purpose of user profiling is to gather the information about the requirements from the users. We do user profiling to identify the interest of all the stakeholders who may affect or be affected by the system. Another purpose of user profiling is to give adequate feedback or just to make the system enjoyable and satisfaction. We need to find out the demands from the users to achieve the goal of the system, because the system will fail if it;  Does not do what the users needs.  Is inappropriate to the user. So the system must match the users task and must meet the requirements. PRINCIPLE OF USER PROFILING First we should know who our users are, before we can answer the question How do we make our user interfaces better, we must first answer the question: Better for whom? A design that is better for a technically skilled user might not be better for a non-technical businessman or an artist. WHO ARE USERS? Users are group of people who will ultimately operate an application to get a job done. They are the targeted users from the point of view of the development team. According to www.businessdictionary.com user is an entity that has authority to use an application, equipment, facility, process, or system, or one who consumes or employs a good or service to obtain a benefit or to solve a problem, and who may or may not be the actual purchaser of the item.
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We want to know the users so that we can identify attributes of the users such as;  Physical characteristics e.g. height, physical abilities or disabilities  Background; education, social, religious  Task experience. USER REQUIREMENTS User requirements are the prerequisite function which will be implemented in the website as expressed by the uses. A good set of user requirements are needed for any project to be successful. This is where many projects fail, in that they do not specify correctly what the system should do. There are two types of user requirements which are;  Functional Requirements; these are the type of behavior you want the system to perform. The important point to note is that WHAT is wanted is specified, and not HOW it will be delivered.  Non-functional Requirements; they are the restrictions or constraints to be placed on the system and how to build it. They are restrictions on the types of solutions that will meet the functional requirements. USER CLASIFICATION There are three main types of user which are;  Novice  Knowledgeable/ Intermittent user  Expert/ Frequent user Users can however, be classified in any other way that is appropriate to the system being built. Some users may have keyboard skills and others not, some users may have knowledge of other similar systems and others not. Trulock (2008) explained that the advantages of classification mean that generalizations can be made about users and their needs. This does not necessarily mean that the best system has been designed for every individual. It simply means that the system has been designed to fit the generalizations for each user group. THE NOVICE Novice users are considered as beginners or amateur users of a system. For the novice user of a system, progress is slow because of the limitations of working memory, chunking is almost entirely absent. Systems used by novices require more feedback and more opportunities for closure.
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GUIDELINES FOR NOVICE USERS BY TRULOCK (2008) 1. All initiatives should come from the computer the novice may not know what is to be done. 2. Each required input should be brief the shorter it is the more likely it is to be remembered. 3. Input procedures should be consistent with user expectations humans search for patterns and will generalize. 4. Help should always be available online 5. There should be sufficient feedback closure. KNOWLEDGEABLE/INTERMITTENT USERS These users need consistent structures, good help facilities, and good documentation. EXPERT USERS Faulkner (1998) described the expert as users who have fast response time and will require brief feedback; they organize their knowledge according to a high conceptual structure. Expert users can recall more than novices because their knowledge is chunked; they find constant confirmation screens irritating use these only when important. WHO ARE STAKEHOLDERS? Stakeholder is a person, group or organization that has direct or indirect stake in an organization because it can be affected or be affected by the organizations actions, objectives and policies. www.investorglossary.com/stakeholder.htm defines stakeholder as anyone who is affected by the success or failure of the system. TYPES OF STAKEHOLDERS Stakeholders are the one of the most important elements in the system, not only in the developing life cycle. In each and every step in the project life cycle, stakeholder plays as a vital role. Stakeholders are classified based on the following characteristics;      Interest Involvement Affect Position relative to the organization Level in the organization

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Stakeholder type Primary/ Secondary

Classified based on Interest, involvement

Example Primary; customers, end user, project sponsors, project managers, team members. Secondary; Administrative staff, financial or legal consultants.

Supporter/Opponent Interest

Internal/External

Position relative to Internal; Project managers, team members. the organization External; Government agencies, customers and competitors. Direct; Team members Indirect; Customers, end users. in the Operation; Team members Strategic; Senior Executive

Direct/Indirect Operation/Strategic

Affect Level

organization

Stakeholders are classified into four main types which are; 1. PRIMARY STAKEHOLDERS/KEY STAKEHOLDERS: This are the people who has direct interest in the resource and these people need to be kept updated in regular intervals and will intervene if their interests are neglected. So our key stakeholders will be our customers. 2. SECONDANRY STAKEHOLDERS: They are those who do not directly use the system but receive output from it or provide input to it. Our secondary stakeholders will be the recipient; these are the people who receive customer packages. 3. TERTIARY STAKEHOLDERS/PASSIVE STAKEHOLDERS: Tertiary stakeholders are those who do not fall into primary or secondary stakeholders but who will be affected by the success or failure of the system. This includes companies that may need to market their products through the system. Passive stakeholders may not provide the input to the system but they will get some kind of an output from the system as a request feedback.

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4. FACILITATING STAKEHOLDERS/ACTIVE STAKEHOLDERS: People who design and develop the system according to the user requirements. Their main duty is to design, develop and maintain the system in order to satisfy the user requirements. STAKEHOLDER ANALYSIS Stakeholder Analysis is a technique one can use to identify and assess the importance of key people, groups of people or institutions that may significantly influence the success of your activity or project. Stakeholder Analysis is also defined as a process of systematically gathering and analyzing qualitative information to determine whose interests should be taken into account when developing and/or implementing a policy. WHY USE STAKEHOLDER ANALYSIS We use stakeholder analysis to;  Identify people and institutions that will influence the initiative either positively or negatively.  Anticipate the kind of influence, positive or negative, these groups will have on the initiative.  Develop strategies to get the most effective support possible for the initiative and reduce any obstacles to successful implementation of the program. STEP IN STAKEHOLDER ANALYSIS There are eight (8) major steps in this process; 1. PLANNING THE PROCESS: The first step in conducting a stakeholder analysis is to define the purpose of the analysis, identify the potential users of the information and devise a plan for using the information. 2. SELECT AN APPRORIATE POLICY: For a stakeholder analysis to be useful, it must be focused on a specific project. It is important to ensure that the policy in question is an appropriate project for a stakeholder analysis before the process begins.

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3. IDENTIFYING THE KEY STAKEHOLDERS IS EXTREMELY IMPORTANT TO THE SUCCESS OF THE ANALYSIS: Based on the resources available, the team should decide on their maximum number of stakeholders to be interviewed. 4. PLAN TO INTERVIEW THE PRIORITY STAKEHOLDERS IDENTIFIED: To gain accurate information on their positions, interests and ability to affect the process. 5. COLLECTING AND RECORDING THE INFORMATION: Before beginning the interview, the team should gather and review secondary information on the priority stakeholders. 6. FILLING IN THE STAKEHOLDER TABLE: Involves taking detailed and often lengthy answers from the interview and arranging them into a more concise and systematized format. 7. ANALYZING THE STAKEHOLDER TABLE:Once the table is complete, the information needs to be analyzed. Such and analysis should focus on comparing information and developing conclusions about the stakeholders relative importance, knowledge, interest and possible allies regarding the policy in question. 8. USING THE INFORMATION: The use of the information generated by the stakeholder analysis should be discussed during STEP 1, Planning the Process, and should be reviewed again once the results have been analyzed. ADVANTAGES OF STAKEHOLDER ANALYSIS 1. Get to know stakeholders better;  Relative importance, power and interests  Risk identified  Better managed relationships. 2. Make better strategies and decisions 3. Greater acceptance of organization actions by stakeholders. DISADVANTAGES OF STAKEHOLDER ANALYSIS 1. Best done on continuous basis 2. Assessment of analysis may be subjective 3. Maybe not all stakeholders interests can be met at the same time  Focus on most important stakeholder  Balance and reconcile all interests according to importance or urgency.

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DATA GATHERING/DATA COLLECTION Data collection is the process of gathering and measuring information on variables of interest, in an established systematic fashion that enables one to answer stated research questions, test hypotheses, and evaluate outcomes. Data gathering is also defined as a type of tool that is used to gather information from particular company, organization or any sort of a resource. Data gathering techniques can be divided into two categories, qualitative and quantitative research. Qualitative research is used to explore and understand peoples benefits, experiences, attitudes and behavior and interactions. It is the most efficient and must be used whenever possible. Quantitative methods are most used in focus groups and observation, where direct reference to the people is required. Quantitative research refers to data that can be represented with numerical values. It generates numerical data or data that can be converted into numbers, for example the National Census, which counts people and households. QUALITATIVE grounding. Recommended research projects. Qualitative data is more rich, consuming, and less able to be generalized. objects. during earlier phases QUANTITATIVE Everything is either 1 or 0. of Recommended during latter phases of research projects. time Quantitative data is more efficient, able to test hypotheses, but may miss contextual detail.

All research ultimately has a qualitative There is no such thing as qualitative data.

Data is in the form of words, pictures or Data is in the form of numbers and statistics.

WHY DO DATA COLLECTION? 1. To decide on which appropriate method of data collection to use. First we must know;  What data we need to achieve the objectives?  From whom do you need to collect it?
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 What is the most appropriate way of collecting data in the organization?

2. Develop clear objective  Know what we want to achieve  Know the organization  Identify the stakeholders 3. Determine scope and resource allocation  Coverage of the organization  Estimate the level of human, financial, physical and technical resources 4. Choose methodology  Data gathering (Questionnaire)  Data analysis and evaluation 5. Develop communication strategy  Communication before, during and after  Communication of findings and recommendations  Communication of implementation of recommendations.

STEPS IN DATA GATHERING 1. 2. 3. 4. 5. 6. 7. 8. Schedule initial visit to user site Gather and read background materials Establish data gathering objectives Determine what data gathering techniques to use Identify contact persons Schedule data gathering activities Assign to data gathering teams Identify deliverables.

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DATA GATHERING TECHNIQUES There are various ways of data gathering techniques. We discussed about four (4) techniques which are;     Interview Questionnaire Observation Focus group

INTERVIEW Interview is one of the most important ways to gather information and create content for a story. Interviews are conducted on one-on-one or small group of people. The purposes of an interview are to become familiar with different types of interviews, to understand when interviews might be useful for the evaluation, and to identify the components of a good interview. TYPES OF INTERVIEW 1. STRUCTURED INTERVIEW: Sometimes referred to as patterned interview. Interviews that use predetermined categories of answers. The main purpose of a structured interview is to pinpoint job skills that are essential to the position. 2. OPEN-ENDED (SEMI-STRUCTURED) INTERVIEW: Broad questioned are asked in a predetermined manner allowing for free-flowing conversation. Can be used bothto give and receive information. 3. IN-DEPTH INTERVIEWS (LIFE HISTORY):An in-depth interview is a conversation with an individual conducted by trained staff that usually collects specific information about one person.

WHEN TO USE DIFFERENT TYPES OF INTERVIEWS


1.

STRUCTURED INTERVIEWS  Suitable for short, non-sensitive topics  Can address program processes and subjective responses to program outcomes.  May be useful for needs assessments and satisfaction surveys. 2. OPEN-ENDED AND IN-DEPTH INTERVIEWS  Used to gather detailed information, opinions and experiences and to thoroughly document processes.  Help to make connections between the program impact and other aspects of participants lives.

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ADVANTAGES OF INTERVIEWS 1. 2. 3. 4. 5. 6. Enable us to learn about things that cannot be directly observed. Add an inner perspective to outward behaviors Increase accuracy of response Respondents can raise concerns Enable modification to lines of inquiry The interviewer can probe deeper into a response given by an interviewee.

DISADVANTAGES OF INTERVIEWS 1. It is time consuming. 2. The interviewer may be biased and ask close questions. 3. Quality of information obtained is largely dependent upon the interviewer

QUESTIONNAIRE/SURVEY Questionnaire is a document containing a set of questions regarding the information that needs to be gathered, and it allows the analyst to collect information and opinions from respondents. The purposes of a questionnaire are to understand survey would be useful for the evaluation and to learn about the components of a good questionnaire/survey.  CLOSED-ENDED QUESTIONS: Questions that give the respondent a choice of answers to select from.  OPEN-ENDED QUESTIONS: Questions that allow the respondent to write an answer in his/her own words.

ADVANTAGES OF QUESTIONNAIRES 1. The responses are gathered in a standardized way, so questionnaires are more objective, certainly more so than interviews. 2. Generally it is relatively quick to collect information using a questionnaire. However in some situations they can take a long time not only to design but also to apply and analyze. 3. Potentially information can be collected from a large portion of a group. This potential is not realized, as returns from questionnaires are usually low. However return rates can be dramatically improved if the questionnaire is delivered and responded to in time.

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DISADVANTAGES OF QUESTIONNAIRES 1. 2. 3. 4. Questions may be misunderstood by respondents Responses to closed-ended questions provide limited depth. Quantitative analysis is less meaningful when the sample size is small. Survey use requirements an understanding of survey design and statistics.

OBSERVATION Observation method is a technique in which the behavior of research subjects is watched and recorded without any direct contact. It is a qualitative method that provides descriptive information about what happens in a program event, including the environment or context, activities, processes and discussions. TYPES AND USING OBSERVATION METHODS This method can be independently or in combination with other methods of a job analysis. There are three methods of job analysis based on observation, which are;  DIRECT OBSERVATION: This method observes employees in the performance of their duties, recording observation as they are made.  WORK METHODS ANALYSIS: This method is used to describe manual and repetitive production jobs and is used by industrial engineers to determine standard rates of production, to set pay rates. It includes time and motion study and micro-motion system.  CRITICAL INCIDENT TECHNIQUE: Though they employ the same method, these methods differ in terms of who does the observing, what is observed, and how it is observed. ADVANTAGES OF OBSERVATION 1. 2. 3. 4. Firsthand observation Simple to use Verifies data from other sources Useful for manual and psycho-motor tasks.

DISADVANTAGES OF OBSERVATION 1. 2. 3. 4.
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5. Validity and reliability may be problematic 6. Not useful for jobs consisting on mostly mental tasks.

FOCUS GROUP Focus groups present a unique opportunity to a group of end-users to discuss their needs, objectives and perceptions in an interactive environment. The opinions and statements of the respondents enable one to derive strategic information and draw interesting conclusions. CONDUCTING A FOCUS GROUP The seven basic steps for conducting a focus group are: 1. 2. 3. 4. 5. 6. 7. Determine research objectives Develop a discussion format Choose and screen participants Select a moderator Convene the focus group meeting Collect and analyze data Make a presentation

To improve the effectiveness of the focus group, a special facility, consisting of a meeting room with a round or oval table to enhance communication among the respondents, should be used.

DESIRABLE QUALITIES OF MODERATOR The moderator must lead the discussion and ensure that all the predetermined objectives of the interview are met, while making sure that no personal bias affects the course of the interview. Some of the desirable qualities of the moderator are:  Must be well-informed in the nuances of the industry being discussed for a better understanding of the discussion.  Must be able to encourage members of the group to discuss concepts in greater detail.  Must be able to encourage a debate among the respondents to generate deeper discussions. However, he/she must not allow the interview to degenerate into an argument.  Must encourage the involvement of all the members in the group.  Must be adaptable. The moderator should commit the sessions questionnaire to memory and allow the session to flow smoothly without enforcing an arbitrary question order.  Must exhibit significant degrees of empathy with the group, while maintaining control over the interviews.
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ADVANTAGES OF FOCUS GROUP 1. Opinions or ideas of the individual group members can be taken and defined by the group, resulting in more accurate information. 2. A snowballing effect can occur, causing the ideas of individual members of the group to be passed around the ground, gathering both momentum and detail. 3. Focus group interviews are generally more interesting to the respondent than individual interviews. As a result, answers are likely to be longer and more revealing. 4. As the questions of the moderator are directed at a group rather than individuals, the degree of spontaneity of resultant answers is often greater in a focus group interview.

DISADVANTAGES OF FOCUS GROUP 1. Structuring a random sample is a complicated task. The responses of the participants in the interview are likely to be different from those that did not participate. Therefore, nonresponse can be a serious problem. 2. Focus groups are generally costlier than other end-user interview alternatives. 3. The moderator can introduce significant biases into the proceedings, should he/she fail to ask certain questions or delve deeply into specific areas. 4. Skilled moderators are difficult to find, and when their services are available, they are often expensive. SELECTION AND JUSTIFICATION OF A CHOOSEN DATA METHOD I chose questionnaire method as our form of data collection method the reasoning being that, the responses are gathered in a standardized way, so questionnaire is more objective, certainly more so than interviews. Generally it is quick to collect information using questionnaire. Potentially information can be collected from a large portion of a group. This potential is not often realized, as returns from questionnaires are usually low. However return rates can be dramatically improved if the questionnaire is delivered and responded to in class time. Another reason why I chose questionnaire is because questioning is usually faster and cheaper than observing. Questionnaires permit respondents time to consider their responses carefully without interference from, for example, an interviewer.

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QUESTIONNAIRE QUESTIONS Here at Ex-Couriers we are committed to offering our customers an excellent service. We hope that you can spend a little of your valuable time to complete the below questionnaire. We will use all our customer replies to help us to offer better services.

1. Whats your age group? o 20 30 o 31 40 o 41 50 o 51 and above 2. Gender? o Male o Female 3. What o o o o o is your profession? Student Software Engineer Businessman Unemployed Others

4. Whats your email address? ___________________ 5. How often do you send packages? o Daily o Weekly o Monthly o Annually o Never 6. Which mode of delivery would you prefer? o Air o Road o Rail o Ocean

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7. What kind of payment services do you prefer? o Bank draft o Telegraphic transfer o Wire transfer o Online payment o Cash 8. What Delivery Services do you prefer? o Door to door o Fast delivery o Low cost delivery o Handling of dangerous, fragile and temperature sensitive delivery 9. What kind of packages do you normally send? o Fragile o Temperature sensitive o Electronics o Others 10. What additional services would you like to see Ex-Couriers offering? ________________________________________________

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QUESTIONNAIRE ANALYSIS 1. Age group

Age
10% 20 - 30 years 17% 46% 27% 31 - 40 years 41-50 years 51 and above

The above diagram shows that people from the age group of 41 50 are the most who answered in the distributed questionnaire. Whereas those who are 51 years and above are the least. 2. Gender
100 50 65 0 Male Female Total 85

As indicated in the above diagram, females are the most people who managed to do this questionnaire as compared to males. 3. What is your profession?

PROFESSION
20% 27% 17% 33% 3% Student Software Engineer Businessman Unemployed Others

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In question three (3), software engineers are the least number of people who managed to answer the questionnaire that we allocated during our research while businessmen answered the most. 4. What is your email address?

EMAIL ADDRESS
150 100 50 0 email gmail yahoo hotmail

In the diagram above, most people use Hotmail address. Others use Gmail and yahoo email addresses. 5. How often do you send packages?

SEND PACKAGES
3% 3% Daily 13% 34% 47% Weekly Monthly Annually Never

Most of the people usually send packages every month followed by those who send their packages annually. Daily and never has the same number of people.

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6. Which mode of delivery would you prefer?

Total
Total

70 Air

40 Road

20 Rail

20 Oceac

The above diagram shows that most of the people prefer to use air as their mode of deliver, the reason being that; it is the fastest of them all. Road is the second mode of delivery which people prefer, followed by rail and ocean with the same number. 7. What kind of payment services do you prefer?

PAYMENT METHOD
8% 7% 2% Bank draft Telegraphic transfer 38% 45% Wire transfer Online Cash

The above diagram is about the payment method which people prefer to use. So here, most of the people use wire transfer as their form of payment. Telegraphic transfer has the least number of people. Online payment takes the second place in the above diagram.

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8. What delivery services do your prefer?

DELIVERY METHOD
200 150 Handling of dangerous 100 50 0 Delivery Service Low cost delivery Fast delivery Door to door

A large group of people prefer to use handling of dangerous delivery services. After handling of dangerous delivery service, then followed by low cost delivery. 9. What kind of packages do you normally send?

PACKAGES
60 50 40 30 20 10 0 Fragile Temperature sensitive Electronics Others

Series 1

Most people normally send fragile and electronics packages as compared to temperature sensitive and others.

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10. What additional service would you like to see Ex-Courier offering?

ADDITIONAL SERVICE
100 50 0

Series 1

CONCLUSIONS ON QUESTIONNAIRES A questionnaire is a powerful evaluation tool and should not be taken lightly. Design begins with an understanding of the capabilities of a questionnaire and how they can help your research. If it is determined that a questionnaire is to be used, the greatest care goes into the planning of the objectives. Questionnaires are like any scientific experiment. One form a hypothesis and an experiment that will help prove or disprove the hypothesis. Questionnaires are versatile, allowing the collection of both subjective and objective data through the use of open or closed format questions. There are many guidelines that must be met before a questionnaire can be considered a sound research tool. The majority deal with making the questionnaire understandable and free of bias. Mindful review and testing is necessary to weed out minor mistakes that can cause great changes in meaning and interpretation. When these guidelines are followed, the questionnaire becomes a powerful and economic evaluation tool.

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TASK ANALYSIS Within the usability and human-computer interaction communities, the term is generally used to describe study of the way people perform tasks that is, the way in which a task is not currently performed in real-life situations. Task analysis does not describe the optimal or ideal procedure for solving a problem. It simply describes the way I which the problem is currently solved. Task analysis provides a helpful toolkit for understanding everyday processes and for describing how human beings solve problems. It is not appropriate to perform detailed task analysis in every situation, due to cost and complexity concerns. However, the results of a task analysis can usefully inform design or pinpoint usability problems, particularly differences between the system designers assumptions and the users mental models ways of looking at the task to be performed. PURPOSE OF TASK ANALYSIS We perform a task analysis in order to: 1. Determine the goals and objectives 2. Define and describe in detail the tasks and sub-tasks to be performed 3. Specify the knowledge type (declarative, structural and procedural knowledge) that characterize a task 4. Select outcomes that are appropriate for the development 5. Prioritize and sequence tasks 6. Determine activities and strategies 7. Select appropriate media environments 8. Construct performance assessments and evaluation.

TYPES OF TASK ANALYSIS 1. HIERARCHICAL TASK ANALYSIS (HTA):Hierarchical task analysis is a structured, objective approach to describe users performance of tasks; it originated in human factors explained Hornsby (2010). Hierarchical task analysis requires a detailed understanding of users tasks. One can achieve this understanding by;  Identifying users primary goals  Detailing the steps users must perform to accomplish their goals  Optimizing these procedures.

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HTA is a commonly used means of breaking tasks down into a hierarchy of goals, actions and plan. It involves breaking a task down into subtasks and then into sub-tasks, these are then grouped together as plans that specify how the tasks might be performed in an actual situation. The starting point of HTA is a user goal, and then examines the main tasks associated with the goal to be achieved. The tasks are then subdivided into subtasks, this means breaking a task down into subtasks and then into sub-subtasks. And then the sub-subtasks are grouped as plans that specify how the tasks might be performed in an actual situation. EXAMPLE OF HTA GRAPHICAL VIEW

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LIST OF REFERENCE

ONLINE REFERENCING 1. Vivienne, T., 2008, Understanding hci [online], Available from http://ilikecake.ie/hci/des_userclassification.htm [Accessed 25th January 2011] 2. Peter, H., 2010, Hierarchical Task Analysis [online], Available from http://uxmatters.com/mt/archives/2010/02/hierarchical-task-analysis.php [Accessed 14th February 2011] 3. Anon, nd, www.exa.unicen.edu.ar/catedras/knowledge/apuntes/56400193.pdf [Accessed 1st March 2011] 4. Anon, nd, www.businessdictionary.com [Accessed 31st January 2011] 5. Anon, nd, www.investorglossary.com/stakeholder.htm [Accessed 9th March 2011]

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USABILITY GOALS AND COMPETITIVE ANALYSIS Usability-In general usability means the quality of being able to provide good service, in this context it refers to making products and systems easier to use by matching them with user needs and requirements. Usability is all about these three things effectiveness, efficiency and satisfaction. Why is usability important? It makes the difference between performing a task accurately and completely or not, and enjoying the process or being frustrated. It also determines the success of the system. Poor Usability y y If the systems usability is poor, productivity will decline Increase cost time and effort

Human Factors Human factors affect how people interact with computers and computer programs. It comprises of the following: physiology, social, cognition, perception, biological and safety. Physiology The design of devices is often affected by the human physiology. Some constraints can be introduced and applied based on the physical built up of the users. Example: y Keyboard keys cannot be smaller than finger size. y Smaller machines must use different input facilities. Physiology is broken down into three areas: 1. Movement Speed of accuracy of movement is important for interactive systems. For example, mouse and keyboard movement affects choice of which devices/controls operate which actions of the system. 2. Reaction Time The amount of time taken for a user to react to a system needs to be considered when designing systems such as games, phone and traffic lights. 3. Disabilities Designers must design so that disabled users can achieve maximum functionality and usability from computer systems.

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Perception When designing systems for users is important to understand how the input information is perceived by humans. Perception is concerned with how a person perceives what input they get through their senses. Capabilities and limitation of visual processing enables us to understand how we perceive size and depth, brightness and colour. Cognition Cognition is the process by which we become acquainted with things, how we gain knowledge, and familiarity. What goes in our heads when we carry out our everyday activities. It involves cognitive processes like understanding, thinking, remembering, reasoning, memorizing, attending, awareness, acquiring skills, creating new ideas.

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USABILITY GOALS By | TP016084 The sole purpose of usability goals is to give the designers something concrete to aim for and evaluate their design ideas. This is what should drive all user interface design decision. Usability goal is a measurable design objective that define how usable of a system is (Nelson, 1993). For our group project we are going to list down all the usability goals that we have to focus on, having done the prototype we will test the prototype to see if all the usability goals are met. Relationship between Usability Goals and User type Novice Users: No or limited knowledge of the occupational task to be performed, and of computers and interface concepts or knowledge of the occupational task to be performed, and of computers and interface. Knowledgeable Intermittent Users: Understanding of the task concepts, and have broad knowledge of computers and interface concepts. Intermittently use the system and may therefore have problems with retention. Expert Frequent Users: They are thoroughly familiar with both task and interface concepts. They are likely to use the system often and appreciate short cuts to speed up their work.

The following are the main usability goals that we have covered are as follows:Learnability Learnability refers to how easy is it to learn and use the system and be able to carry out tasks without too much effort. In the Ex-Courier website,the team decided to design user friendly interface to attract both expert and novice users. The icons are designed to be easily understandable for both expert and novice users. The pages have been designed to be readable in many formats, users with old versions of browsers, Linux users, and users on slow modems or those with graphics turned off. Memorability This refers to how easy it to remember how to use what the user have learned from the system. The user who have not used or operated the system for a longer period of time, they should be able to remember and they should not be relearning ho to carry out tasks.

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Meaning full icons in our Ex-Courier system will be provided that will help user remember how to carry out certain tasks. For example an icon for rail delivery service icon, information icon, this will help remember how to do the tasks meant for those icons. Efficiency Efficiency refers to the way the system support users in carrying out tasks by avoiding wasted time and effort. Ex-Courier system efficiency has been taken into consideration by displaying images and information that is frequently accessed a lot by the users which will be shown in the home page, so that no time and effort is wasted by the user because there will be no need to search for this information every time when accessing the system. Errors This is the context of preventing the user from serious errors; this can be minimized by having recovery functions like undo. This is to cater for unwanted accidental actions. The system will be designed to run smoothly with minimal errors with built in error prevention especially in the page where users are entering their tracking details to check the current location of their packages or entering personal information to change the final destination of the package or recipient of the package. If the user makes an error, instructions will be written to detect the error and offer simple, constructive, and specific error message or instructions for recovery.

User satisfaction This refers to user experience towards the system from their point of view rather than evaluating how productive the system is. This goal can be achieved if the system is satisfying, entertaining, motivating, fun, rewarding, enjoyable, helpful and emotionally fulfilling. For us to make sure that our users are satisfied the information gathered during user profiling and data gathering will be used to make sure that the system designed meet all user requirements obtained from our users. By so doing the system developed will be easy to learn, effective to use, and satisfying as we will be developing a system that will be useful to our clients.

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DESIGN PRINCIPLES Design principles are equally important as usability goals; these design principles are the ones that guide developers and designers to meet the user goals when building a system. Without these principles it will be hard to turn the goals into reality, so success rate of developing a good system will be moderately low. The principles are as follows: Consistency This refers to developing the system with interface that has similar operations and use similar elements for similar task. This can be differing in color or wording. (Nelson, 1993) The main benefit of consistent interfaces is that they are easier to learn and use. Users have to learn only a single mode of operation that is applicable to all objects. For our Ex-Courier system for us to achieve consistency, identical terminology will be used in prompts, menus, and help screens. Consistent color, layout, capitalization, fonts, and so on will be applied throughout in all the pages of the website. Visibility Visibility is achieved by placing controls in a highly visible and detectable location. When designing for visibility means that just by looking, users can see the possibilities for action (Nelson, 1993). The more visible functions, the more likely user will be able to know what to do next. In contrast, when functions are out of sight, it makes it difficult to find out how to use the system. In order to achieve this principle, navigation buttons will be placed where they are much visible to the user to save the users time and effort when using our system. Feedback This is the provision of information to the 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 users input. This feedback can be audio, text, and combination of these. Our system will give feedback to the user, for example when the mouse is being placed over certain button and menu. Loading bar will be used to show that the page is loading when the system is being accessed.

Constraints
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Constraints are properties of an object that limit the ways in which it can be used. When constraints are used in design, we reduce the possibility of user making errors. Three main types to represent constraints (Norma, 1999) y Physical y Logical y Cultural Physical constraints- Refers to the way physical objects restrict the movement of things. For example, the way an external disk drive can be placed in into a disk drive is physically constrained by its shape and size, so that is can be inserted in only one way. Logical constraints- This relies on peoples understanding on the way the world works. They rely on peoples common sense reasoning about actions and their consequences. Makin actions and their effects obvious enables people to logically deduce what further actions are required. Disabling menu options when not appropriate for the task in hand provides logical constraining. Cultural constraints- This rely on learned conventions, like the use of red for warning, the use of certain kinds of audio signals for danger, and use of the smiley face to represent happy emotions. Once accepted by more than one cultural group, they become universally accepted conventions.

Mapping This refers to the relationship between controls and their effects in the world. Mapping eventually will provide the users with guidelines on how the system going to perform a certain task, An example of good mapping between control and effect is the up and down arrows used to represent up and down movement of the cursor, respectively on a computer keyboard. Affordance Affordance is a term used to define the properties of an object that indicate how it can be used. For example, a mouse button invites pushing by the eye in which it is constrained in its plastic shell.

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Selection of Design Principles As a team to develop Ex-Courier system, we have decided to select some of the design principles that will help us in designing of the website. The following are the design principles we have selected because of their important role to the system at large. Visibility The navigation buttons and icons will be placed at the top of the page where they will be clearly visible to users. We will employ text for links, rather than graphical buttons. Text links will to provide a meaningful description of where the link will lead the user. The links will also be clear to users so that they will be able to read when they get there. Mapping Icons and buttons will be placed in a way that will ensure the user understands them easily without any guidelines or with minimal guidelines. Message boxes will also be provided in the interface for novice users to understand what the icons are used for. Buttons in the pages will be aligned vertically to allow easy and efficient navigation. Feedback Constructive message will be provided in case the user keys in wrong username or password to log in, or when the unregistered user tries to log in to the website, and will be prompted to register in order to log in. Constructive message will be provided also in case the user gives wrong tracking number for his or her shipment. Loading bar will be used to show that the page is loading when the website is being accessed. We will make use of web conventions such as underlined links, color change in links for visited pages. Consistency Consistent color, layout, fonts will be standard throughout in all the pages of the website that we are to develop. Identical terminologies will be used in prompts, menus and help screens. Constraints In our system, for example on the field of pick date only the calendar will show up when you click on the pickup date so that the user restricted to certain actions but only to choose from the available date. We also have drop down list for mode of transport and delivery services, the other text boxes you cannot leave them blank. For quantity the user can only enter digit, text will not be allowed.

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Selection of Usability Goals For our system to be more usable and more attractive to users we have taken into consideration all the five usability goals. Here is how we are going to meet them: Memorability Meaningful icons will be provided that will make it easy for the user to remember how to go ahead doing a certain task. For example for mode of delivery, icons representing all the available mode of delivery will be used to make it easy for the user to remember what mode of delivery we have. For the toolbar also icons will be used instead of too much text. Learnability For the system that we have to develop (Ex-courier system), we have decide to come up with a user friendly interface to attract both novice, knowledgeable and expert users. The language used is simple and straight to the point. Efficiency Our website (Ex-Courier) is much more efficient because we have placed images and icons that are mostly used at the users finger tips for easy access. This saves our users time because they can easily get the general idea on what our system has to offer to them with few seconds by looking at the home page. Error Handling We have taken into consideration the issue of error handling, so our system will run smoothly with minimal errors, and will recover easily from errors that might occur. This will render our system much safer and reliable. If an error occurs, the system will give the user a constructive message that will be much helpful in solving that minimal error. User Satisfaction This was taken into consideration also by conducting user profiling, because the main aim of that was to gather information about our users and how best we can meet their needs. We have developed the system that is effective, easy to learn, enjoyable and satisfying from users point of view.

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Heuristics and Usability Principles These are ten general principles for user interface design. They are called "heuristics" because they are more in the nature of rules of thumb than specific usability guidelines developed by Nielsen (2005) and his colleagues. Some of the overlap with the design principles; 1. Visibility of system status: - the system should always keep users informed about what is going on, through providing appropriate feedback within reasonable time. 2. Match between system and the real world: - Speak the users language, using words, phrases and concepts familiar to the user, rather that system oriented terms. 3. User control and freedom;- Provide ways of allowing users to easily escape from places they unexpectedly find themselves, by using clearly marked emergency exits. 4. Consistency and standards; - Avoid making users wonder whether different words, situations, or actions mean the same thing. 5. Help users recognize, diagnose and recover from errors;-Use plain language to describe the nature of the problem and suggest ways of solving it. 6. Error prevention; - Where possible, prevent errors from occurring in the first place. 7. Recognition rather than recall; - Make objects, actions and options visible. 8. Flexibility and efficiency of use; - Provide accelerators that are invisible to novice users, but allow more experienced users to carry out tasks more quickly. 9. Aesthetic and minimalist design:-Avoid using information that is irrelevant or rarely needed. 10. Help and documentation:-Provide information that can be easily searched and provides help in set a set of concrete steps that can easily be followed.

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COMPETITIVE ANALYSIS This refers to the assessment and analysis of the strengths and weaknesses of competing system which offer the same service as the one to be developed (Ex-Courier system). Competitive analysis involves identifying your competitors and evaluating their strategies to determine their strengths and weaknesses relative to those of your own service and how best you can deal with that competition. The main aim of competitive analysis is to help developers and designers to decide and come up with a better system than that of your direct competitors. This comparison will assist in enhancing the interface with interactive design for the users during the development process so that the system can attract more users compared to the competitors. The more the interactive and friendly the system is, the more the user it will attract. Competitive analysis is vital more especially when you want to break into the market where there is the same service being offered, this will help you to identify how uniquely you can offer the same service as offered by you competitors and survive in the market place hence making profit. Competitive analysis can be done by categorising your competitors into strategic groups according to how directly they compete with you. Take note of their strength and weaknesses of their system, profitability, growth pattern, marketing objectives, assumptions, mission, vision and goal. Before coming up with the system for you company, ask yourself these questions: y y y y y y y Who are your competitors? What services do they offer? What are their strategies? How their websites interface is designed in relation to the usability design principles? How their websites interface is designed in relation to the usability goals? What are the websites strengths and weaknesses in each of the identified usability goals and design principles? What potential areas of weakness can we improve in coming up with the new system?

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Asiaxpress.com.my

Figure 1.1 AsiaXpress website (source: asiaxpress.com, 2009) AsiaXpress provides international courier services solutions customized for Corporate Clients. Backed with more than 175 years of experience of Pos Malaysia, the National Postal Service Provider in Malaysia, AsiaXpress aims to deliver a personal touch to all customers in Malaysia. Despite the advancement in technology and changing of urban lifestyle, the national postal service under Pos Malaysia still plays a pivotal service to all Malaysians. Pos Malaysias core business is the provision of national postal services. It also provides a wide range of services in its post offices that include bill payments and agency services to third parties, remittance services and courier services under the PosLaju brand name (asiaxpress.com, 2009).

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Nationwide2u.com

Figure 1.2 Nationwide express website (source: nationwide2u.com) Nationwide Express main hub is located at its Head Office in Shah Alam, Selangor handling over 50,000 packages per day and with ongoing of facilities; it may handle up to 70,000 pieces of packages daily. With over 118 locations, Nationwide Express has the most comprehensive and extensive network in the whole of Malaysia. We have centers strategically located in virtually every town dotted along the length and breadth of the Peninsular and East Malaysia, Brunei and Singapore reflecting our commitment to provide a truly national coverage (nationwide2u.com, 2010).

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Websites interface design in relation to Design Principles Design Principle Visibility

AsiaXpress (similar website) Home page Textual toolbar menu is aligned on the top right corner and they are not visible enough. The registration page is not easily found, if you are not registered and you try to log in, the page will not lead you to the registration sessions.

Nationwide express (Similar website) Textual toolbar menu is on the Centre of the website and too much of a red color is used. The registration page is not easily found, if you are not registered and you try to log in, the page will not lead you to the registration sessions.

Feedback

For example if you are not registered and you try to log in, the feedback given is not helpful to the customers, because from there the system will not take you to registration page. So this design principle here is not fully covered. There is also no feedback if the user provides wrong tracking number.

This website has the same problem as AsiaXpress. For one to register he/she has to go through unnecessary steps to find the registration link.

Ex-Courier (To be developed) For our system we will include some additional features to make the interface more efficient and effective. For instance, colorful background will be used but not red color, button has to be designed according the color flow, and the navigation link will be placed in appropriate order. A link for registration in case a customer is not yet registered into the system will be visibly provided. Feedback is vital to create user friendly systems. Having feedback allow all kind of users to use the system without any guidelines. Simple and easy to use. The website will provide feedback by changing of colors of buttons when the mouse is placed over them. Feedback is also employed by use of a loading bar to show that the page is loading when the
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website is being accessed. We will make use of web conventions such as underlined links, color change in links for visited pages. Lastly the message given for feedback will be concise and constructive. Consistency has a same command and same action will always have in same effect. Consistency is not a question of screen design, but includes considerations of task and functionality structure of the system. Identical terminology will be used in prompts, menus, and help screens. Consistent color, layout, capitalization, fonts, and so on will be applied throughout in all the pages of the website. The textual menu links are placed in a way that the user understands them easily without any guidelines, and these controls performs what they are supposed to perform. The icons buttons will be placed in a way that will ensure the user understands them easily without any guidelines. Message boxes will also be provided in the interface for novice users to understand
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Consistency

User task expectation is very low because there are no guidelines. Functionality of the structure of this interface can cause difficulty for novice user. In addition, the list of the font size is inconsistent and there is no instruction pop menu to proceed to next level. Color coordination interface is not consistent because each navigation has in the interface is not sufficient to ensure consistency.

For Nationwide, its website is much better than asiaxpress, because it is more consistent.

Mapping

The textual menu links are placed in a way that the user understands them easily without any guidelines, and these controls performs what they are supposed to perform.

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what the icons are used for. Buttons in the pages will be aligned vertically to allow easy and efficient navigation. The user can key in anything, for example when tracking packages, so there is high risk of errors. There is lack of restriction applied, only for the email address, for other fields you can give anything, so there is also high risk of errors. There is restriction on what the user can give as input, for example there are fields where you have to provide only numbers rather than text. So there is low chance for the user to be trapped on critical error situation.

Constraints

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Websites interface design in relation to Usability Goals Usability Goal AsiaXpress Nationwide express (Competitor) (Competitor) Learnability This interface attracts The learnability rate mostly the of the system is way knowledgeable expert below average; this is users with much because the interface knowledge of is not much user interface design. friendlier. Efficiency The system is not Much better than that much efficient as asiaxpress, but not because of its efficient as compared navigations. to our proposed system. Ex-Courier (To be developed) User friendly interface to attract both novice users and expert users. The language used is simple and straight to the point. We have placed images and icons that are mostly used at the users finger tips for easy access. This saves our users time because they can easily get the general idea on what our system has to offer to them with few seconds by looking at the home page. Meaningful icons will be provided that will make it easy for the user to remember how to go ahead doing a certain task. For example for mode of delivery, icons representing all the available mode of delivery will be used to make it easy for the user to remember what mode of delivery we have. We have taken into consideration the issue of error handling, so our system will run smoothly with minimal errors, and will recover easily
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Memorability

It seems to be hard for Much memorable than the novice user to asiaxpress system. memorize what they might have learnt from this system.

Error Handling

As the design principle of feedback state that the system does not give a helpful message when wrong information is provide, it will be difficult to recover

Poor error handling just like asiaxpress system.

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from an error due to this. from errors that might occur. This will render our system much safer and reliable. If an error occurs, the system will give the user a constructive message that will be much helpful in solving that minimal error. Information about our users was gathered in order to know how best we can meet their needs. We have developed the system that is effective, easy to learn, enjoyable and satisfying from users point of view.

User Satisfaction

The system is not The system also lacks entertaining, of user satisfaction. motivating, fun, rewarding, enjoyable, helpful and emotionally fulfilling, so there is lack of user satisfaction.

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REFERENCE LIST 1. Nielsen, J., 2005, Ten Usability Heuristics, [Online], Available from http://www.useit.com/papers/heuristic/heuristic_list.html[Accessed 27 February 2011]. 2. Alexander, D., 2009, Usability Goals, [Online], Available from http://www.deyalexander.com.au/resources/uxd/usability-goals.html [Accessed January 7 2011]. 3. Lovett, J., 1998, Designing and color, [Online], Available from http://www.johnlovett.com/test.htm [Accessed February 10 2011]. 4. Skaalid, B., 1999, Human Computer Interaction Design, [Online], Available from http://www.usask.ca/education/coursework/skaalid/theory/interface.htm [Accessed March 1 2011]. 5. Norman, D., 1988, The design of everyday things. New York, NY: Doubleday. 6. Shneiderman, B. 1998. Designing the user interface: Strategies for effective humancomputer interaction 3rd ed. Reading, MA: Addison-Wesley Publishing.

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Prototype and Walkthrough BySaameen Mohamed | TP022358
INTRODUCTION After data gathering, user profiling and identifying the design principle that we are going to use in our system, the final prototype is designed. The prototype that will simulate how it will look like when the final system is released. Storyboarding is done using software, cardboard paper or other similar material that could be used to demonstrate the final system. Parallel designs are done to finalize the design.
Prototype

What is a prototype? A prototype is a model of a product, which is used for testing before a manufacturing run is ordered. Many companies run through several prototypes when developing a new product, as they learn more about the manufacturing process, how people will use it, and how it can be broken. Typically, access to prototypes is limited to a very small number of people, since these early models of products are often extremely imperfect; in some cases, a limited release of a prototype may be released to beta testers, people who specialize in testing early versions of products and providing feedback. Developing a prototype starts with the development of a concept for the product. For example, a company might want to create an innovative cellphone. Engineers and consultants work on the design features, typically producing several cardboard and paper models to illustrate how the product will look and feel. Once the development team is given the go-ahead, a single working prototype is created. This prototype is evaluated to determine how effective it is, and additional prototypes may be developed with different features as the design team responds to feedback (S.E. Smith, 2008). Engineers and prototyping specialists seek to understand the limitations of prototypes to exactly simulate the characteristics of their intended design. A degree of skill and experience is necessary to effectively use prototyping as a design verification tool. Prototyping can be divided into low-fidelity prototyping and high-fidelity prototyping.
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The level of "fidelity" of a prototype refers to how closely it resembles the final product. For simplicity's sake, we'll consider three levels of fidelity used for prototypes: Low, Medium, and High. In short Low-Fidelity prototypes are quick sketches and High-Fidelity prototypes are polished design, which presents the screenshots or mockups.

Advantages and disadvantages of prototyping


Advantages of prototyping
y y y y y y y

May provide the proof of concept necessary to attract funding Early visibility of the prototype gives users an idea of what the final system looks like Encourages active participation among users and producer Enables a higher output for user Cost effective (Development costs reduced). Increases system development speed Assists to identify any problems with the efficacy of earlier design, requirements analysis and coding activities Helps to refine the potential risks associated with the delivery of the system being developed Various aspects can be tested and quicker feedback can be got from the user Helps to deliver the product in quality easily User interaction available during development cycle of prototype

y y y

Disadvantages of prototyping
y y y y y y

Producer might produce a system inadequate for overall organization needs User can get too involved whereas the program can not be to a high standard Structure of system can be damaged since many changes could be made Producer might get too attached to it (might cause legal involvement) Not suitable for large applications Over long periods, can cause loss in consumer interest and subsequent cancellation due to a lack of a market (for commercial products)

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Low Fidelity Prototyping Sketches and paper prototypes Sketching techniques, a kind of visual brainstorming, can be useful for exploring all kinds of design ideas. After producing initial sketches the best ideas can be further developed by constructing cardboard representations of the design, which can be evaluated with users. Developing scenarios, software or video prototypes can then follow this. The type of mock-up depends on how advanced the idea is. It may be quicker and cheaper to use paper-and-pencil forms at early stages, whereas computer-based prototypes may be important in later stages for exploring and demonstrating interaction and design consistency. Paper prototyping is a method of usability testing that is useful for Web sites, Web applications, and conventional software. Here's how it works: You first decide on the tasks that you'd like the user to accomplish. Next, you make screen shots and/or hand-sketched drafts of the windows, menus, dialog boxes, pages, popup messages, etc. that are needed to perform those tasks. Then you conduct a usability test by having one or two developers play the role of "computer," manipulating the pieces of paper to simulate how the interface would behave. Users are given realistic tasks to perform by interacting directly with the prototype -- they "click" by touching the prototype buttons or links and "type" by writing their data in the prototypes edit fields. A facilitator conducts the session while other members of the development team observe and take notes. The "computer" does not explain how the interface is supposed to work, but merely simulates what the interface would do. In this manner, you can identify which parts of the interface are self-explanatory and which parts are confusing. Because the prototype is all on paper, you can modify it very easily to fix the problems you find.

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Paper prototype of a File Setup dialogue (from IBM Developerworks).

Paper prototype of a web-shopping cart user input is on removable tape (from IBM Developerworks).

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Storyboarding
Storyboarding is the arrangement of images drawn and this shows the relationship between the actions of the original system and single events (Nasa, 2010). Storyboards do not require much in terms of computing power to construct; in fact, they can be mocked up without the aid of computers. However, modern graphical drawing packages make it possible to create storyboards with the aid of a computer instead of by hand. It is also possible to provide crude but effective animation by automated sequencing through a series of snapshots. What is more important here is the consistency or the flow. By looking at the storyboarding one must understand when click a button on the home page where will he be directed. In Story boarding the designer must have in mind to make the pleasant and usable design which is simple and user friendly to attract the users. Therefore it can be said that the storyboarding acts as a navigator while making the website. Storyboarding helps how it should flow and by drawing that lot of time is saved and even money. Otherwise it will lead to frustration and confusion. Size of a Functional Storyboard Depending on the business function, one storyboard could contain 20 to 400 frames. Effective storyboards do not need to display every possible feature. They are meant to demonstrate the important functions (Craig Borysowich, 2007).

Card sorting

Card sorting is an inexpensive technique that allows the web designers to understand how the users group the items of a web site. Therefore this technique allows the designers to develop the structure of the website which can maximize the probability of users being able to find items easily. To do this, each item is written on a small index card; in a typical card sorting exercise there can be anything from 30 to 80 numbers of cards in total (Nasa, 2010). Users working on it, either on their own or in pairs sorts these cards into groups. Each is needed to be labeled. The designer can use this information to help organize structure. There also a variation of this method which is called reverse card sort, entrails giving the participants the main category labels for the website along with a set of cards which represents the websites information, content and functions (Gaffney, 2000).

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Card sorting exercise.


High Fidelity Prototyping

1) First and foremost, a high-fidelity prototype gives you something realistic enough to try out your ideas with target users and customers before making a significant investment. This lets you discover which ideas are good and which are not, and if the product has real value, and also discover if users can figure out how to use the product. 2) Doing a high-fidelity prototype helps you - even forces you - to think through your product to a much greater degree than paper specs. 3) A high-fidelity prototype enables and encourages the type of collaboration between product manager, interaction designer, and architect/engineer that is necessary to discover a valuable, useful and feasible product. 4) A high-fidelity prototype provides the level of information necessary for accurate engineering cost estimates, early in the process when these estimates are most useful.

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5) A high-fidelity prototype provides the engineers and QA organization with a rich, interactive description of the products intended functionality and design to be used as a reference basis for implementation and test. 6) A high-fidelity prototype provides the rest of the organization marketing, sales, customer service, business development, company execs with a useful understanding of the product to come early enough in the process that they have time to do their jobs properly. 7) A high-fidelity prototype prevents the classic waterfall problem of doing design after the requirements, rather than realizing that functionality and user experience are inherently intertwined. 8) If you do a high-fidelity prototype and you test your ideas with users and you find significant problems, you will have saved your company the cost in terms of time and money of building something that would have failed. Not to mention the opportunity cost of what the team could have been building. 9) If you do a high-fidelity prototype and validate this with target users, you will significantly reduce the time it takes for your developers to build the product both because the product is better defined, and also because you will have been forced to resolve many of the questions early that otherwise throw a wrench into development. 10) A high-fidelity prototype helps keep the focus of the team on the user experience (Marty Cagan, 2008).

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Horizontal Prototyping

A Horizontal, or User Interface, Prototype is a model of the outer shell of an entire system, i.e., windows, dialogue boxes, menus, screens, reports, and batch processes, with little or no processing behind them. It typically contains all of the system functions on menus, but includes only dummy screens, reports, and database queries (if applicable) for core functions. Initially, the Horizontal Prototype is unlikely to contain any processing logic behind the external features. In later stages, the Horizontal Prototype may be expanded to eventually evolve into the final system. A Horizontal Prototype is usually developed during the early stages of analysis (Craig Borysowich 2007).
Vertical Prototyping

Vertical prototyping do not attempt to show all that will be in a system, instead of that it focus on implementing set small set of features in a nearly complete fashion. The vertical prototyping do not attempt to show all the features of the system, instead of that this type of prototyping focus on implementing a small set of features in a nearly-complete fashion. The vertical prototyping are more appropriate when a certain complex feature of a system is poorly understood and needs to be explored. (Foraker, 2010)
Software Prototyping

Scripting language is more suitable for software prototyping. Included among these advantages is the power to address rapidly changing software requirements. In addition, the effectiveness gained from user-centered design, which consists of continues user feedback, which impacts the software design. Fast compile-debug-test cycles, and high programming Suppleness make vigorously typed languages such as Perl, Python and PHP are ideal for the rapid creation of prototypes both on component and system levels (Bernstein, 2009).
Wizard of Oz

This is a method of testing a system that does not exist. It allows designers to test ideas without implementation a system. The Wizard of Oz technique works as follows: the user interacts with a screen, but instead of a piece of software responding to the user's requests, a developer (the wizard) is sitting at another screen (generally in another room) simulating the system's intelligence and interacting with the
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user. The wizard may simulate all or part of the system function. When setting up a Wizard of Oz simulation, experience with previously implemented systems is helpful in order to place realistic bounds on the wizard's "abilities" (Bell, 2005).

Advantages of High Fidelity


y y y y Partial/complete functionality interactive User-driven Clearly defines navigational and test Marketing and sales tool

Disadvantages of High fidelity


y y y Time consuming to create Inefficient for proof-of-concept designs Managements may think it is real

Comparison of low-fidelity and high fidelity prototyping

(Bell College, 2005).

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Parallel Design
Parallel design is a project model for usability engineering where multiple designers independently of each other design suggested user interfaces. These interfaces are then merged to a unified design that can be further refined through additional iterative design. In a case study of a screen-based telephone interface, measured usability when going from version 1 to version 2 was improved by 18% when using traditional iterative design and by 70% when using parallel design. In the case study, parallel design was about 73% more expensive than iterative design, so it cannot be recommended for all development projects, but it seems a promising usability engineering method for speeding up time-to-market (Jakob Nielsen and Jan Maurits Faber, 1996).

Recommended parallel design project model.


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Benefits of parallel design
Creating a couple of mockups for a site has some real benefits, and it doesnt just affect the appearance. It can also enhance the code and navigation of a site. Another benefit to creating parallel designs is the fact that webmasters often use different tools or methods to accomplish the same effect. Having at least two different ways to see a page in action has some great benefits. An example might be a Webmaster that prefers flash for a certain effect where another Webmaster might know how to create the same effect using CSS. Which one works best for your users? Another big win here is improved navigation. Two different webmasters working on a project can very easily come up with two logical, but different, ways to accomplish the same task. Combine these two ideas with a little user testing, and navigation to your site will always get thumbs up.
How do users think?

Since we are doing a web based system we have taken on account how users interact with web sites, how they think and what are the basic patterns of users behavior. Basically, users habits on the Web arent that different from customers habits in a store. Visitors glance at each new page, scan some of the text, and click on the first link that catches their interest or vaguely resembles the thing theyre looking for. In fact, there are large parts of the page they dont even look at. Most users search for something interesting (or useful) and clickable; as soon as some promising candidates are found, users click. If the new page doesnt meet users expectations, the Back button is clicked and the search process is continued.
y

Users appreciate quality and credibility. If a page provides users with high-quality content, they are willing to compromise the content with advertisements and the design of the site. This is the reason why not-that-well-designed web sites with high-quality content gain a lot of traffic over years. Content is more important than the design which supports it.

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y

Users dont read, they scan. Analyzing a web-page, users search for some fixed points or anchors which would guide them through the content of the page.

Users dont read, they scan. Notice how hot areas abrupt in the middle of sentences. This is typical for the scanning process. y Users follow their intuition. In most cases users muddle through instead of reading the information a designer has provided. According to Steve Krug, the basic reason for that is that users dont care. If we find something that works, we stick to it. It doesnt matter to us if we understand how things work, as long as we can use them. If your audience is going to act like youre designing billboard, then design great billboards. y Users want to have control. Users want to be able to control their browser and rely on the consistent data presentation throughout the site. E.g. they dont want new windows popping up unexpectedly and they want to be able to get back with a Back-button to the site theyve been before: therefore its a good practice to never open links in new browser windows.

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Don t make users think

According to Krugs first law of usability, the web-page should be obvious and selfexplanatory. When youre creating a site, your job is to get rid of the question marks the decisions users need to make consciously, considering pros, cons and alternatives. If the navigation and site architecture arent intuitive, the number of question marks grows and makes it harder for users to comprehend how the system works and how to get from point A to point B. A clear structure, moderate visual clues and easily recognizable links can help users to find their path to their aim.
Don t squander users patience

In every project when you are going to offer your visitors some service or tool, try to keep your user requirements minimal. The less action is required from users to test a service, the more likely a random visitor is to actually try it out. First-time visitors are willing to play with the service, not filling long web forms for an account they might never use in the future. Let users explore the site and discover your services without forcing them into sharing private data. Its not reasonable to force users to enter an email address to test the feature.
Manage to focus users attention

As web-sites provide both static and dynamic content, some aspects of the user interface attract attention more than others do. Obviously, images are more eye-catching than the text just as the sentences marked as bold are more attractive than plain text. The human eye is a highly non-linear device, and web-users can instantly recognize edges, patterns and motions. This is why video-based advertisements are extremely annoying and distracting, but from the marketing perspective they perfectly do the job of capturing users attention.

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Assumptions
Based on the research that has been done, we came up that it would be best to practically implement all the things that we have learnt. In order to do this the group members has sketched their ideas on paper. Before that, the basic functions of the system are already been agreed. Our target was to get different ideas from different perspectives. Each member has come up with his or her own design. Our goal is to have a better design compare to our competitors. Before deciding a final design we make our own design separately and come up with the new design. The final design is a combination of designs, taking the best features from each.

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Parallel Designs for the system that has been proposed.
Below are the designs done by all the group members for the home screen of the proposed system (Ex-Couriers). We came up with the final design by evaluating these designs.

Design 1 (Brian)

This design consists of a navigation bar in the top, which is consistent to all pages and a banner with a news scroller and the login at the bottom.

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Design 2 (Neo)

This design also consists of the navigation bar at the top, and a banner. The login button is at the navigation area that is highly visible.

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Design 3 (Kokila)

In this design includes a top navigation bar and a dialog box with shipping details in its home page.

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Design 4 (Saameen)

This design also included are top navigation bar and a banner with thre services the company offer.

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Final Design

The final design is a combination of all the designs that is evaluated in the parallel design stage. In deciding on the final design, we have focused on the following design principles. 1. Visibility 2. Feedback 3. Constraint 4. Mapping 5. Consistency

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6. Affordance Our goal is to design a simple and user-friendly system.

The benefits we got from the parallel design y Allows a range of ideas to be generated quickly and cost effectively. y Parallel nature of the approach allows several approaches to be explored at the same time, thus compressing the concept development schedule. y The concepts generated can often be combined so that the final solution benefits from all ideas proposed. y Only minimal resources and materials are required to convey product feel.

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Storyboarding for Ex-Courier
In the initial stage we used the storyboarding technique to develop the new interface of the online courier system.

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Why we used Storyboard

y y y y

Storyboarding helps catalyze feelings about the feasibility of the proposal idea. Omissions may be spotted as a result of producing the storyboard. A detailed storyboard can save time in content research. The storyboards serve as documents which everyone can point to as a common point of reference, enabling the grant writing team to say, Yes, that is what I meant, or No, we've a problem here.

Screenshots of the final prototype

Below are the screenshots and there descriptions of the final prototype design. Home Page

This is the home screen, where the users are taken at first. The screen consists of the delivery modes the system offer and the login button to send packages. It also includes the navigation bar and search bar which is consistent on all the screens. The logo and the site banner is also visualize here.

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Resources page

These pages are the content pages of the site and this page is used to post various forms of the company and their flyers etc.

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Opportunities Page

Users can use this page to view current job openings in the company and apply to other unspecific jobs.

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Shipping Guide Page

Users use this page to download the companies shipping guide, which is published annually.

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Our Company Page

This page is used to publish the companys history and mission, visions.

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Login or send a package page

This is the login page of the online system. This page is used to login to the system to send or track packages.

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Sign up Page

This screen allows new users to register to the system before sending a package or track. Avoid users to scroll the pages long.

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Sign up feedback

The feedback given by the system after sign up.

Package Registration Page

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This page comes up when the user logins in. It is used to register a package and enter recipient details. When the user clicks save button the package details will be saved and the shipping process starts. Avoid users to scroll the pages long.

Package Registration Page (My Account tab)

This tab shows the users account details.

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Package Registration Page

If the user didnt enter anything to the fields, it gives error and cannot go further.

Package registration page

The feedback given by the system when the package is registered.


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Tracking Page

This page is used to track the packages. Only logged in users can use this page.

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Tracking Details Page

The tracking details of the package.

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Contact Us Page

This page is used to contact and send suggestions to the company.

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Navigation Bar

This navigation is used consistently in the site to make the user easy to navigate throughout the site. It gives feedback by placing a blue bar on every menu that it stops or it enters.

Logout Button

Welcome message to the user and the logout button is consistent in all the pages if the user is logged in. so the users cannot be lost in the system.

Login Feedback

The system gives the user feedback of login statuses.

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Conclusion
In this report we have included the designing and prototyping techniques that we have evaluated to design our online courier system. This research helps our group members to come up with a reliable and good technique to design and develop the prototype. Based on all the researches we have done, we have done storyboarding as a low-fidelity technique. The parallel design technique has been used to make the prototype more creative. Then the final design is converted to High-Fidelity prototype using Dreamweaver, Adobe Photoshop. We have also used CSS, HTML, jquery and php so that the final prototype can provide a more intuitive and finalize view.

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Reference Wisegeek, 2008, what-is-a-prototype [online], Available from http://www.wisegeek.com/whatis-a-prototype.htm, [Accessed 1st March 2011]

Craig Borysowich, 2007, prototyping [online], Available from http://it.toolbox.com/blogs/enterprise-solutions/prototyping-types-of-prototypes-14927, [Accessed 1st March 2011]

Nielsen, 1996, parallel_design [online], Available from http://www.useit.com/papers/parallel_design/, [Accessed 3rd March 2011]

Robert Campbell, 2010, parallel-design-has-some-major-benefits [online], Available from http://www.bestwebimage.com/archives/parallel-design-has-some-major-benefits/ ,[Accessed 4th March 2011]

Nielsen, 1993, parallel-designs [online], Available from http://www.usabilitynet.org/tools/parallel.htm, [Accessed 4th March 2011]

answers, 2010, prototyping [online], Available from http://www.answers.com/topic/prototype, [Accessed 11th March 2011]

Vitaly Friedman, 2008, principles-of-effective-web-design [online], Available from http://www.smashingmagazine.com/2008/01/31/10-principles-of-effective-web-design/, [Accessed 12th March 2011]

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Bell, 2005, Prototyping, [Online] Available from http://hamilton.bell.ac.uk/btech/hci/hcinotes17.pdf [Accessed on 11th March 2011]

Nasa,2010, User Centered Design Methods, [Online]; Available from http://www.hq.nasa.gov/pao/portal/usability/process/ucdMethods.htm [Accessed on 11th March 2011]

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Testing of DesignByKokila A/P Raman
What does usability testing measure? Usability testing is designed to measure a combination of factors that affect the users ability to accomplish tasks at the site. Such as identify critical user task, set up goals for the tasks and so forth. Some of the common factors are: y ease of learning, How fast can a user who has never seen the user interface before learn it sufficiently well to accomplish basic tasks? y efficiency of use, Once an experienced user has learned to use the system, how fast can he or she accomplish tasks? y memorability, If a user has used the system before, can he or she remember enough to use it effectively the next time or does the user have to start over again learning everything? y error frequency and severity, and How often do users make errors while using the system, how serious are these errors, and how do users recover from these errors? y User satisfaction. How much does the user like using the system?

Usability metrics A usability test can be used to measure a number of elements of user interaction, such as the: y y
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y y y y y y y y Ratio of successes to failures Time spent on rectifying the errors on the site Percentage of the error incurred Percentage of favorable/ unfavorable user comments. Percentage of repetitions of failed commands Number of times that the interface mislead the user number of good and bad features recalled by users, and Number of the users expressing frustration or satisfaction.

Data collection methods Below are the table outline on the common data collection that was used during an usability test. It is always advised to use a few different type of combination methods to capture a better quality data for usability test.

Method Observation

Data collected by Involves human or mechanical observation of what people actually do or what events take place during a buying or consumption situation. Information is collected by observing process at work during the usability test. Users verbal report after completing the Usability test. Using users thoughts throughout the usability test. A set of questions being combined to gain Information and user responses during the usability method collection.

Debrief/Verbal Report

Thinking-Aloud

Questionnaire

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Usability Testing Process
Introduction This topic contains information on the usability testing process. Steps in usability testing The following table outlines the main activities involved in developing and conducting a usability test. Stage 1. Establish test Description y y Determine the usability test goals. Decide the scope of test user groups, if certain features of the site are being tested, how to measure usability. y 2. Plan and prepare y y y Schedule key dates for testing. Begin recruiting test participants. Prepare the following test materials: tasks and scripts, participant instructions, data logging sheets, pre-test and post-test questionnaire, and Consent forms (if required). Select feedback protocol mechanisms: a written feedback protocol distributed to users who write their own feedback, and/or An interview feedback protocol with answers recorded by the moderator. 3. participants Recruit y y Filter participants based on user group attributes. Prepare an introduction or cover sheet inviting participants. y 4. and equipment 5. Conduct tests y Greet users and explain the session structure. Organize Explain the test process to the participants. venue Organize a venue with suitable equipment. Example: Computer, internet access, privacy.

objectives

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y Introduce any observers or facilitators.

Important: Managers and designers should also identify Themselves as mere observers rather than major stakeholders. y y y 6. participants Debrief Conduct session with minimum disruptions. Record observations on logging sheets. Keep a check on the time. Try not to let the test run overtime. y Ask participants to fill in the feedback questionnaire. Important: Remember to collect this form and check for Completion. y Ask the participant to provide general feedback about the Web site and answer observers' questions. y 7. Collect and y analyze data 8. Recommendations y y y Thank and compensate the participants. Collect logging sheets, feedback material, and observers notes from all sessions. Group results into usability categories for analysis. Document what was observed. Determine which usability goals were met and which were not met. y Recommend changes to make the site usable. Distribute findings to all stakeholders.

Usability Scenario Development What is a scenario? User scenarios are built around defined user profiles and personas and include descriptions of common user tasks.

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Purpose The purpose of user scenario development is to define and understand the circumstances in which the user would be likely to use the portal. The goal is to build ideal user experiences that will most likely meet the expectation of the user group and result in the successful accomplishment of users' goals. Key requirements for scenario Some key requirements of a scenario for usability testing are that scenarios: must be designed from user group issues and requirements, are usually high-level goals from the users perspective, must be reasonable and realistic, and Must not include keywords or interface elements.

y y y y

Example: do not use words in the scenario that are identical to those that appear on the screen.

Developing tasks The following table outlines the main steps required to develop a task list for usability testing.

Step 1

Action test and test goals

Comments data to be logged. y The tasks must reflect the user groups information requirements. y Based on the user group issues list determine information requirements that are: important, performed frequently, and/or Hard to locate. Note: Try to include at least one task based on an issue

Determine the nature of the Understand the user groups, key metrics and qualitative Identify the right tasks

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important to the user group but not included in the content on the site. The site should ideally direct users to another appropriate portal quickly and easily without the participant spending a long time searching. Example: A parent searching for information on drugs and teens may choose to search on the Families portal. This information may be dealt with comprehensively on the Youth portal. The Families portal should able to direct the parent to the Youth portal. 3 Determine all site features Make a list of the site features that require testing. that require testing This can include: y y y y y 4 Phrase tasks as directed or Non-directed using site features. 5 scenarios main navigational elements, transactional features, new sub sites or pages, new or redesigned features, and Problematic features.

Example: Problems identified from site feedback. Write out complete tasks in a: y y non-directed scenario, or Directed task-based format. easy to hard tasks, or Common to uncommon tasks. lead them, mislead them, or "Give away" correct interactions.

Determine sequence of tasks Sequence final task list from y y Check wording of tasks

Check that the wording does not: y y y

Example: Be careful of using keywords.

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Design tasks for testing site features Users may initially go the Malaysain.gov.my website for information and find the information they need via a link provided to another website, such as the State or Local Government websites, as well as commercial websites. In developing scenarios for testing, users should be asked to locate information from a variety of pages throughout the sites and access information that takes them out of the site. This is crucial in testing the navigational usability of the sites.

Usability Checklist Checklist Use the following checklist to check for common usability issues. Note: This list is a guide only and is not an exhaustive or complete test.

Design Component Architecture and Navigation

Question y y y Does the structure fit the purpose? Is the navigation scheme clear? Where are you? How do you find what you want? y y Is it clear where to go next? Does interaction support informational retrieval tasks? y Are there a reasonable number of navybar choices? y y y Do link names match page names? Are links clearly marked? Is there a clearly marked link back to the home page? y Is there an option to search for information? y y Is there a site map? Does every page have standard

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identification elements? y Does the user have control over navigation?

Layout and design

y y y

Is layout consistent on all pages? Is excessive scrolling required? Is there a main display area on each page? Does the layout work visually? Proper use of alignment and grouping? Proper use of contrast? Is it cluttered? Is the text clear and concise? Is there excessive use of jargon or acronyms? Is text organized in small chunks? Are there spelling or grammar errors? Are dialog methods concise and consistent?

y y

y Content y y

y y Forms y

Are there clear submit and reset buttons? Is download time fast enough - do pages load in 3-10 seconds? Do all the links work? Are there broken images? Are pages written to be found by search
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Platform and implementation

y y y
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engines? y Does the site work with all supported browsers? y y Does the site work on all platforms? Does the homepage display fully on a screen with 800 x 600 y Resolution? Does the site work on resolutions from 640 x 480 to 1024 x 768? y Accessibility (priority 1) y y Are non-standard plug-ins used? Provide alternative text for all image type buttons in forms. Provide text equivalents for every nontext element, including but y Not limited to images, scripts, animations, audio and video. y Ensure that all information conveyed with colour is also available y withoutcolour, If an image for example from context or markup. y conveys important information beyond what is in its y alternative text, provide an extended description. y For tables not used as layout, such as spreadsheets, identify headers for the table rows and columns. y If the submit button is used as an image map, use separate buttons for each active region.

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y If a data table has two or more logical levels of row or column headers, use markup to associate data cells and header cells. y Provide alternative content for each SCRIPT that conveys important information or functionality.

Conducting a Usability Testing Session Introduction This topic contains information on conducting a usability test session. General guidelines for conducting a session The following guidelines should be adhered to when conducting usability testing with users: y y y y y y y Keep the session neutral. Treat each participant as a completely new case. Assist the participants only as a last resort. Help participants to relax. Use the thinking aloud technique. Be aware of the effects of your voice and body language. If you make a mistake, keep going on.

Keep the session neutral The session has to be entirely natural by having the attitude that the results of the test has no vested interest one way or another. Do not indicate through your speech or mannerisms that you strongly approve or disapprove of any actions or comments offered by a particular participant. Encourage participants to focus on their own experiences and not to be concerned with what other people of similar characteristics might hypothetically think or need.
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Treat each participant as a completely new case Treat each participant as a completely new case, regardless of background of the participant and what previous results and sessions have shown for an instance collect data without interpretation. Assist the Participants only as a last resort
If the participants are assisted, it may lose the opportunity to understand what happens when people

The tendency to rescue is due to our natural empathy and even embarrassment when watching someone struggle. Assist the participants only as a last resort. Help participants to relax Humour can counteract participants self-consciousness and help them to relax. Indicate to the participants that there is no right or wrong response. If participants are having fun, they are more apt to let their defences down and tell you what is really on their mind.

Use the thinking aloud technique Thinking aloud is a simple technique intended to capture what the participants are thinking while working with interactive software. To use this technique, have the participants provide a running commentary of their thought process by thinking aloud while performing the tasks of the usability test.

Be aware of the effects of your voice and body language It is common for us human being to react and respond intentionally or unintentionally towards others by the way we are. Either by verbally or through body language. To prevent any bias effects, make a special effort to be mindful of your voice and body language.

If you make a mistake, keep going on Dont lose charge or take control over the situation especially when inadvertently reveal information or in some other way bias the session of a usability test. Proceed without any hesitation. At best, the participant will not even observe your comment or action.

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Usability Test Analysis Introduction This topic contains general information on collecting and analysing usability test data. Analysing qualitative and quantitative data Both quantitative and qualitative data are collected during the usability test. The information collected includes: y y y y y y quantitative data metrics recorded by the moderator metrics recorded by the participant qualitative data session notes recorded by the moderator and observer feedback from the participant

Analyze both types of data together to get a complete picture of usability issues and problemsits utterly important. It can be obtain by categorization, then quantification of data. See: Sample issues table and Sample metrics table below. Qualitative information will provide a rich context to understand core usability issuesits is an important aspect to understand. Direct observations record what users did during the usability test. This qualitative information should provide more information on why users faced problems. Example: Users might provide a high score against site navigation but directobservation indicates that users consistently face navigational problems, this can be one situation. Collecting data Extract and cluster observations and user comments into groups of data. Use only one or two grouping schemes. Some examples of useful groups are: y y y y
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y likes and dislikes.

Collect all quantitative data into tables in a word processor or a spreadsheet. Analysis steps The following table outlines the broad steps required to analyse usability data Step 1 2 3 Action Go through the list of groups and observations. For each group, find a common issue. Describe the issue in terms of the cause or problem. Identify why there was difficulty or what the source of problem might be. Examples: List specific factors such as, confusing labels or placement of navigation features, poor colour contrasts between text and background. 4 Understand the issue in terms of the impact on users when generating recommendations.

Sample issues table This is a sample table to record observations. [Record observations and user comments about the following usability features of the [URL and name] portal.]

Feature Home Page Look and feel Navigation Labelling Content General observations

Comments

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Sample metrics table [Sample table to record observations]. The following table shows the participants rating for each statement. Record the usability metric in the following table. Strongly Agree (1) The site has a clear and logical structure. The meaning of the main menu items is clear and consistent. The site clearly identified the services available. Design and Navigation The navigation features of the site are clear and user friendly The link labels and link names were clear and directed me to the correct information. I prefer to access government services on the web rather than going through other methods and information Agree (2) Neutral (3) Disagree (4) Strongly Disagree (5)

Information Design 1

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Evaluation Introduction Evaluation is a methodological area that is closely related to, but distinguishable from more traditional social research. Evaluation utilizes many of the same methodologies used in traditional social research, but because evaluation takes place within a political and organizational context, it requires group skills, management ability, political dexterity, sensitivity to multiple stakeholders and other skills that social research in general does not rely on as much. Here we introduce the idea of evaluation and some of the major terms and issues in the field. Definition Evaluation is systematic determination of significance, worth, or merit, it is often used to characterize and apprise subjects of interest in a wide range of human enterprises. Evaluation is the analysis and comparison with the actual progress and prior plans, adjusting and improving the plans for future implementation and well performance. It is part of a continuing management process consisting of planning, implementation, and evaluation. This involves assigning values to the thing or person being evaluated. It is also means the systematic collection of information about the activities, characteristics, and outcomes of programs to make judgements about the program, improve program effectiveness, and/or inform decisions about future programming. Utilization-focused program evaluation (as opposed to program evaluation in general) is evaluation done for and with specific, intended primary users for specific, intended uses. Evaluation is to find out what users want and what problem they experience, because the more understanding designers have about users needs, the better designed their product will be. Without evaluation the products reaching consumers would be untried, they would reflect the intentions of the design team but there would be no study of the actual relationship between design and use. For our shipping and tracking system, the evaluations functional capabilities is to measure the users impact of design. It included how easy the design of system when the user implements their task and the most important point is how easy the novice to learn.
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Evaluation Style Many different types of evaluations are there in existence depending on the object being evaluated and the purpose of the evaluation. But the utmost important basic distinction in evaluation types would be between formative and summative evaluation. Formative evaluations strengthen or rather improve the object being evaluated -- they help form it by examining the delivery of the program or technology, the quality of its implementation, and the assessment of the organizational context, personnel, procedures, inputs, and so on. Summative evaluations, in contrast, examine the effects or outcomes of some object -- they summarize it by describing what happens subsequent to delivery of the program or technology; assessing whether the object can be said to have caused the outcome; determining the overall impact of the causal factor beyond only the immediate target outcomes; and, estimating the relative costs associated with the object. Formative evaluation includes several evaluation types: y needs assessment determines who needs the program, how great the need is, and what might work to meet the need y evaluability assessment determines whether an evaluation is feasible and how stakeholders can help shape its usefulness y structured conceptualization helps stakeholders define the program or technology, the target population, and the possible outcomes y y implementation evaluation monitors the fidelity of the program or technology delivery process evaluation investigates the process of delivering the program or technology, including alternative delivery procedures

Summative evaluation can also be subdivided: y outcome evaluations investigate whether the program or technology caused demonstrable effects on specifically defined target outcomes y impact evaluation is broader and assesses the overall or net effects -- intended or unintended -- of the program or technology as a whole

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y cost-effectiveness and cost-benefit analysis address questions of efficiency by standardizing outcomes in terms of their dollar costs and values y secondary analysis reexamines existing data to address new questions or use methods not previously employed y meta-analysis integrates the outcome estimates from multiple studies to arrive at an overall or summary judgment on an evaluation question

Evaluation Questions and Methods During this method of evaluation, evaluators may ask different kinds of questions and use a variety of methods to address them. These are considered within the framework of formative and summative evaluation as presented above. In general, maybe customers and users has the same question to be asked such as, whats the useful of evaluation? Why should we doing evaluation? The importance of having evaluation would be having the major goal of evaluation should be to influence decision-making or policy formulation through the provision of empirically-driven feedback. Evaluations is to provide "useful feedback" to a variety of audiences including sponsors, donors, client-groups, administrators, staff, and other relevant constituencies. Often, feedback is perceived as "useful" if it aids in decision-making. But the relationship between an evaluation and its impact is not a simple one -- studies that seem critical sometimes fail to influence short-term decisions, and studies that initially seem to have no influence can have a delayed impact when more congenial conditions arise. You can know the truth and ability about the target. This kind of activity is particularly important during requirements gathering and then later for checking that prototypes of the system do fulfill users need. There are various occasions when designers occasionally wants to compare two or more designs or design ideas. Standards bodies have rigorous testing procedures to test that products confirm to the standards that they have set.

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The following is about the questions that related to formative evaluation and summative evaluation. In formative research the major questions and methodologies are: What is the definition and scope of the problem or issue, or what's the question? Formulating and conceptualizing methods can be used such as i brainstorming, focus groups, nominal group techniques, Delphi methods, brainwriting, stakeholder analysis, synectics, lateral thinking, input-output analysis, and concept mapping. Where is the problem and how big or serious is it? The most common method used here is "needs assessment" which can include: analysis of existing data sources, and the use of sample surveys, interviews of constituent populations, qualitative research, expert testimony, and focus groups. How should the program or technology be delivered to address the problem? Some of the methods already listed are applied, as to do detailing methodologies like simulation techniques, or multivariate methods like multiattribute utility theory or exploratory causal modeling; decision-making methods; and project planning and implementation methods like flow charting, PERT/CPM, and project scheduling. How well is the program or technology delivered? Qualitative and quantitative monitoring techniques, the use of management information systems, and implementation assessment would be appropriate methodologies here.The questions and methods addressed under summative evaluation include: What type of evaluation is feasible? Evaluability assessment can be used here, as well as standard approaches for selecting an appropriate evaluation design.

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What was the effectiveness of the program or technology? One would choose from observational and correlation methods for demonstrating whether desired effects occurred, and quasi-experimental and experimental designs for determining whether observed effects can reasonably be attributed to the intervention and not to other sources. What is the net impact of the program? Econometric methods for assessing cost effectiveness and cost/benefits would apply here, along with qualitative methods that enable us to summarize the full range of intended and unintended impacts. Generally, each of these methods, and the many not mentioned, is supported by an extensive methodological research literature. This is a formidable set of tools. But the need to improve, update and adapt these methods to changing circumstances means that methodological research and development needs to have a major place in evaluation work. Apart from that this too needs consideration : Does all that hard work makes any difference? Who for and in what way? How well is the organization meeting the needs of users and potential beneficiaries? Does it work properly? Is it effective? Whose views count? How can we assess the quality of the work and make improvements? Evaluation techniques Field study It is a general method for collecting data about users, user needs, and product requirements that involves observation and interviewing. Data are collected about task flows, inefficiencies, and the organizational and physical environments of users.

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Investigators in field studies observe users as they work, taking notes on particular activities and often asking questions of the users. Observation may be either direct, where the investigator is actually present during the task, or indirect, where the task is viewed by some other means like a video recorder set up in an office. The method is useful early in product development to gather user requirements. It is also useful for studying currently executed tasks and processes. Usability testing This is a technique used to evaluate a product by testing it on users. This can be seen as an irreplaceable usability practice, since it gives direct input on how real users use the system. This is in contrast with usability inspection methods where experts use different methods to evaluate a user interface without involving users. Usability testing focuses on measuring a human-made product's capacity to meet its intended purpose. Examples of products that commonly benefit from usability testing are foods, consumer products, web sites or web applications, computer interfaces, documents, and devices. Usability testing measures the usability, or ease of use, of a specific object or set of objects, whereas general human-computer interaction studies attempt to formulate universal principles. The goal of the usability testing is to observe people using the product to discover errors and areas of improvement. Quick & Dirty Quick-and-dirty method describes the common practice in which designers informally get feedback from users to confirm that their ideas are in-line with users needs and are liked. The emphasis is on fast input to the design process rather than carefully documented findings. It is a term used in reference to anything that is an easy way to implement a workaround or "kludge." Its usage is popular among programmers, who use it to describe a crude solution or programming implementation that is imperfect, inelegant, or otherwise inadequate, but which solves or masks the problem at hand, and is generally faster and easier to put in place than a proper solution. It is also used in cognitive science to describe first-pass cognitive processes that might attempt to quickly process information in a simple way before resorting to more heavy resource-consuming processes
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Predictive evaluation For the predictive evaluation, experts apply their knowledge of typical users, often guided by heuristics, to predict usability problems. Another approach involves theoretically based models. A key feature of predictive evaluation is that users need not be present. This method is relatively quick and inexpensive. Because of observing users can be time-consuming and expensive, try to predict usage rather than observing it directly. Model Fits law It is a model of human movement in human-computer interaction and ergonomics which predicts that the time required to rapidly moving to a target area is a function of the distance and the size of the target. Fit's law is used to model the act of pointing, either by physically touching an object with a hand or finger. Decide Decide was developed as a tool for people to discuss and gain more insights in science and technology issues in response to needs for having a more involved and informed public throughout Europe. People are very concerned about the latest developments in science and technology. At the same time there is a growing demand for greater public involvement in establishing science and technology policy. Decide is an innovative and experimental attempt in this direction. Through a collective table activity played in small groups, it provides an experience in which participants are called to inform themselves on the issues, to discuss them and to finally produce a shared policy option. GOMS It is a kind of specialized human information processor model for human computer interaction observation. GOMS model can reduce a user's interaction with a computer to its elementary actions (these actions can be physical, cognitive or perceptual). Using these elementary actions as a framework an interface can be studied.

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Heuristic evaluation Heuristic evaluation is the most popular of the usability inspection methods. Heuristic evaluation is done as a systematic inspection of a user interface design for usability. The goal of heuristic evaluation is to find the usability problems in the design so that they can be attended to as part of an iterative design process. Heuristic evaluation is a usability engineering method for finding the usability problems in a user interface design so that they can be attended to as part of an iterative design process, and it involves having a small set of evaluators examine the interface and judge its compliance with recognized usability principles. Explanatory power y y y y y y y y y y Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation

The advantage of heuristic testing is not costly to conduct, and can save effort time and cost as it can be used early in the development process. It does not require advanced planning

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Evaluation and Testing that the system can come true Example for the Usability evaluation Usability goal Impression Test activities Planned time Actual time 20 sec 24sec 30sec 19sec 28sec 25sec Conclusion Actual not as time the

Let a new user 15 sec to use the and back website, comes use again

expected time. The user cant have the effect on website, not absorbing this the very

after a week, it

website maybe

Cognitive

Test the time 5 sec that the user recognize button know function each buttons Testing response time by the system when the user booking clothes the and the of the 5sec

2 sec 3 sec 2 sec 4 sec 3 sec 3 sec

Achieved The users can easily the know function

about the icon, they can use naturally themselves by

Response

3 sec 2 sec 3 sec 2 sec 3 sec 3 sec

Achieved System receive order response time can the and in

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1. Visibility of System Status The system should always keep user informed about what is going on, through appropriate feedback within reasonable time.

Review Checklist Does every display begin with a title or header that describes screen contents? Is there a consistent icon design scheme and stylistic treatment across the system? Is a single, selected icon clearly visible when surrounded by unselected icons? Do menu instructions, prompts, and error messages appear in the same place(s) on each menu? In multipage data entry screens, is each page labeled to show its relation to others? If overtype and insert mode are both available, is there a visible indication of which one the user is in? If pop-up windows are used to display error messages, do they allow the user to see the field in error? Is there some form of system feedback for every operator action? After the user completes an action (or group of actions), does the feedback indicate that the next group of actions can be started? Is there visual feedback in menus or dialog boxes about which choices are selectable? Is there visual feedback in menus or dialog boxes about which choice the cursor is on now? If multiple options can be selected in a menu or dialog box, is there

Yes

No

1.1

1.2

1.3

1.4

1.5

1.6

1.7

1.8

1.9

1.10

1.11

1.12

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visual feedback about which options are already selected? 1.13 1.14 Is there visual feedback when objects are selected or moved? Is the current status of an icon clearly indicated?

# 1.15

Review Checklist Is there feedback when function keys are pressed? If there are observable delays (greater than fifteen seconds) in the

Yes

No

1.16

systems response time, is the user kept informed of the system's progress?

1.17 1.18 1.19 1.20 1.21 1.22

Are response times appropriate to the task? Typing, cursor motion, mouse selection: 50-1 50 milliseconds Simple, frequent tasks: less than 1 second Common tasks: 2-4 seconds Complex tasks: 8-12 seconds Are response times appropriate to the user's cognitive processing? Continuity of thinking is required and information must be remembered throughout several responses: less than two seconds. High levels of concentration aren't necessary and remembering information is not required: two to fifteen seconds. Is the menu-naming terminology consistent with the user's task domain?

1.23

1.24

1.25

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1.26 Does the system provide visibility: that is, by looking, can the user tell the state of the system and the alternatives for action? Do GUI menus make obvious which item has been selected? Do GUI menus make obvious whether deselection is possible? If users must navigate between multiple screens, does the system use context labels, menu maps, and place markers as navigational aids?

1.27 1.28

1.29

2. Match Between System and the Real World The system should speak the users language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.

# 2.1 2.2 2.3

Review Checklist Are icons concrete and familiar? Are menu choices ordered in the most logical way, given the user, the item names, and the task variables? If there is a natural sequence to menu choices, has it been used?

Yes

No


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2.4 2.5 2.6 2.7 2.8 2.9 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 Do related and interdependent fields appear on the same screen? If shape is used as a visual cue, does it match cultural conventions? Do the selected colors correspond to common expectations about color codes? When prompts imply a necessary action, are the words in the message consistent with that action? Do keystroke references in prompts match actual key names? On data entry screens, are tasks described in terminology familiar to users? Are field-level prompts provided for data entry screens? For question and answer interfaces, are questions stated in clear, simple language? Do menu choices fit logically into categories that have readily understood meanings? Are menu titles parallel grammatically? Does the command language employ user jargon and avoid computer jargon? Are command names specific rather than general? Does the command language allow both full names and abbreviations? Are input data codes meaningful? Have uncommon letter sequences been avoided whenever possible? Does the system automatically enter leading or trailing spaces to align decimal points? Does the system automatically enter a dollar sign and decimal for monetary entries?

Review Checklist Does the system automatically enter commas in numeric values greater than 9999? Do GUI menus offer activation: that is, make obvious how to say

Yes

No

2.21


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"now do it"? Has the system been designed so that keys with similar names do not perform opposite (and potentially dangerous) actions? Are function keys labeled clearly and distinctively, even if this means breaking consistency rules?

2.23

2.24

3. User Control and Freedom Users should be free to select and sequence tasks (when appropriate), rather than having the system do this for them. Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Users should make their own decisions (with clear information) regarding the costs of exiting current work. The system should support undo and redo.

Review Checklist If setting up windows is a low-frequency task, is it particularly easy to remember? In systems that use overlapping windows, is it easy for users to rearrange windows on the screen? In systems that use overlapping windows, is it easy for users to switch between windows? When a user's task is complete, does the system wait for a signal from the user before processing? Can users type-ahead in a system with many nested menus? Are users prompted to confirm commands that have drastic, destructive consequences? Is there an "undo" function at the level of a single action, a data entry, and a complete group of actions?

Yes

No

3.1

3.2

3.3

3.4

3.5

3.6

3.7

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3.8 3.9 Can users cancel out of operations in progress? Are character edits allowed in commands? Can users reduce data entry time by copying and modifying existing data? Are character edits allowed in data entry fields? If menu lists are long (more than seven items), can users select an item either by moving the cursor or by typing a mnemonic code? If the system uses a pointing device, do users have the option of either clicking on menu items or using a keyboard shortcut? Are menus broad (many items on a menu) rather than deep (many menu levels)? If the system has multiple menu levels, is there a mechanism that allows users to go back to previous menus? Review Checklist If users can go back to a previous menu, can they change their earlier menu choice? Can users move forward and backward between fields or dialog box options? If the system has multipage data entry screens, can users move backward and forward among all the pages in the set? If the system uses a question and answer interface, can users go back to previous questions or skip forward to later questions? Do function keys that can cause serious consequences have an undo feature? Can users easily reverse their actions?

3.10

3.11

3.12

3.13

3.14

3.15

Yes No

3.16

3.17

3.18

3.19

3.20

3.21

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3.22 If the system allows users to reverse their actions, is there a retracing mechanism to allow for multiple undos? Can users set their own system, session, file, and screen defaults?

3.23

4. Consistency and Standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.

Review Checklist Have industry or company formatting standards been followed consistently in all screens within a system? Has a heavy use of all uppercase letters on a screen been avoided? Do abbreviations not include punctuation? Are integers right-justified and real numbers decimal-aligned? Are icons labeled? Are there no more than twelve to twenty icon types? Are there salient visual cues to identify the active window? Does each window have a title? Are vertical and horizontal scrolling possible in each window? Does the menu structure match the task structure? Have industry or company standards been established for menu

Yes

No

4.1

4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 4.10

4.11

design, and are they applied consistently on all menu screens in the system?

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4.12 Are menu choice lists presented vertically? If "exit" is a menu choice, does it always appear at the bottom of the list? Are menu titles either centered or left-justified? Are menu items left-justified, with the item number or mnemonic preceding the name? Do embedded field-level prompts appear to the right of the field label? Do on-line instructions appear in a consistent location across screens? Are field labels and fields distinguished typographically? Are field labels consistent from one data entry screen to another? Are fields and labels left-justified for alpha lists and right-justified for numeric lists? Review Checklist Do field labels appear to the left of single fields and above list fields? Are attention-getting techniques used with care? Intensity: two levels only Size: up to four sizes Font: up to three Blink: two to four hertz Color: up to four (additional colors for occasional use only)

4.13

4.14

4.15

4.16

4.17


Yes No

4.18 4.19

4.20

# 4.21 4.22 4.23 4.24 4.25 4.26 4.27

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4.28 Sound: soft tones for regular positive feedback, harsh for rare critical conditions Are attention-getting techniques used only for exceptional conditions or for time-dependent information? Are there no more than four to seven colors, and are they far apart along the visible spectrum? Is a legend provided if color codes are numerous or not obvious in meaning? Have pairings of high-chroma, spectrally extreme colors been avoided? Are saturated blues avoided for text or other small, thin line symbols? Is the most important information placed at the beginning of the prompt? Are user actions named consistently across all prompts in the system? Are system objects named consistently across all prompts in the system? Do field-level prompts provide more information than a restatement of the field name? For question and answer interfaces, are the valid inputs for a question listed? Are menu choice names consistent, both within each menu and across the system, in grammatical style and terminology? Does the structure of menu choice names match their corresponding menu titles? Are commands used the same way, and do they mean the same thing,

4.29

4.30

4.31

4.32

4.33

4.34

4.35

4.36

4.37

4.38

4.39

4.40

4.41

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in all parts of the system? Does the command language have a consistent, natural, and mnemonic syntax? Do abbreviations follow a simple primary rule and, if necessary, a 4.43 simple secondary rule for abbreviations that otherwise would be duplicates? # 4.44 4.45 4.46 Review Checklist Is the secondary rule used only when necessary? Are abbreviated words all the same length? Is the structure of a data entry value consistent from screen to screen? Is the method for moving the cursor to the next or previous field consistent throughout the system? If the system has multipage data entry screens, do all pages have the same title? If the system has multipage data entry screens, does each page have a sequential page number? Does the system follow industry or company standards for function key assignments? Are high-value, high-chroma colors used to attract attention? Yes No

4.42

4.47

4.48

4.49

4.50

4.51

5. Help Users Recognize, Diagnose, and Recover From Errors Error messages should be expressed in plain language (NO CODES).

# 5.1

Review Checklist Is sound used to signal an error?

Yes

No

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5.2 Are prompts stated constructively, without overt or implied criticism of the user? Do prompts imply that the user is in control? Are prompts brief and unambiguous. Are error messages worded so that the system, not the user, takes the blame? If humorous error messages are used, are they appropriate and inoffensive to the user population? Are error messages grammatically correct? Do error messages avoid the use of exclamation points? Do error messages avoid the use of violent or hostile words? Do error messages avoid an anthropomorphic tone? Do all error messages in the system use consistent grammatical style, form, terminology, and abbreviations? Do messages place users in control of the system? Does the command language use normal action-object syntax? Does the command language avoid arbitrary, non-English use of punctuation, except for symbols that users already know? If an error is detected in a data entry field, does the system place the cursor in that field or highlight the error? Do error messages inform the user of the error's severity? Do error messages suggest the cause of the problem? Do error messages provide appropriate semantic information?

5.3 5.4

5.5

5.6

5.7 5.8 5.9 5.10

5.11

5.12 5.13

5.14

5.15

5.16 5.17 5.18

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

5.20

5.21

6. Error Prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place.

Review Checklist If the database includes groups of data, can users enter more than one group on a single screen? Have dots or underscores been used to indicate field length? Is the menu choice name on a higher-level menu used as the menu title of the lower-level menu? Are menu choices logical, distinctive, and mutually exclusive? Are data inputs case-blind whenever possible? If the system displays multiple windows, is navigation between windows simple and visible? Are the function keys that can cause the most serious consequences

Yes

No

6.1

6.2

6.3

6.4 6.5

6.6

6.7

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

6.8

6.9

6.10

6.11

6.12

6.13

6.14

6.15

7. Recognition Rather Than Recall Make objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use of the system should be visible or easily retrievable whenever appropriate.

Review Checklist For question and answer interfaces, are visual cues and white space used to distinguish questions, prompts, instructions, and user input? Does the data display start in the upper-left corner of the screen? Are multiword field labels placed horizontally (not stacked vertically)?

Yes

No

7.1

7.2

7.3

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

7.5

7.6

7.7

7.8

7.9

7.10

7.11

7.12

7.13

7.14


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7.15

7.16

7.17 7.18

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7.19 7.20 Is reverse video or color highlighting used to get the user's attention? Is reverse video used to indicate that an item has been selected? Are size, boldface, underlining, color, shading, or typography used to show relative quantity or importance of different screen items? Are borders used to identify meaningful groups? Has the same color been used to group related elements? Is color coding consistent throughout the system? Is color used in conjunction with some other redundant cue? Is there good color and brightness contrast between image and background colors? Have light, bright, saturated colors been used to emphasize data and 7.27 have darker, duller, and desaturated colors been used to deemphasize data? 7.28 Is the first word of each menu choice the most important? Does the system provide mapping: that is, are the relationships between controls and actions apparent to the user? Are input data codes distinctive? Have frequently confused data pairs been eliminated whenever possible? Have large strings of numbers or letters been broken into chunks? Are inactive menu items grayed out or omitted? Are there menu selection defaults? If the system has many menu levels or complex menu levels, do

7.21

7.22 7.23 7.24 7.25

7.26


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7.29

7.30

7.31

7.32 7.33 7.34 7.35

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users have access to an on-line spatial menu map? Do GUI menus offer affordance: that is, make obvious where selection is possible? Are there salient visual cues to identify the active window? Are function keys arranged in logical groups? Do data entry screens and dialog boxes indicate when fields are optional? On data entry screens and dialog boxes, are dependent fields displayed only when necessary?

7.36

7.37 7.38

7.39

7.40

8. Flexibility and Minimalist Design Accelerators-unseen by the novice user-may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions. Provide alternative means of access and operation for users who differ from the "average" user (e.g., physical or cognitive ability, culture, language, etc.)

Review Checklist If the system supports both novice and expert users, are multiple levels of error message detail available? Does the system allow novices to use a keyword grammar and experts to use a positional grammar? Can users define their own synonyms for commands? Does the system allow novice users to enter the simplest, most

Yes

No

8.1

8.2

8.3

8.4

common form of each command, and allow expert users to add parameters?

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8.5 Do expert users have the option of entering multiple commands in a single string? Does the system provide function keys for high-frequency commands? For data entry screens with many fields or in which source 8.7 documents may be incomplete, can users save a partially filled screen? 8.8 Does the system automatically enter leading zeros? If menu lists are short (seven items or fewer), can users select an item by moving the cursor? If the system uses a type-ahead strategy, do the menu items have mnemonic codes? If the system uses a pointing device, do users have the option of either clicking on fields or using a keyboard shortcut? Does the system offer "find next" and "find previous" shortcuts for database searches? On data entry screens, do users have the option of either clicking directly on a field or using a keyboard shortcut? On menus, do users have the option of either clicking directly on a menu item or using a keyboard shortcut? In dialog boxes, do users have the option of either clicking directly on a dialog box option or using a keyboard shortcut? Can expert users bypass nested dialog boxes with either type-ahead, user-defined macros, or keyboard shortcuts?

8.6

8.9

8.10

8.11

8.12

8.13

8.14

8.15

8.16

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9. Aesthetic and Minimalist Design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

Review Checklist Is only (and all) information essential to decision making displayed on the screen? Are all icons in a set visually and conceptually distinct? Have large objects, bold lines, and simple areas been used to distinguish icons? Does each icon stand out from its background? If the system uses a standard GUI interface where menu sequence

Yes

No

9.1

9.2

9.3

9.4

9.5

has already been specified, do menus adhere to the specification whenever possible?

9.6

Are meaningful groups of items separated by white space? Does each data entry screen have a short, simple, clear, distinctive title? Are field labels brief, familiar, and descriptive? Are prompts expressed in the affirmative, and do they use the active voice? Is each lower-level menu choice associated with only one higher level menu? Are menu titles brief, yet long enough to communicate? Are there pop-up or pull-down menus within data entry fields that have many, but well-defined, entry options?

9.7

9.8

9.9

9.10

9.11

9.12

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10. Help and Documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the users task, list concrete steps to be carried out, and not be too large.

Review Checklist If users are working from hard copy, are the parts of the hard copy that go on-line marked? Are on-line instructions visually distinct? Do the instructions follow the sequence of user actions? If menu choices are ambiguous, does the system provide additional explanatory information when an item is selected? Are data entry screens and dialog boxes supported by navigation and completion instructions? If menu items are ambiguous, does the system provide additional explanatory information when an item is selected? Are there memory aids for commands, either through on-line quick reference or prompting? Is the help function visible; for example, a key labeled HELP or a special menu? Is the help system interface (navigation, presentation, and

Yes

No

10.1

10.2 10.3

10.4

10.5

10.6

10.7

10.8

10.9

conversation) consistent with the navigation, presentation, and conversation interfaces of the application it supports?

10.10 10.11 10.12

Navigation: Is information easy to find? Presentation: Is the visual layout well designed? Conversation: Is the information accurate, complete, and

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understandable? # 10.13 10.14 10.15 10.16 10.17 10.18 10.19 10.20 10.21 10.22 10.23 Review Checklist Is the information relevant? Goal-oriented (What can I do with this program?) Descriptive (What is this thing for?) Procedural (How do I do this task?) Interpretive (Why did that happen?) Navigational (Where am I?) Is there context-sensitive help? Can the user change the level of detail available? Can users easily switch between help and their work? Is it easy to access and return from the help system? Can users resume work where they left off after accessing help? Yes No

11. Skills The system should support, extend, supplement, or enhance the users skills, background knowledge, and expertise ---not replace them.

# 11.1 11.2 11.3

Review Checklist Can users choose between iconic and text display of information? Are window operations easy to learn and use? If users are experts, usage is frequent, or the system has a slow

Yes

No


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response time, are there fewer screens (more information per screen)? If users are novices, usage is infrequent, or the system has a fast response time, are there more screens (less information per screen)? Does the system automatically color-code items, with little or no user effort? If the system supports both novice and expert users, are multiple levels of detail available. Are users the initiators of actions rather than the responders? Does the system perform data translations for users? Do field values avoid mixing alpha and numeric characters whenever possible? If the system has deep (multilevel) menus, do users have the option of typing ahead? When the user enters a screen or dialog box, is the cursor already positioned in the field users are most likely to need? Can users move forward and backward within a field? Is the method for moving the cursor to the next or previous field both simple and visible? Has auto-tabbing been avoided except when fields have fixed lengths or users are experienced? Do the selected input device(s) match user capabilities? Are cursor keys arranged in either an inverted T (best for experts) or a cross configuration (best for novices)? Are important keys (for example, ENTER ,TAB) larger than other keys?

11.4

11.5

11.6

11.7 11.8

11.9

11.10

11.12

11.13

11.14

11.15

11.16

11.17

11.18

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11.19 Are there enough function keys to support functionality, but not so many that scanning and finding are difficult? Are function keys reserved for generic, high-frequency, important functions? Are function key assignments consistent across screens, subsystems, and related products? Does the system correctly anticipate and prompt for the user's probable next activity?

11.20

11.21

11.22

12. Pleasurable and Respectful Interaction with the User The users interactions with the system should enhance the quality of her or his work-life. The user should be treated with respect. The design should be aesthetically pleasing- with artistic as well as functional value.

# 12.1 12.2 12.3

Review Checklist Is each individual icon a harmonious member of a family of icons? Has excessive detail in icon design been avoided? Has color been used with discretion? Has the amount of required window housekeeping been kept to a minimum? If users are working from hard copy, does the screen layout match the paper form? Has color been used specifically to draw attention, communicate organization, indicate status changes, and establish relationships? Can users turn off automatic color coding if necessary? Are typing requirements minimal for question and answer interfaces?

Yes

No

12.4

12.5

12.6

12.7 12.8

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12.9 Do the selected input device(s) match environmental constraints? If the system uses multiple input devices, has hand and eye movement between input devices been minimized? If the system supports graphical tasks, has an alternative pointing device been provided? Is the numeric keypad located to the right of the alpha key area? Are the most frequently used function keys in the most accessible positions? Does the system complete unambiguous partial input on a data entry field?

12.13

12.14

12.15

12.16

12.17

13. Privacy The system should help the user to protect personal or private information- belonging to the user or the his/her clients.

# 13.1

Review Checklist Are protected areas completely inaccessible? Can protected or confidential areas be accessed with certain passwords. Is this feature effective and successful.

Yes

No

13.2

13.3

Referencing 1. Heuristic evaluation http://www.useit.com/papers/heuristic/

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http://www.useit.com/papers/heuristic/heuristic_evaluation.html [Accessed on 3rd January 2011] 2. Evaluation available from http://www.sil.org/lingualinks/literacy/referencematerials/GlossaryOfLiteracyTerms/Wha tIsEvaluation.htm [Accessed on 10th Jan 2011] 3. Type of evaluation available from http://www.socialresearchmethods.net/kb/intreval.htm [Accessed on 2ed Feb 201] 4. Field study available from http://www.usabilitybok.org/methods/field-study [Accessed on 15th Feb 2011) 5. Heuristic Evaluation, Usability techniques, System checklist, [online], available from http://www.stcsig.org/usability/topics/articles/he-checklist.html [Accessed on 29th Feb 2011] 6. iScreen Usability Heuristic Evaluation Report George Abraham , Christine Wania, online, available from http://www.pages.drexel.edu/docs/iScreen-HeuristicEvaluation.pdf [Accessed on 01st March 2011] 7. Heather Coffey, Summative Test Assessment, [online], available from,

http://www.learnnc.org/lp/pages/5233[Accessed on 7th March 2011] 8. Welsh, Formative vs. Summative Assessment, [online], available

from,http://www.ukcle.ac.uk/about/index.html [Accessed on 8th March 2011] 9. Diagnostic Formative & Summative Assessment, [online], available

from,http://slackernet.org/assessment.htm[Accessed on 8th March 2011]

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10. Advantages & disadvantages formative and Summative Assessment, [online], available from, 2011] 11. Preece, J., Y. Rogers, et al. (1994). Human-Computer Interaction, Addison-Wesley. 12. Shackel, B. (1981). The concept of usability. Proceedings of IBM Software and 13. Information Usability Symposium, Poughkeepsie, New York, USA, IBM Corporation. 14. Shneiderman, B. (1998). Designing the user interface: Strategies for effective humancomputer-interaction. Reading, Mass, Addison Wesley Longman. 15. Shneiderman, B. (2000). Universal Usability. Communications of the ACM. 43: 84-91. 16. SIGCHI, A. (1992). Curriculum for Human-computer Interaction, ACM Special Interest Group on Computer- Human Interaction Curriculum Development Group. http://www.caacentre.ac.uk/dldocs/Bluepaper1.pdf[Accessed on 10th March

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