E-COMMERCE WEB DESIGN GUIDELINES FOR TEEN SHOPPERS DOAA MOHAMMED SAEED BAMASOUD UNIVERSITI TEKNOLOGI MALAYSIA E-COMMERCE WEB DESIGN GUIDELINES FOR TEEN SHOPPERS DOAA MOHAMMED SAEED BAMASOUD A project report submitted in partial fulfillment of the requirements for the award of the degree of Master of Science ( Information Technology – Management) Faculty of Computer Science and Information Systems Universiti Teknologi Malaysia APRIL 2010 iii To my beloved parents, supportive husband and brothers and my lovely sons iv ACKNOWLEDGEMENT First of all, I would like to draw my highest appreciation to my supervisor Dr. Ab. Razak Che Hussin for his critics, advices, idea, and encouragement. Without his continual support and guidance, this project report would not have been the same as presented here. My heartfelt thanks go to all of my family members, whose sacrifice, support, love, caring inspired me to overcome all the difficulties throughout my entire academic life. This project report would not be completed without having their patience, love, and dedication. v ABSTRACT Nowadays E-Commerce has become a hot topic. Previously the field of ecommerce was only interested in doing business by organizations, companies, and adult people. But recently online business owners, started to focus on teenagers because they spent much more time using the World Wide Web than the adults and the numbers of teenagers goes online increases. Thus, the websites designers focus on designing e-commerce websites for teenagers, putting in their consideration the teenagers’ drifts and tendency and how the harmony of the teenagers with the portal will be attained. The lack of existing studies of designing guidelines for developing e-commerce portals for teen shopper become a crucial factor that should be considered. Therefore, the need for standard guidelines arises, and should be followed in order to increase the effectiveness of the portals. Such guidelines as animation, audio, and celebrity’s news. This research focuses on the main issues in designing e-commerce portals for teen shoppers and tries to solve the main question “how to develop and design an e-commerce website for teen?”. This research aims to study and understand the concept of e-commerce portals and design guidelines for teenagers. The author hopes that the designed portal will be more suitable with the context and the targeted group of it. vi ABSTRAK Masakini, E-perdagangan adalah satu isu yang hangat diperkatakan. Sebelum ini bidang e-perdagangan hanya diminati oleh organisasi perniagaan, syarikatsyarikat dan di kalangan orang dewasa. Tetapi sejak kebelakangan ini, pemilik perniagaan online menjadi fokus di kalangan belasan tahun kerana mereka lebih banyak meluangkan masa menggunakan Web Antarabangsa berbanding orang dewasa dan jumlah mereka semakin meningkat. Dengan sebab itu, pereka laman web lebih fokus mereka cipta laman web e-perdagangan untuk pengguna belasan tahun dengan mengambil kira cara penggunaan dan kepantasan mereka serta bagaimana keharmonian penggunaannya dapat dicapai. Kekurangan panduan bagi pereka laman web untuk mereka cipta portal e-perdagangan bagi pengguna belsan tahun adalah satu faktor penting yang harus diambil kira. Dengan itu, timbul keperluan bagi satu garis panduan yang harus diikuti bagi memastikan portal-portal berkenaan memberi kesan kepada pengguna. Contohnya seperti garis panduan bagi animasi, audio dan berita selebriti. Fokus penyelidikan ini adalah tentang isu-isu asas mereka cipta portal e-perdagangan bagi pengguna belsan tahun dan cuba untuk menyelesaikan persoalan "bagaimana untuk membentuk dan mereka cipta laman web bagi pengguna belasan tahun?" Mercu penyelidikan ini ialah untuk mengkaji dan memahami konsep portal e-perdagangan dan garis panduan bagi mereka cipta portal untuk penggunaan belasan tahun. Pengarang berharap portal yang direka cipta adalah lebih sesuai dengan konteks dan kumpulan yang disasarkan. vii TABLES OF CONTENTS CHAPTER 1 2 TITLE PAGE DECLARATION ii DEDICATION iii ACKNOLOWDEGMENT iv ABSTRACT v ABSTRAK vi TABLE OF CONTENTS vii LIST OF TABLES xii LIST OF FIGURES xiv LIST OF APPENDICES xv INTRODUCTION 1.1 Introduction 1 1.2 Problem Background 2 1.3 Problem Statement 3 1.4 Project Objectives 3 1.5 Project Scope 4 1.6 The Project importance 4 1.7 Summary 5 LITERATURE REVIEW 2.1 Introduction 6 2.2 E-Commerce 7 viii 2.3 2.2.1 Definition of e-Commerce 8 2.2.2 Types of e-Commerce 9 Teens Online 2.4.1 2.4 Prevalence of Teens Online 10 10 Design Issues in E-Commerce Websites 11 2.4.1 Design Anchors 11 2.4.2 13 Teens E-Commerce Website Guidelines Web Design 2.5 3 Three Existing Online-shops for Teenagers 16 2.5.1 Enveme E-Shop for Teen 16 2.5.2 GOjane E-Shop 18 2.5.3 American Eagle Outfitters 19 2.6 Discussion 21 2.7 Summary 22 RESEARCH METHODOLOGY 3.1 Introduction 23 3.2 Research Methodology 24 3.3 Research Techniques 24 3.3.1 Litearture Review 25 3.3.2 Research Survey 26 3.3.3 Data Analysis 26 3.3 System Development Life Cycle 27 3.5 Justification for Using the Evolutionary 28 Prototyping in SDLC 4 3.6 System Requirements 30 3.9 Summary 30 ANALYSIS AND DESIGN 4.1 Introduction 31 4.2 Design Guidelines of E-Commerce Portals 32 4.2.1 32 Considerable Design Guidelines for E-Commerce Portals ix 4.2.1.1 4.2.1.2 4.2.2 Ease of Use 34 Customer Confidence 41 Considerable Designing Guidelines for 43 Teen E-Commerce Portals 4.3 Findings of the Survey Conducted 46 4.4 Architecture of E-Commerce Portals for Teens 46 4.5 Revised Auxiliary for Model Design 47 4.5.1 47 4.5.2 Attraction Module Component The Process and Transaction Modules 47 Components 4.6 User Requirements 51 4.7 E-commerce for Teen Shoppers Portal 51 Questionnaire 4.8.1 Section A 52 4.8.2 Section B 55 4.8.3 Section C 58 4.8.3.1 UE1 - Visibility of System Status 58 4.8.3.2 UE2 - Match between System 59 and Real World 4.8.3.3 UE3 -User Control and Freedom 60 4.8.3.4 UE4 - Consistency and Standard 61 4.8.3.5 UE5 - Error Prevention 62 4.8.3.6 UE6 - Recognition rather than 63 Recall 4.8.3.7 UE7 - Flexibility and Efficiency 65 of Use 4.8.3.8 UE8 – Aesthetic and Minimalist 65 Design 4.8.3.9 UE9 –Help and Online 67 Documentation 4.8.3.10 UE10 Help User Recognize, 68 Diagnose and Recover from Error 4.8.3.11 UE11 – Use Chunking 68 x 4.8.4 Conclusion of E-Commerce Web Design for Teen 69 Shoppers Portal Questionnaire 4.9 Revised Auxiliary for Model Design 70 4.10 Conceptual Design 87 4.10.1 Use Case Diagram of The Proposed 87 System 4.11 5 89 4.10.3 Sequence Diagram 90 Summary 91 IMPLEMENTATION AND TESTING 5.1 Introduction 92 5.2 System Implementation 92 5.2.1 Coding Approach 93 System Evaluation and Testing 93 5.3.1 Black Box Test 94 5.3.2 Integration Test 95 5.3.3 User Acceptance Test 96 5.3 5.4 6 4.10.2 Class Diagram of The Proposed System Summary 96 ORGANIZATIONAL STRATEGY 6.1 Introduction 97 6.2 Implementation Strategies 97 6.3 Management Changing 102 6.3.1 Challenge Factors in Conversion 102 6.3.2 Management Policy 103 6.4 Installation of Infrastructure Process 103 6.5 Expected Organization Benefits 105 6.5.1 Impact Towards Organization 105 6.5.2 Impact Towards Customers 106 6.6 Contengincy Plan 106 6.7 Summary 107 xi 7 DISCUSSION AND CONCLUSION 7.1 Achievement 108 7.2 Constraints and Challenges 109 7.3 Aspirations 109 7.4 Limitation of the System 110 7.5 Future Work for the System 110 7.6 Summary 111 REFERENCES 112 APPENDIX A 117 APPENDIX B 126 APPENDIX C 134 xii LIST OF TABLES TABLE NO. TITLE PAGE 4.1 Result of Services and Features in E-Commerce Portal 62 4.2 4.3 Sample of UE1-Visibility of System Status Sample of UE2 - Match between System and Real World 65 66 4.4 Sample of UE3 - User Control and Freedom 67 4.5 Sample of UE4 - Consistency and Standard 68 4.6 Sample of UE5 - Error Prevention 69 4.7 Sample of UE6 - Recognition rather than Recall 70 4.8 Sample of UE7-Flexibility and Efficiency of Use 72 4.9 Sample of UE8-Aesthetic and Minimalist Design 73 4.10 Sample of UE9-Help and Online Documentation 74 4.11 Sample of UE10 - User Recognize, Diagnose and Recover 75 from Error 4.12 Sample of UE11 – Use Chunking 76 4.13 Functions with Interaction Style/Design Element 83 4.14 Details of Auxiliary Design Model – Attraction Module 86 4.15 Details of Auxiliary Design Model – Process Modules 87 4.16 Details of Auxiliary Design Model – Transact Stage 92 4.17 Brief Description of Use Case Diagram 96 5.1 Black Box Texting for User Module 102 5.2 Black Box Testing for Admin Module 103 xiii 5.3 Integration Testing Among Users 104 6.1 Types of Implementation 107 6.2 Stakeholders of the Proposed System 111 6.3 Installation of Infrastructure 113 xiv LIST OF FIGURES FIGURE NO. TITLE PAGE 2.1 Page of EnveMe Wear Fashion Rocks Site 18 2.2 Home page of GOjane Women fashion Site 20 2.3 Home page of American Eagle Outfitters Site 22 3.1 Evolutionary prototyping 28 4.1 E-Commerce website design guidelines Source: Adapted 40 From Cox & Dale, 2002, (navigation part is adapted from Merwe & Bekker, 2003, Security and privacy from Turban et al, 2006 pp 462) 4.2 Simple Guideline for developing e-commerce portal for 56 teens 4.3 Gender of the Samples 59 4.4 Citizenship of the Samples 59 4.5 Internet Usage Experience 60 4.6 Percentage of pupils who visited commercial portals 60 4.7 Frequency of Buying Online 61 4.8 Steps in Developing Auxiliary for Design Model 78 4.9 Revised framework 85 4.10 Use Case Diagram of the proposed system 95 4.11 The Class Diagram for the Proposed Design Model 98 4.12 The Sequence Diagram for the Proposed Design Model 99 xv LIST OF APPENDICES APPENDIX TITLE PAGE A E-Commerce Portal for Teen Questionnaire 124 B User Manual 133 C User Acceptance Test 141 1 CHAPTER 1 INTRODUCTION 1.1 Introduction Over the past 12 years, the Internet has changed the way we buy and sell goods and services. The exponential growth of the Internet and the evolution of the multimedia technology has grown and introduced electronic commerce (Ecommerce) which offered a new business models. The introduction of E- Commerce has impacted on the traditional means of online exchanges. It is creating a new market place and opportunities for the reorganization of economic processes, in a more efficient way. The open structure of the Internet and the low cost of using it, permits the interconnection of new and existing information and communication technologies. It offers businesses and consumers an innovative and powerful information system and another form of communication. This changes the way they search and consume products, with these products increasingly customized, distributed and exchanged differently. 2 E-commerce is commonly defined as transactions between two or more parties through an electronic medium (Kalacota and Whinston 1997). The volume of the e-commerce market is predicted to grow at a rapid speed (Rebello et al. 1996), and it is expected to play an important role as the major transaction medium in the digital economy (Margherio et al. 1998). A good-quality information system is essential for achieving success in this rapidly growing e-commerce market (Margherio et al. 1998). The construction of an ecommerce system depends on the selection of various system design factors. The system design factors are for any technical (e.g. search mechanism) or managerial (e.g. the amount of product related information) items that can be used selectively in the design of e-commerce systems (Lohse and Spiller 1998). These days, web is closely becoming an indispensable part of everyone specially teenagers. A survey, done by ComScore, claimed that 80% of online teens (in the age group of 12-17) visit online stores to satiate their shopping needs. 1.2 Problem Background A study titled “Don't Rationalize Bad Site Design” by Harley Manning (June, 2006), released by Forrester Research, of Cambridge, Mass, discovered that many commercial Web sites fail to pass even basic tests for usefulness and usability largely because their architects use faulty reasoning to justify defective decisions. Therefore, there are some faulty assumptions must be avoided while designing commercial websites and certain studies must be taken to understand the targeted group and their interesting. 3 Since, online shopping for teenagers is becoming a huge business. In the designing process more attention should be given to understand teen psychology. Hence, the teenagers differ from both adults and kids, certain factors are to be considered during the designing phase, such as: what type of fashion they are interested in, how they behaves online, and what attract them in a website (colors, music, animation, games, stars news) (Jakob Nielsen's Alertbox 2005). 1.3 Problem Statement The main problem of this project is “How to design and develop an e commerce website for teens?”. 1.4 i. Project Objectives To study three of the existing e-commerce portals for teens, such as the interface, upload speed, payment system. ii. To develop a model of e-commerce portal for sixteen years old Yemeni teen girls. iii. To develop a prototype based on proposed model. 4 1.5 i. Project Scope This study focuses on the user interface for e-commerce portal for sixteen years old Yemeni teen girls. ii. This study focuses on determining the design model for designing e-commerce portals for sixteen years old Yemeni teen girls. 1.6 Project Importance Design guidelines in developing commercial website portal for teens are very important to investigate the portal’s ability to achieve the planned objectives in delivering the best services to the consumers. The portal will deploy the best design assumptions to gain the satisfaction of its consumers. The project will focus on the guidelines in designing user interface for commercial websites for teens. At the end of this project a commercial portal based on the proposed design guidelines model will be developed. Hopefully, that design guidelines model will help designers in designing commercial portal for teens and will increase attracting teenagers to purchase the products. 5 1.7 Summary This chapter focuses on brief introduction of e-commerce portal for teens and design issues. The problem background addresses the problems that arise during this study and it helps in finding the problem statement that is needed to be solved through this project. A prototype for the interface of the commercial portal for teens will be developed at the final phase of the project. CHAPTER 2 LITREATURE REVIEW 2.1 Introduction The Internet is a main element of development of the information society, where it can help to remove national boundaries, and create a truly economics and information society. The information society represents the most fundamental change in our life, with huge opportunities for all people. Information and Communication Technologies (ICT) allow for new forms of partnership between companies, suppliers and consumers, improving the way they work and the products and services they offer. Electronic Commerce as a general concept covers any form of business transaction that is conducted electronically, using telecommunications and computer networks. Such transactions occur between companies, between companies and their customers, or between companies and public administration. The Web presents new opportunities and challenges to establish, build, and manage customer relationships. Some experts believe that the Web is more conducive to relationship marketing than other targeted media, such as direct mail, and E-commerce websites. 7 To establish relationships with online customers, it is imperative that a firm understands the user experience and how people interact with the web (Geissler, 2001). This chapter will cover four sections. The first sections will focus on ecommerce such as definition, and types. The second section discusses about the teens online. The third section addresses the design issues in E-commerce. Finally, the fourth section will be about analyzing three of the existing e-commerce portals for teens. The first portal is enveme is an online store that incorporates indie music and community features into the shopping fun (http://www.robynsonlineworld.com/2009/09/ enveme.html). The second is the GoJane portal, and it was chosen because the website offers unique styles (http://www.faqs.org/websites/gojane.com/). The last portal is the American Eagles Outfitters is popular site for teens in America (http://www.247wallst .com /2008/05/american-eagle.html). The issues addressed in this chapter will be summarized at the end of the chapter. 2.2 E- Commerce The World Wide Web is the most important element in the process of development of the “new economy”. When the Web first became well-known among the general public in 1994, many journalists and pundits forecast that e-commerce would soon become a major economic sector. However, it took about four years for security protocols to become sufficiently developed and widely deployed (during the browser wars of this period). Subsequently, between 1998 and 2000, a substantial number of businesses in the United States and Western Europe developed rudimentary web sites. 8 Although a large number of "pure e-commerce" companies disappeared during the dot-com collapse in 2000 and 2001, many "brick-and-mortar" retailers recognized that such companies had identified valuable niche markets and began to add e-commerce capabilities to their web sites. 2.2.1 Definition of E-Commerce One possible definition of electronic commerce is any form of business transaction in which the parties interact electronically rather than by physical exchanges or direct physical contact. Also it can be defined as mentioned in chapter 1 as transactions between two or more parties through an electronic medium (Kalacota and Whinston 1997). www.straight-on.com stated that e-commerce, or electronic commerce is the conduct of financial transactions by electronic means. With the huge success of commerce on the Internet, ecommerce usually refers to shopping at online stores on the World Wide Web, also known as ecommerce Web sites. http://www.mariosalexandrou.com defined e-Commerce (electronic commerce) as the buying and selling of goods and services on the Internet, especially the World Wide Web. In practice, this term and a newer term, e-Business, are often used interchangeably. 9 2.2.2 Types of E-Commerce The different types of e-commerce activities are essentially determined by the stakeholders involved and the type of transactions as follows: i. B2B(Business-to-Business) Is a from of electronic commerce in which companies doing business with each other such as manufacturers selling to distributors and wholesalers selling to retailers. Pricing is based on quantity of order and is often negotiable. ii. B2C(Business-to-Consumer) Is a form of electronic commerce in which products or services are sold from a firm or company to a consumer. This selling usually happened through catalogs, e-shops. iii. B2E (Business to Employee) Is a form of electronic commerce which is more commonly known as an "Intranet". A basic focus of business is the employee, rather than the consumer, Usually it is some kind of portal for everyone within an organization. This portal is designed to include not only everything that an employee might hope to find on an intranet, but also any personal information and links that the employee might want. iv. C2C(Consumer-to-Consumer) Is a form of electronic commerce in which involves the electronically-facilitated transactions between consumers through some third party. A common example is the online auction, in which a consumer posts an item for sale and other consumers bid to purchase it; the third party generally charges a flat fee or commission. There are also other types of E-commerce, for example, G2G (Government-to-Government), G2B (Government-to-Business) and other which are connected to government, but these four are the main. 10 2.3 Teens Online The past several years have seen an explosion in teenagers’ use of the Internet. In response to the growing online presence of teens, a digital media culture has emerged that entertains, informs, and connects teens to one another. This “virtual mall” is a place where teens go to socialize with friends, listen to music, do their homework, window shop, and follow the latest trends. 2.4.1 Prevalence of Teens Online i. Census Bureau data indicate that between 2001 and 2004, the proportion of teens (ages 14–17) using the Internet increased from 51% to 75%, and the proportion of “tweens” online (ages 10–13) increased from 39% to 65%. ii. According to a survey conducted by the Pew Internet Project in Fall 2005, 87% of all teens ages 12–17 have used the Internet. A survey conducted by the Kaiser Family Foundation in Fall 2006 found that 95% of all teens ages 15–17 had ever gone online. 11 2.4 Design Issues in E-commerce Websites Before designing an E-Commerce Websites a comprehensive design blueprint is needed, and that begins with defining the purpose, as well as prioritizing the various objectives of the online presence. 2.4.1 Design Anchors To efficiently reach ecommerce goals, three guiding "design anchors" should be considered, as follows: i. Design Anchor No. 1: "Value Proposition" What is the unique selling proposition (or USP)? What benefits are offered that differentiate the business from others? What features or services are offered that unequivocally build value while giving a definitive edge over the competition? Distilling the unique value proposition and communicating it quickly and clearly on the Website is the first element of profitable ecommerce Web design. ii. Design Anchor No. 2: Identify Target Audience Understanding the market, and defining the needs of the targeted demographic is an essential part of any business enterprise. Design the website for the targeted audience. Articulate meaningful benefits and situate the style and content in the context of the customers' immediate needs and desires. iii. Design Anchor No. 3: Task-Analysis -- Achieving a Defined Objective After satisfying that the value proposition is being communicated to the targeted customer, a clear, focused sales process is needed. 12 Analyze the components of the sales channels, providing the necessary educational steps and requisite product information, and designing a Website that optimizes action while eliminating distraction. Make it easy for customers to buy. 2.4.2 Teens E-commerce Websites Guidelines A study made by James Maguire (May 22, 2006) stated the preferred guidelines for designing e commerce websites for teens, as follows: i. Show Price Upfront For teenage shoppers, it’s critical to display the price with the first mention of the product. This is more important for teens than for adults. The reason: “Teens are so price conscious — they don’t have a lot of money,” ii. Allow Sort by Preference Again, because of teens’ limited budget, it’s a good idea to allow users to sort products by a variety of factors – by color and size, and definitely by price. iii. Offer Wish Lists Offering an online wish list is an effective sales tool with teens. Though many teens don’t have a credit card, posting a wish list allows them to direct other users (like parents or friends) to gifts they want. Furthermore, younger shoppers like sites with wish lists because it shows the site respects them as customers — particularly important for teen shoppers. iv. Don’t Require Registration Requiring registration prior to purchase has a negative effect on both adult and teen shoppers, but it’s especially bad for teens. Their limited patience means that filling out a form discourages sales. Furthermore, 13 teens are often cautioned by parents against giving out their personal data online. v. Speedy Checkout Your site’s checkout process should be as short and easy as possible. Since many teens have limited experience with checkout, answering questions about billing and shipping address or finding a credit card’s three-digit security code might be time consuming. Adding any complexity to this already new experience could result in abandonment. vi. Interactivity is Powerful Teens really like to interact with the media they’re using. Good interactivity tools include online quizzes, voting, message boards and games. Teens like to be able to voice their opinion. vii. Easily-Digested Tidbits Teens like to do things in bite-sized pieces. Design your site to convey information quickly, otherwise teens won’t pay attention. viii. Pictures are Good Text that’s supplemented by graphics and pictures are much more appealing to teens than straight text. “When they compare sites that have pictures with ones that don’t, they say ‘I want to stick with the site that has pictures.’” ix. Ads are Okay Teens don’t mind ads. While adults have ‘banner blindness,’ and tend to avoid things that look like ads, teenagers notice ads and pay a bit more attention than adults do. x. Fast Loads are Vital A slow loading site discourages all users, but teens even more so. Again, their limited patience means a slow load results in a mass exodus. The challenge for designers is to have a more graphical interface and have these fancier features, but if it takes too long to load — even at high speed connections — the kids will be disinterested. xi. Design for Vintage Gear Teens often use outdated equipment, including donated equipment at schools and libraries. Even if their parents have the latest gear, teens are [often] working with hand-me-down equipment. 14 These aging systems aren’t optimized for multimedia. So a lot of these teen sites that push multimedia and sound and movies don’t work on the system at school. (Or users aren’t allowed to download a new plug-in.) The solution: “Make sure you compliment multimedia with the text version.” xii. The Big No-No: Anything Childish Teenagers don’t want to be seen as kids, so they’ll shun any site that presents anything remotely kiddy. xiii. Alternate use of credit cards Because teenagers can not have their own credit cards, the website should offer alternate payment method such as through PayPal, or bank saving accounts, prepaid cards. 2.5 Three Existing Online-Shops for Teenagers In this section, three existing e-shops for teens will be evaluated so that the author will have a better understanding regarding common functions and features that available in those portals. 15 2.5.1 Enveme E-Shop for Teen Figure 2.1: Home page of EnveMe Wear Fashion Rocks Site EnveMe Wear Fashion Rocks Site is world wide online shop for teens. The URL for the website is http://www.enveme.com. This portal provides static pictures as the user open the website and music is played. The functions that are available in this website are my cart, the ability to switch off/on the music and to listen to more website that brings together many genres of music, fresh fashion and new friends. Also the searching tool is available, sign up for an account, wishing list, and more features regarding online shopping in order to gain customer satisfaction. The customer can be registered and enjoy many additional features, or he/she can do the shopping as a guest customer, and fill the required fields for completing the buying process. 16 Some of the comments on the user interface based on existing guidelines: i. The site does not provide the ability to sort the products by preferences. As mentioned earlier teens have limited budget, so they concentrate on the price and also it is good to have the option of sorting the products based on customers preferring. ii. The site only offers the payment method through international credit cards such as American Express, Visa, and Master Cards. This may cause a wall for teenagers to buy, because they can not own a credit card unless they used their parents’. iii. When the payment is done there are many required fields had to be filled, which is a boring process for teenagers. 2.5.2 Gojane e-shop GOjane Women fashion Site is world wide online shop for girls’ teenagers. The URL for the website is http://www.gojane.com. This portal provides static pictures as the user opened the website and there is categorization for the products on the left side. In these pictures the new items and the deal of the weeks are browsed. The functions that are available in this website are search tool, cart, checkout, register to the newsletter offered by the website. The comments on the user interface for this website are similar to the enveme’s: i. The site does not provide the ability to sort the products by preferences. As mentioned earlier teens have limited budget, so they concentrate on the price 17 and also it is good to have the option of sorting the products based on customers preferring. ii. The site only offers the payment method through international credit cards such as American Express, Visa, and Master Cards. This may cause a wall for teenagers to buy, because they can not own a credit card unless they used their parents’. iii. When the payment is done there are many required fields had to be filled, which is a boring process for teenagers. iv. In addition, there is no interactivity with the users Figure 2.2: Home page of GOjane Women fashion Site 18 2.5.3 American Eagle Outfitters American Eagle Outfitters Site is world wide online shop for both genders of teenagers. The URL for the website is http://www.ae.com. This portal provides animation using flash before user enters the website then the user can choose the category he/she wants. The functions that are available in this website are search tool, cart, checkout, registration to receive the newsletter offered by the website, site map. The comments on the user interface for this website are similar to the previous design issues in the previously mentioned websites: i. The site does not provide the ability to sort the products by preferences. As mentioned earlier teens have limited budget, so they concentrate on the price and also it is good to have the option of sorting the products based on customers preferring. Figure 2.3: Home page of American Eagle Outfitters Site 19 ii. The site has the same dilemma of the payment method through international credit cards such as American Express, Visa, and Master Cards. Which is in return cause a wall for teenagers to buy, because they can not own a credit card unless they used their parents’. iii. When the payment is done there are many required fields had to be filled, which is a boring process for teenagers. iv. In addition, there is no interactivity with the users, which makes the sites quite boring. 2.6 Discussion Over the last few years many of the researchers focus their studies on the ecommerce website design and tried to sketch some of the guidelines for the designing process. Recently researchers observed the embarking of teenagers upon using the internet, specially the shopping online as one of their favorite hobby. As a result the researchers started to study the behavior of teenagers online and what the look for in an e-commerce websites. And as result of their studies they came up with general guidelines. And as Selz and Schubert (1997),and Lohse and Spiller (1998) stated that “ Numerous design factors have been suggested to improve the overall quality of e-commerce systems However, it is very difficult, if not impossible, to employ all the design factors currently available for e-commerce systems. This is due to a recent influx of new design factors as a result of increased interest in the Internet” In all fields the guidelines are very important to ensure the recommended standards are followed, the same thing for the teenagers’ e-commerce websites. Nowadays many organizations focus on e-commerce generally and teenagers e- 20 commerce specifically. So these organizations concerned about the standards and guidelines to ensure fulfilling the user requirements. Developing teenagers’ e-commerce portals is very important issue. To overcome this issue, good design guidelines are needed. In this context the author has examined several design guidelines to solve this issue, and also looked at the interaction style and design for websites. The author has conducted an analysis regarding this issue and finally got ideas how to develop teens’ e-commerce portal that can increase usability. The author also looks at available functions in the teenagers’ e-commerce portals by examining existing portals worldwide which are, enveme, GOjane, and American Eagle have been analyzed by the author. So that all the features, functions, and interface problems can be examined. All those portals have faced several problems, such as interactivity with the customers, many fields have to be filled by the teens, and the most important problem is the payment method which is done through the credit cards –that can not be owned by teens. All the information gathered finally gave the author a better understanding regarding e-commerce websites for teens. And this understanding helped the author to answer the problem statement that has been stated in first chapter, which is “to develop and design an e commerce website for teens?”. A framework for ecommerce portal for teens will be developed at the end of the project based on the proposed model. The initial framework will be explained and represented in chapter 4, initial findings. 21 2.7 Summary This chapter focuses on concepts of e-commerce, e-commerce portal and website design. Also it mentions the several guidelines for developing e-commerce websites for teenagers. At the end of this chapter the author analyzed three existing portals for online shopping for teens followed by a discussion of all the issues and concepts exposed in this chapter. The features and usability problems of the portals been analyzed and recorded by the author had been summarized in the last section of this chapter. CHAPTER 3 RESEARCH METHODOLOGY 3.1 Introduction Methodology refers to the analysis of the methods used appropriate to a field of study. It is a systematic way of accomplishing certain tasks and is defined as a collection of procedures, techniques, tools and documentation aids that helps a software developer to speed up and simplify the software development process (Pressman, 2001). In this research, a combination of methodologies was used. This chapter describes the methodology for this dissertation and the methodology that is used for system development. 23 3.2 Research Methodology The purpose of the research methodology is to provide a view of the methods that was applied into this research. In addition, it defines the system development life cycle (SDLC) for developing the system. The Research methodology defined here is based on the methods used to collect information on the real world problem pertaining to teens E-Commerce portals and to define system requirements. From the analysis study, understanding of the literature reviewed and analysis of questionnaires, will lead the initial requirements for the system. Evolutionary prototype is used as methodology for SDLC. Evolutionary prototyping uses multiple iterations of requirements gathering, analysis, design, development, and testing of prototype. After completion of each iteration, the result is analyzed by the researcher. Their response creates the next level of requirements and defines the next iteration. And this goes on until the operational system is ready (http://www.doc.mmu.ac.uk). See figure 3-1 3.3 Research Techniques There are many techniques used to collect data. The techniques used to collect data for this research are as follows: i. Literature review ii. Survey (questionnaire) iii. Data Analysis 24 Figure 33-1: Evolutionary prototyping 3.3.1 Literature Review As was mentioned and discussed in chapter 2 about the concepts of the ee commerce, e commerce portals and website design principles and guidelines, also the analyzing of the three on on-line line purchasing systems were reviewed in order orde to determine similar features and functionalities. 25 3.3.2 Research survey Survey questionnaires are used to obtain quantitative descriptions of what customers (teenagers) need, and like in a web site. The structure of the questionnaires was designed to capture data about customers (teenagers) who buy from online shop and their behaviors when they are online, such as how they buy, prefer to buy, and what they look for when they are shopping online. Customer’s questionnaire was sent to a random sample of 137 teenagers and 9 responses were excluded because of the age of the respondents were out of the actual target group’s age. The result of the questionnaires will be discussed in the next chapter. Refer to Appendix A for the questionnaire. 3.3.3 Data Analysis Data analysis is activity in analysis phase to identify data and information that would be used by the author to accomplish the mentioned goals. This activity has steps; Understanding the data gathered, Identifying improvements, and developing a prototype. 26 3.4 System Development Life Cycle Like a traditional software development, the process of e-commerce websites development can also be divided into different life cycle steps. This can be done through the methodology that had been adopted into the research. The system development life cycle (SDLC) is the entire process of formal, logical steps taken to develop a software product. The system development life cycle is made of many phases. The model used in the development process was the prototype model. Prototype model was preferred over the waterfall model as requirements were incomplete. This model allows for reduced functionality. Requirements were identified through the background study and the study of existing teens e-commerce websites in chapter two. The prototype tool was analyzed using the data object description (data dictionary), structure charts and UML (Unified Modeling Language) diagrams. These models are presented in chapter four. This phase defines the software system architecture, major subsystems, input/output interfaces and processing modes. In short, this phase involves architectural design, data design, interface design and database design (Roger, 2001). 27 3.5 Justification for Using the Evolutionary Prototyping in SDLC i. Clarifies the requirements needed in a system Evolutionary prototyping helps to alleviate changing opinions and vague specification by embodying the requirements in a tangible form. So potential users and supervisor can see their requirements in the prototyped systems, and therefore can validate the requirements reflected in the prototype. By the iterative nature of the prototype’s evolution, a software developer has the opportunity to accept, or change a requirement. ii. Find out unknown requirements. When a researcher starts a project, he /she does not have a clear picture of what should be developed. Based on the objectives, the researcher may find additional functions that the prototype must provide. “The key is that prototypes are an excellent means of eliciting correct, consistent, and complete specifications of requirements” (Davis, 1992). iii. Requirements Analysis and Design by view Requirements analysis and design for online systems have two main challenges for a software. First, it is generally difficult to provide a detailed specification for the interface and the visual components of a web site suck as graphics, layout, etc. Second, there exist functional requirements which customers may take for granted, therefore EP can help a developer to get rid of these challenges. iv. Flexible to change research assumptions. Evolutionary prototyping is beneficial to the researcher to shift (update) his assumptions and requirements. Some of these assumptions will be discussed with the supervisor and some written in documentation. Evolutionary development models allow these effects and changes. v. Provides a method to communicate about Systems. Evolutionary prototyping is facilitating communication between the researcher and his supervisor. So when researcher has a new idea, the prototype helps him to explain what has been done and if there are any suggestion from supervisor he can easily incorporate the suggestion into the prototype. There is less argument about what a prototype does, and reduce the misinterpretations from vagueness and equivocalness in natural language specifications. 28 vi. Reduce development schedule and minimize cost Prototyping minimize development costs and, development schedules, if there is any change in project, the researcher can do that in early phase and this will require less time and effort. If there is a wrong in SDLC, the researcher will change in documentation, design and models. "Many stakeholders are also less intimidated by the presentation of a prototype than by the paper avalanche of specifications, designs, screen layouts, and diagrams found too often in methods such as the Waterfall model" (Antón & Carter & Earp & Williams, 2001). vii. Build knowledge from experiment Evolutionary prototyping helps to build knowledge base for researcher from what he did and if any mistake happens wrong in any phase the researcher will acquire new knowledge and try to avoid this in the next phase. “Evolutionary models of prototyping take advantage of knowledge acquired as development progresses" (Antón & Carter & Earp & Williams, 2001). 3.6 System Requirements System requirements are divided to two aspects, software requirements, and hardware requirements. The system requirements should be met to ensure that the teen e-commerce portal will run smoothly. i. Software Requirements: Web Browser: Internet Explorer 5.0 and above; Mozilla Firefox 3.0 and above; Safari 3.2 and above; Netscape Navigator 6.2 and above; Google Chrome and above; ii. Hardware Requirements: 29 Personal Computer that able to operate and to write the code. 3.7 Summary This chapter describes the research methodology that has been chosen by the author. The technique used by the author to collect the related information from potential users was surveyed. The literature review is used to study the current systems. And the evolutionary prototype method was used in the system development life cycle. CHAPTER 4 ANALYSIS AND DESIGN 4.1 Introduction This chapter discuss about the findings that have been identified during analysis phase in the literature review. The findings that will be discussed in this chapter is an overall view on how the application will be developed based on what have the author identified during conducting the research. 31 4.2 Design Guidelines of E-Commerce Portals Through the research that has been conducted, it has been found two domains for the designing guidelines of e-commerce portals. One for general e-commerce portals, and the second for teen e-commerce portals. 4.2.1 Considerable Design Guidelines for E-Commerce Portals Based on the analysis done by the author, she found that there are several guidelines for designing an E-Commerce website. These guidelines will be used as the design guidelines for the proposed model for developing an e-commerce portal for teens. Figure4-1(in the next page) shows these guidelines. 32 adapted from Merwe & Bekker, 2003 adapted from Turban et al, 2006 pp 462 Figure 4-1 : E-Commerce website design guidelines Source: Adapted From Cox & Dale, 2002, (navigation part is adapted from Merwe & Bekker, 2003, Security and privacy from Turban et al, 2006 pp 462) 33 4.2.1.1 Ease of Use Ease of use is one of the important parts relating to the design of Web site. The KQFs in this category reflect the usability of the Web site during customer navigation and aim to reduce customer frustration. The virtual nature of a Web site means that communication with the customer has to be enabled through the use of text, graphics and animation. Guidance through the Web site is done by means of links and searches. All of these factors relate to the design of the Web site and its usability factor. If the design is of poor quality, customers will not be able to navigate pages to find what they are looking for, and are unlikely to make transactions (Cox & Dale, 2002). The information on the Web site should be brief and clear otherwise customers may feel confusion in their search and this leads to customers defection (Yang, 2003). Ä Clarity of purpose The Purpose refers the main objective and scope of business. While making the Web site purpose means what company providing to customers on their Web site. It must be clear and concise. Therefore, this allows customers to not only get information but also enables the customers to make transactions online. (Vassilpoulou & Keeling, 2000) Ä Domain names: One of the goals for an e-business is to make sure that the address is as easy to remember as possible, and a domain name is more important than the address of a Web site- it is brand (Jonathan, 2001). Ä Fill in forms To register with a Web site or proceeding for order or purchase, customers needs to fill outs the form. These forms contains some personal information which is mandatory and there should be available some guidance (Cox & Dale, 2002). Ä Content According to Cox and Dale (2002) Content refers to what a Web site actually offers in terms of information and is as important as the design aspect. If the information is insufficient, misleading or irrelevant, the customer will most likely opt to use a competitor site. The content refers not only to what type of products or services the Web site is offering but also what policies the e-business has. 34 Ä Selection: The breadth of selection of products and services should be relative to the e-business and what it is offering; however, the access to the selection is important. (Creative Good, 2000) commented on sites where the customer has to fill in a survey before they can see the selection of products and services on offer, which causes frustration and abandonment of the site. Ä Design: For organizations design of Web site is a huge task, web designing are currently the big hurdle to online purchases because the Web site should reflect the purpose and object of the company (Frank, 2003). Designing the web site is critically important and creative part that determines what the site will look like and how visitors will use it (Turban et al., 2006). The key issues in design are: • Home Page: Frank (2003) descried that a home page is viewed by designers as too simple, if it does not include the “essentials”. For example, a home page with only the company logo or slogan may be too simple. On the other hand, including more than the “essentials” may make the home page too complex. An often-cited example is including too many graphics or several large graphics. (Frank, 2003) • Consistency, menus and site maps: Each Web site represents a different business or value proposition and therefore the layout will differ according to what the Web site is offering. The pages within the Web site need to be consistent in appearance and design (Spool et al., 1999). Vassilopoulos & Keeling (2000) argued that it is also important that the same procedures occur for similar or related things wherever the user may be within the site. Companies which have immense Web site with so many pages must use map or guide that allows the user to jump one page to another. For a good Web site the basic element is menus and site maps and also consistency in font, text, color and all other elements (Cox & Dale, 2002). In order to achieve the consistency many Web sites feature a menu which appears in the same place, with all the main links on every page. (Spool et al., 1999) discovered that menus or navigation bars at the top and bottom of a page allowed more users to navigate the site 35 successfully than menus at the side. (Creative Good, 2000) point out that there should be a “home” button on every page to help the user get back to the home page if necessary without having to click on the back button in the browser menu, which could be a lengthy and frustrating process depending on where the user is in the site. (Spool et al., 1999) also found that users navigating web site with a site map were twice as successful in finding what they wanted. Creative Good (2000) argued that a Web site with a clear menu and relevant information should be satisfactory and that users are not actually interested in where they are within a site as long as the links are clear. A site map can assist the user in determining the hierarchy of the site and which area to navigate in order to find their destination. Ideally, it should be accessible on every page of the Web site either in the navigation bar or at the bottom of the page. In most cases, it is situated in the “help” link (Cox & Dale, 2002). Pages, text and clicks: Cox and Dale (2002) added that the pages on a Web site should ideally be short; however, in some cases scrolling pages are sufficient if the information is suitably laid out and not excessively long. (Chatterjees, 2007) described that make your page as easy for visitors to read as possible and this means breaking it up into little 'chunks'. We've already looked at the need for columns, (which divide the page vertically); pages also need to divide horizontally, through the use of headings and sub-headings. (Holt, 2000) argues that the use of headings and paragraphs is as important as in a book, magazine or newspaper and there should be a button at the bottom of the page or each section asking if the user wants to return to the top of the page. For transaction purposes, it is crucial that customers are able to make purchases quickly with minimum pages in the check out process (Foremski, 2000; PR Newswire, 2000). Bevan (2004) added that make text easy to read and use. Amazon.com has been praised for their “one click” order process and one or two pages should be the limit in all Web sites enabling ordering on-line. It also goes without saying that the process of opening an account should also require just one page for ease of use by the customer (Cox & Dale, 2002). 36 • Constraint Feedback: The feedback principle which is the basis for any software design and is especially important for interaction with customers on the Internet. The principle basically implies telling the user what is happening inside the system. This could refer to advising the user of an error in their address input and that the Web page is being updated, allowing the customer to see what is currently in their shopping basket or confirming order details. (http://www.3fn.net) • Search Options: Search options are very helpful tool for consumers who want to search something from the Web site. Search option should be at prominent place and ease in use with full access to whole contents of the Web site (Heath, 1999). According to (Cox & Dale, 2002) the search should be effective with the following elements: (a) A search option whereby the user types in a word or words is useful for targeting a product or certain information. It should be clear to the user whether the search facility refers to the whole site or one particular section. (b) Search facilities should be programmed to recognize a search criterion whether it is singular or plural. (c) The use of drop down lists simplifies the search process by giving clear guidance to the user on what areas or products are available. Ä Navigation: Bayles (2001) stated one of the most important features customers remember is whether or not they can easily navigate through Web site to find what they are looking for. • Custom Configurations Many sites, particularly those for computer products, have online product Configurations. These programs walk the buyer through building a custom computer configuration. The program asks questions and automatically chooses those components that will work properly together. (Bayles, 2001) • Page layout Heath (1999) described that the page size on a Web site should be short with useful links but important thing is that the consumers get all the information from minimum space. The use of heading and 37 paragraphs is essential as in books. The page ends with different options i.e. home, top of the page, etc. (Cox & Dale, 2002) • Links The navigation of a Web site cannot be carried out without valid links (spool et al., 1999). Links should change color once used so that the user knows they have used the link before and should correctly describe the information to which they lead (Creative Good, 2000; Vassilopoulou & Keeling, 2000). This is also relevant for graphics which can be used as links. • Hyperlinks Hyperlinks are used to refer one link to another. In fact, it is as easy as turning the page. Because of its ease of use, these references become far more useful, and so it is far more common to scatter such references around. One click and you could be in the middle of a totally different document, right at the place where you are interested. (Jonathan, 2001) • Language The Web site should be easy to understand and English is a global marketing language or giving the different preferred languages on the top of the home page of the Web site (Heath, 1999). Some people prefer customer service to be in their native or selected language. Web site translation is most helpful tool (Turban et al., 2006). Ä Product / service information availability: Creative Good (2000) reported on a Web site in which the information relating to the picture of the products was at the side so customers had to spend time matching the information to each product. It is often such simple mistakes as this can cause intense frustration. As well as stating a product description, the conditions of purchasing a product should also be made available to the customer. Ä Delivery information: Ideally, any delivery information (that’s means shipping cost and expected delivery times) should be made accessible from the home page or with the product information so that customers are aware of the prices before they begin to make any purchases (Vassilopoulou & Keeling, 2000). 38 Ä Policies, charges, terms and conditions: Cox & Dale (2002) it is important for the customer when making a transaction through a Web site to be aware of all the company terms and conditions of that purchase. Ä Communication: Cox & Dale (2002) added that the communication of a Web site is carried out via text, graphics and moving animation, with text being minimal and to the point and clearly set out. • Text: Bevan (2004) described that: § Make text easy to read and use § Avoid the use of flashing or animation, as users find this very distracting § Avoid patterned backgrounds, as these make text difficult to read. § Do not resize the text (except with headings) as all other methods produce unacceptable results on some browsers. § Make the text scan able with bulleted lists, highlighted keywords, meaningful headings and short sections of text. § Do not expect users to read large amounts of text on-line: provide one large page for printing or a file to download. § Background and Color: According to Bevan (2004) a nice color scheme, simple layout, and readable text is the very minimum that is required to make Web site as accessible when selecting your background and text colors. Ä Graphics It’s well known that one picture worth more than million words. This rule applies on Internet too. Do best to show clear, attractive photo of product. If a service is offered, find a graphics which will best describe it. However, be careful about file size. Don’t compress photo to that level to not be clear, but also don’t leave the picture on full quality. That will make file size too big, and will increase download time. (http://www.3fn.net). Ä Animation Gehrke & Turban (1999) stated that use minimal animated graphics. These can be very distracting and can cause page to look unprofessional. In addition, animated graphics cause page to load more slowly. 39 4.2.1.2 Customer Confidence The customer confidence shows the attitude and feeling while visiting the Web site (accessibility, speed, reliability and customers’ services). Ä Order Confirmation According to Singh (2002) e-services that allow customers to order online include e-order placement, automated e-mail response to confirm receipt of order, delivery information and total costs. Additional information on products ordered such as recipes with food items, links to “how to use” manuals, membership to e-communities comprising other users of the product, clubs and information on additional related products or warranties cover make up for online business deficiency of “immediate gratification”. Ä Reliability Singh (2002) stated that reliability could relate to timely delivery of ordered goods, accurate information and correct links. (Riel, Liljander and Jurriens, 2001) Reliability could transmit as on-time delivery of ordered goods, correct supply of information and error-freeness of links Business function refers to the questions related to products or service information, orders, and transactions which should be contained in a Web site for e-commerce. Ä Feedback According to Amor (1999) every web site should offer the possibility for customer feedback. A feedback form should be provided on a separate page that enables the customers to choose the reason for feedback and some fields for the name and e-mail address and the feedback itself. Ä FAQs: FAQs should be easily accessible and given independently on home page. FAQS are important due to sophisticated way to help the customer to search their desired information it should be organized by topic wise , by table or by index and should be easy to understand (Cox & Dale,2002). Ä Accessibility & Speed Vassilopoulou & Keeling (2000) stated Perhaps the most critical factor for any Web site is accessibility. This refers to the ability for customers to access the Web site of a particular e-business and navigate its site and the speed with 40 which the home page and following pages download. Holt (2000) also stresses the importance of a fast downloading home page. Ä Security and Privacy The confidence and reliability of the customers can only be won if the business has some secure servers which will help the customer to feel safe. The online transaction must be secure and customer’s personal information or address should not give to any third person. (Yang, 2003) Trust is a vital factor for e-marketers and this is a one main barrier for customer for making their purchases online due to security issue with credit cards and some privacy issues as customers hesitates to give their personal information online. (Yang, 2003) • Authentication: The process by which the one entity verifies that another entity is who he, she, or it claims to be is called authentication. Authentication requires evidence in the form of credentials, which can take in a variety of forms, (e.g., password, signature). (Turban et al., 2006) • Confidentiality: the idea behind the confidentiality is that information that is private or sensitive should not be disclosed to unauthorized individuals, entities or computer software process. (Turban et al., 2006) • Encryption: a process of making messages indecipherable except by those who have an authorized decryption key. (Turban et al., 2006) 4.2.2 Considerable Designing Guidelines for Teen E-Commerce Portals A study made by James Maguire (May 22, 2006) stated the preferred guidelines for designing e commerce websites for teens, as follows: 41 i. Show Price Upfront For teenage shoppers, it’s critical to display the price with the first mention of the product. This is more important for teens than for adults. The reason: “Teens are so price conscious — they don’t have a lot of money,” ii. Allow Sort by Preference Again, because of teens’ limited budget, it’s a good idea to allow users to sort products by a variety of factors – by color and size, and definitely by price. iii. Offer Wish Lists Offering an online wish list is an effective sales tool with teens. Though many teens don’t have a credit card, posting a wish list allows them to direct other users (like parents or friends) to gifts they want. Furthermore, younger shoppers like sites with wish lists because it shows the site respects them as customers — particularly important for teen shoppers. iv. Don’t Require Registration Requiring registration prior to purchase has a negative effect on both adult and teen shoppers, but it’s especially bad for teens. Their limited patience means that filling out a form discourages sales. Furthermore, teens are often cautioned by parents against giving out their personal data online. v. Speedy Checkout Your site’s checkout process should be as short and easy as possible. Since many teens have limited experience with checkout, answering questions about billing and shipping address or finding a credit card’s three-digit security code might be time consuming. Adding any complexity to this already new experience could result in abandonment. vi. Interactivity is Powerful Teens really like to interact with the media they’re using. Good interactivity tools include online quizzes, voting, message boards and games. Teens like to be able to voice their opinion. vii. Easily-Digested Tidbits Teens like to do things in bite-sized pieces. Design your site to convey information quickly, otherwise teens won’t pay attention. 42 vi. Pictures are Good Text that’s supplemented by graphics and pictures are much more appealing to teens than straight text. “When they compare sites that have pictures with ones that don’t, they say ‘I want to stick with the site that has pictures.’” vii. Ads are Okay Teens don’t mind ads. While adults have ‘banner blindness,’ and tend to avoid things that look like ads, teenagers notice ads and pay a bit more attention than adults do. viii. Fast Loads are Vital A slow loading site discourages all users, but teens even more so. Again, their limited patience means a slow load results in a mass exodus. “The challenge for designers is to have a more graphical interface and have these fancier features, but if it takes too long to load — even at high speed connections — the kids will be disinterested. ix. Design for Vintage Gear Teens often use outdated equipment, including donated equipment at schools and libraries. Even if their parents have the latest gear, “teens are [often] working with hand-me-down equipment,”. These aging systems aren’t optimized for multimedia. “So a lot of these teen sites that push multimedia and sound and movies don’t work on the system at school.” (Or users aren’t allowed to download a new plug-in.) The solution: “Make sure you compliment multimedia with the text version.” x. Alternate use of credit cards Because teenagers can not have their own credit cards, the website should offer alternate payment method such as through PayPal, or bank saving accounts, prepaid cards. xi. The Big No-No: Anything “Childish” Teenagers don’t want to be seen as kids, so they’ll shun any site that presents anything remotely “kiddy.” 43 4.3 Findings of the Survey Conducted A questionnaire had been done and samples of 137 had been distributed in secondary schools (public and private) in Yemen 9 samples had been excluded, because it is not the targeted group which is Yemeni girls in the sixteenth. The remaining samples, which are 128, have been studied to figure out what teenagers like to have in an e-commerce website, and what things they prefer regarding designing issues. 4.4 Architecture of E-Commerce Portals for Teens From the research and survey conducted, there are several functions that must be included in E-Commerce portals for teens. The functions of any e-commerce website are categorized under one of the following components: attraction model component, process model component, and transaction model component (Dawn Jutla, Peter Bodorik, and Yie Wang 1999). 4.5 Revised Auxiliary for Model Design The proposed framework in this study describes the main elements that needed to be considered during the designing of the portal. The elements are based on the functions in e-commerce portal for teens, design guidelines for websites. As 44 mentioned earlier the elements of the e-commerce portal for teens are attraction model component, process model component, and transaction model component. 4.5.1 Attraction Module Component: In this module the use of attractive and appropriate media is important. The home page is the main element in this component. Three functions are essential for this module , the animation, the menu, and the music. i. Animation This element is the most important part for the targeted group (teens). And attractive animation with perfect colors and sounds should be used, in order to ensure that teenagers will proceed to the next module. ii. Menu Menu is the second element, and it is as important as the animation element. The right menu selection contributes to decision making (Shneiderman, 1992). And providing the right menu it means providing tightly structure tasks and show clear path to accomplish tasks. The menu helps the user to choose the right choice out of set of explicit presented alternatives. iii. Music Music is the third element, and the most important element. Based on the survey 92% of the teenagers state that they prefer the websites that plays modern music and in the same time it does not affect the speed of downloading a page. 45 4.5.2 The Process and Transaction Modules Components In this section, few business processes and their mapping to business transactions will be stated. The user will find the products offered, the shopping cart to put his/her buying’s, wish list, and many more functions. Will be stated below: i. External Process Model Mapped to The Transaction Model • Sign in: customer sign in using his/her account and retrieve his/her database history • Registration: customer clicks register to make a database for him/her in the website. • Buy : customer click buy button on commerce server interface. • Wish List: the customer directs other users to gifts they want. • Shopping Cart: user/ customer add his buying products to a virtual cart • Payment : customer selects a method of payment option from the server interface. And personal information is required such as credit card number, buyer name, and the address • Order Status: customers tracks their orders • Shipping Method: customer choose the shipping method and the information already given at payment level. • Search Products: customer has the ability to search the products depending on what categories he likes. • Navigation: customer navigate through the website quickly • View New Arrivals: customers see only new items • Sort Products : customers has the ability to sort the products depending on what categories they likes. • Help: customer read through the help document for any inquiry. • About us : customer read the purpose of the site and other information. • Change Radio Frequency: customer can choose what type of music to listen to. 46 ii. Internal Process Model Mapped To the Transaction Model • Credit Check: electronic request transmitted to a third party finance company • Contact E-broker: Access to the partnering extranet e-broker’s online database is made. • Supplier Contact: Access to the partnering extranet supplier online database is made. • Order Confirm: sends order confirmation to the customer either via web page or email. • Delivery: the supplier initiates delivery of goods directly to the customer, supplier provides a tracking number mapped to the internal order number in the system. • Registered Customer History Update • Receipt Confirm: supplier issues electronic confirmation of purchase order receipt. • Purchase Order Status: Access the supplier system to track purchase order status • Item Ships: shipping note (tracking number) is electronically sent to the business • Receipt of Products: if products received then it must be matched to the purchase order. • The following figure (4-2) generally summarizes what has been written in simple diagram. Figure 4-2 Simple Guideline for developing e-commerce portal for teens adapted from http://tap-services.net/pages/servicesdesc.php 47 4.6 User Requirements Early in this chapter, a design model had been proposed. The framework is based on the literature review. For user requirements, a set of questionnaire had been distributed to the user in order to get the information about the functions and features they like and attract them to an online commerce website. Questionnaire sample are shown in Appendix A. 4.7 E-commerce for Teen Shoppers Portal Questionnaire The questionnaire had been adapted from Heuristic Evaluation of Xerox Corporation and Purdue Usability Testing Questionnaire, and had been distributed among a group of 137 secondary school pupils. The target users are those who have experience in using internet. The purposes of the questionnaire are to understand the features and functions of the e-commerce portal and also to indentify how the Auxiliary concept will be applied in e-commerce portal for teen shoppers based on user requirement. Based in the questionnaire result, the selected items will be added in revised heuristic design model for e-commerce Portal for teen shoppers. The questionnaire is divided into three sections. The first section is about demographic information of the user. Gender, age, citizenship, years of experience in internet usage will be asked to the target group, and how frequently do they buy online. Second section is about services and features in e-commerce portal for teen shoppers. 48 The third section is about auxiliary for designing the portal. In this section, nine principles are being asked to the user. For each principle, it has a set of item that related to that principle. Please refer Appendix A for e-commerce Portal for Teen Shoppers Questionnaire. 4.8.1 Section A In this sample, 100% (n = 137) are female. For citizenship, 98% are Yemeni and 2% are others. For this sample, most of the target group age is 16 years old. Nine candidates are above sixteen years old. In terms of internet usage most of the target group has two to four years experience (97 out of 137) and followed by one year (23 out of 137), five pupils have experience above four years( 5 out of 137), and twelve pupils have no experience (12 out of 137). Target group also been asked either they ever visited an e-commerce portal. 69% (n= 95) say yes and 31% (n= 42) say no. Also they’ve been asked how frequently they buy online. Only seventeen pupils said once a year and the rest they never did. Please refer figures 4.3- 4.7 for more details. 49 Gender Female 100% Male Figure 4.3: Gender of the Samples Citizenship 2% Yemeni Others 98% Figure 4.4: Citizenship of the Samples 50 Internet Usage Experience 100% 80% 60% 40% 20% 0% No Experience Up To 1 Year 2-4 Years Above 4 Years Figure 4.5: Internet Usage Experience Pupils Visited Commercial Portals 31% Yes 69% No Figure 4.6: Percentage of pupils who visited commercial portals 51 Frequency of Buying Online 100% 80% 60% Frequency of Buying Online 40% 20% 0% Once a Week Once a Month Once a Year Never Figure 4.7: Frequency of Buying Online 4.8.2 Section B In this section, the target group has been asked about the functions and features in commercial portal for teen. The functions and features been scaled in range 1 to 5. The scale are 1 = Strongly Disagree, 2 = Disagree, 3 = Neutral, 4 = Agree and 5 = Strongly Agree. Table 4.1 shows the result of functions and features in online commercial portal for teen. The Mean for every item is been calculated. Final score of each mean score is interpreted (as a level of agreement) as below: • Mean 1 – 2 as Low • Mean 3 as Middle • Mean 4 - 5 as High 52 From the analysis, most of the mean are in range 4 to 5. Refer to table 4.1 Table 4.1: Result of Services and Features in E-Commerce Portal Item 1 2 3 4 5 Total Mean Downloading Products Catalogue 0 0 29 35 64 128 4.27 Back to Previous Page 0 0 13 27 88 128 4.59 Breadcrumb 0 0 2 53 73 128 4.55 Member Registration 97 10 15 2 4 128 1.48 Search 0 0 7 36 85 128 4.61 Sorting by Preferences 0 0 3 41 84 128 4.63 Wish List 19 6 43 50 10 128 3.20 Show Price Up Front the Product 0 0 0 9 119 128 4.92 Shopping Cart 19 6 43 50 10 128 3.20 Play Newest Songs 1 3 5 12 107 128 4.73 Newsletter for members 81 7 13 25 2 128 1.90 Buying without registration 0 0 9 13 106 128 4.76 Invoice Generation 19 6 43 50 10 128 3.20 Order Confirmation 16 4 18 29 61 128 3.90 The Top Selling Products 3 1 29 61 34 128 3.95 53 Promotions 0 0 3 11 114 128 4.87 Display Customer Testimonials 0 0 32 27 69 128 4.29 FAQ 1 2 11 23 91 128 4.57 About Us Page 7 1 19 34 67 128 4.20 Selling Statistics for each Product 0 13 77 9 29 128 3.42 Order History for Members 5 2 27 5 89 128 4.34 Members Can Maintain their Accounts 0 0 59 9 60 128 4.01 Multiple Billing & Shipping Addresses 0 0 4 23 101 128 4.76 Best Seller List 4 2 26 16 80 128 4.30 Product Category Browsing 1 2 17 29 79 128 4.43 Product Detailed View 1 2 11 23 91 128 4.57 Flash news about stars and artist 9 2 3 14 100 128 4.52 Easily From the analysis, most of the features and functions mean’s values are above average value (mean=3). Because of that factor, these functions will be as functions in revised auxiliary for designing the model for the commercial Portal for teen. And the functions with a mean value less than 3 will be ignored. 54 4.8.3 Section C In this section, the target group been asked about usability auxiliary in commercial portal for teen. There is a set of auxiliary and the target group has to score according to the range of 1 to 5. 1 is strongly disagree, 2 is disagree, 3 is neutral, 4 is agree and 5 is strongly agree. For every items, value of mean is been calculated. Final score of each mean score is interpreted (as a level of agreement) as below: • Mean 1 – 2 as Low • Mean 3 as Middle • Mean 4 - 5 as High 4.8.3.1 UE1 - Visibility of System Status The first auxiliary principle is about Visibility of System Status. The meaning of visibility in this concept is user knows what is going in the portal by giving the appropriate feedback to the user. A set of questions had been asked to the users which are related with the visibility of system status. Based on the analysis, all items’ mean are more than three which means middle and high agree. Table 4.2 shows the detail of analysis for UE1. Based on the result, all the items in UE1 will be added in the revised heuristic design model. Table 4.2: Sample of UE1-Visibility of System Status Item A The portal should provide visual feedback in 1 2 3 4 5 0 0 31 75 22 Total 128 Mean 3.93 55 menus or dialog box. B Feedback message must appear at appropriate 0 0 21 81 26 128 4.04 23 4 9 63 29 128 3.55 action. C Each page must be labeled to show its relation to others. 4.8.3.2 UE2 - Match between System and Real World The second auxiliary principle is about match between system and real world. In this principle, the portal should match with the real world by using the icons that recognizable by user and use term and concept that easily understand by user and also been used in the real world such as shopping cart icon for putting the things the shopper attend to buy. From the analysis, all item’s mean are above four which means high agree with the questions being asked. Based on the result, all the items will be added in the revised version for design model. Table 4.3 shows the detail analysis of this principle. Table 4.3: Sample of UE2 - Match between System and Real World Item A The language use in the portal must easy 1 2 3 4 5 Total Mean 0 0 0 27 101 128 4.79 0 0 21 81 26 128 4.04 to understand. B Icons used in portal should relevant to its function and familiar to user. 56 4.8.3.3 UE3 - User Control and Freedom The third principle is about user control and freedom. In this principle, user must be capable of moving around the portal freely and be able to reverse the mistakes make by user. From the analysis, all item’s means are more than four. It means the levels of agreement are high. Based on the analysis, all items in UE3 will be added in the revised auxiliary for designing the model. Table 4.4 shows the detail analysis of this principle. Table 4.4: Sample of UE3 - User Control and Freedom Item A Mistakes in data entries must easily to 1 2 3 4 5 Total Mean 0 0 0 97 31 128 4.24 0 0 38 17 73 128 4.27 be corrected. B There is an “undo” function in data entry. C Menu must be simple but complete. 0 0 0 83 45 128 4.35 D The portal allows users to go back to 0 0 11 61 56 128 4.35 0 0 3 77 48 128 4.35 0 0 0 13 115 128 4.90 previous menus. E The portal should have ability to cancel tasks. F A “home” button must be provided in every page. 57 4.8.3.4 UE4 - Consistency and Standard The fourth principle is consistency and standard. For this principle, words, colors, design elements and phrases used throughout a portal need to be the same thing regardless where those elements are need. Based on the analysis, most of the items’ mean are above three which means high level of agreement in most questions that been asked. For this principle, there are two items have mean value below than four. The items are about the location of the menu title. The user seems to be in the middle either should be centered or left-justified. The items are item E which is Menu titles should be left-justified (M=3.23) and item D(M=2.92). From the analysis, the author can conclude that, the user prefer the menu title is left-justified than centered (M=3.23 > M=2.92). Because of all item’s mean values are above or equal 3, all items in UE4 will be added in the revised auxiliary for model design. Table 4.5 shows the detail analysis of this principle. Table 4.5: Sample of UE4 - Consistency and Standard Item 1 2 3 4 5 Total Mean A The content should use the same font text 9 8 6 34 41 128 3.00 B All icons in the portal must have label. 0 0 9 96 23 128 4.11 C Each window must have a title. 0 0 0 42 86 128 4.67 D Menu titles should be centered. 30 23 24 29 22 128 2.92 E Menu titles should be left-justified. 18 20 24 47 19 128 3.23 F In the portal, wording and buttons must 0 0 31 70 27 128 3.97 9 15 23 20 61 128 3.85 consistent. G Wording in link must consistent with the 58 wording of page title or page header. H All instructions, prompts, and error messages must appear in the same place. 4.8.3.5 0 0 19 76 33 128 4.11 UE5 - Error Prevention The fifth principle is error prevention. In this principle, the portal should be careful in designing in order to prevent problem from occurring in the first place. For this concept, fill in form interaction will be the main factor in error prevention. Basically, the question being asked is about the design of the form. Based on the analysis, all items’ mean are above three which means has middle and high level of agreement except B witch has a mean value equal 2.75. Because of that all items in UE5 will be added in the revised heuristic design model. Table 4.6 shows the detail analysis of this principle. Table 4.6: Sample of UE5 - Error Prevention Item A Potential errors can be recognized before becoming a problem. B 1 2 3 4 5 Total Mean 0 0 0 49 79 128 4.62 51 17 3 27 30 128 2.75 43 21 6 28 30 128 2.85 0 0 0 8 120 128 4.49 Data entry screens and dialog boxes must indicate the number of character spaces available in a field. C Fields in data entry screens and dialog boxes must contain default values. D The portal should not have broken link. 59 4.8.3.6 UE6 - Recognition rather than Recall The sixth principle is about recognition rather than recall. For this principle, the user should recognize where they are by looking the current page, without having to recall their path from the home page. Based on the analysis, all items’ mean are above three which is middle and high level of agreement except for item B has a mean value =2.90 . Based on the analysis, all items in UE6 will be added in the revised auxiliary for model design because of mean values above 3except for item B. Table 4.7 shows the detail analysis of this principle. Table 4.7: Sample of UE6 - Recognition rather than Recall Item A The instructions in the portal should easily to be retrieve. B Prompts should use white space, justification, and visual element. C 1 2 3 4 5 Total Mean 0 0 29 40 59 128 4.23 27 30 19 32 20 128 2.90 3 9 1 25 90 128 4.48 0 0 34 62 32 128 3.98 0 3 33 67 25 128 3.89 0 0 21 49 58 128 4.29 White space should be used to create symmetry and guide the eye in appropriate direction. D The portal should use color highlighting to get the user’s attention. E The same color must be use to group related elements. F There must have brightness contrast between image and background colors. 60 G Light and bright colors should been use to highlight data, darker and duller colors 0 6 11 67 44 128 4.16 0 0 0 9 119 128 4.93 0 0 39 21 68 128 4.23 0 0 0 13 115 128 4.90 for un highlight data. H The portal should have good labels and descriptive links. I All relevant information must on the same page. J The icons must easily recognizable. 4.8.3.7 UE7 - Flexibility and Efficiency of Use The seventh principle is flexibility and efficiency of use. It means the portal can easily been used by inexperienced and experienced user. Based on the analysis, two of the items’ means are above four which means high agreement, the third is 2.55.. From the result, the items A and Bin UE7 will be added in the revised framework. Table 4.8 shows the detail analysis of this principle. Table 4.8: Sample of UE7-Flexibility and Efficiency of Use Item A On first use of the portal, it must easy to navigate. 1 2 3 4 5 Total Mean 0 0 0 37 91 128 4.71 B The portal must provide search engines. 0 0 0 3 125 128 4.98 C The portal should provide site map. 41 26 23 25 13 128 2.55 61 UE8 – Aesthetic and Minimalist Design 4.8.3.8 The eighth principle is aesthetic and minimalist design. It means the portal should not contain information which is irrelevant or rarely need. The information also should be carefully selected to ensure only relevant information be in the portal. Based on the analysis, almost all items’ mean are above three which means middle and high level of agreement except the items A (meaningful groups of items must be separated by white space) with mean 2.73, item D (extra information on a page brings distraction and makes system slow down.) with mean 1.77 , item G (The information must in hierarchy form) with mean value 1.67. Because of that the item’s mean values less than 3 will be ignored while developing the portal. Table 4.9: Sample of UE8-Aesthetic and Minimalist Design Item A Meaningful groups of items must be 1 2 3 4 5 Total Mean 47 12 18 31 20 128 2.73 0 2 8 23 95 128 4.65 0 0 0 10 118 128 4.92 74 26 30 0 2 128 1.77 0 0 27 63 38 128 4.09 0 2 8 23 95 128 4.65 separated by white space. B Each data entry screen must have a short, simple, clear, and unique title. C Field labels must brief, familiar, and descriptive. D Extra information on a page brings distraction and makes system slow down. E Less needed information can be accessible via a link. F The information should be break into chunks (break into small parts) and use 62 links to connect the relevant chunks. G The information must in hierarchy form. 4.8.3.9 81 30 1 10 6 128 1.67 UE9 – Help and Online Documentation The ninth principle is help and online documentation. In this principle, the portal should have help and online documentation to help user while they navigate the portal. For this principle, what features needed in the online documentation is the main issue. Based on the analysis, all items’ mean are above three which means middle and high of agreement. All items in UE9 will be added in the revised auxiliary for model design based of mean values above 4. Table 4.10 shows the detail analysis of this principle. Table 4.10: Sample of UE9-Help and Online Documentation Item A The portal should have online help. B The instructions in help should easily retrieved and relevant. C Instructions in help must follow the sequence of user actions. D In online help, it should be links from main sections into specific help. E The portal must has help icons in form filing dialog. 1 2 3 4 5 Total Mean 0 0 3 53 72 128 4.54 0 0 1 53 72 128 4.49 0 0 16 37 75 128 4.46 0 0 3 79 46 128 4.34 0 0 1 80 47 128 4.36 63 4.8.3.10 UE10 – Help User Recognize, Diagnose and Recover from Error The next principle is helping user recognize, diagnose and recover from error. In this principle, the design of error message is very important in order to ensure that can help diagnose, recognize and recover from error. Based on the analysis, all items’ mean are above four which means high agreement. Because of this all items in UE10 will be added in the revised auxiliary for model design. Table 4.11 shows the detail analysis of this principle. Table 4.11: Sample of UE10 - User Recognize, Diagnose and Recover from Error Item A I should not encounter many system errors. B The error messages should be display in a plain and understandable language and suggest a solution. C Error messages should suggest the cause of the problem 4.8.3.11 1 2 3 4 5 Total Mean 0 0 0 7 18 128 4.95 0 0 0 3 16 128 4.98 0 0 0 3 16 128 4.98 UE 11 – Use Chunking The last principle is use chunking. It means the information in the portal must be chunk or break to smaller part for easier information retrieval. Based on the analysis, all items’ mean are above three but not reach four which means middle agreement. The standard deviation values for all items are above one which means various level of agreement. Because all item’s mean values in UE11 above three, all 64 items will be added in the auxiliary for model design. Table 4.18 shows the detail analysis of this principle. Table 4.12: Sample of UE11 – Use Chunking Item A The idea should in one idea per paragraph. B 1 2 3 4 5 Total Mean 0 0 34 62 32 128 3.98 0 3 33 67 25 128 3.89 The portal should in short paragraph, subheadings, and bulleted lists. 4.8.4. Conclusion of E-commerce Web Design for Teen Shoppers Portal Questionnaire From the analysis of section B, only four items has mean value below three, and the rest of the items got mean value above three. The highest mean is 4.92. From the analysis of section C, it is obvious that the mean for most of the items are above three which either middle or high level of agreement. For that the items with middle or high level of agreement will be considered in the designing and the others will be ignored. Based on the result from the study, the author concluded that user agree that most of the principles stated in the questionnaire are needed in order to increase the 65 usability of the portal. Mean value above/equal to 3 (middle/high level agreement), means majority of the user accept the principles. There are some items that the user feel neutral or in the middle. The items are which have mean value from 3 to 3.99 (2.9 <mean < 4). Also in some items the user feels that they’ll be some obstacles in using them in the portal. These items with mean value less than 3 (mean < 3). Based on this analysis, all the items with mean >= 3 will be added to the revised proposed auxiliary for model design been proposed early in this chapter. 4.9 Revised Auxiliary for Model Design In early of this chapter, the proposed auxiliary for model design has been developed based on the results from literature review (chapter two). After analysis of user requirements, the proposed auxiliary is been revised based on the user requirements. Based on the analysis from the questionnaire, the author found several auxiliary guidelines that can be added in the auxiliary for model design. The auxiliary guideline is based on the user perspective. For items’ mean greater than three, the item will be considered as reliable and will be added in the proposed auxiliary for model design otherwise it will be ignored. Figure 4.8 shows the steps in developing the Auxiliary for Model Design. It has three main steps. The steps are categorize guideline into 10 interaction styles, identify interaction styles and design element for every functions in the website and the last step is matching the guidelines with the principles. 66 Interaction Style & Design Elements • Guidelines • Identify Functions Match Between Guidelines & Principles • Guidelines + Principles Of Auxiliary Outcome Designed Model • Stage (n) : Function-> Guideline ->> Auxiliary Figure 4.8: Steps in Developing Auxiliary for Design Model First step, the guidelines will be categorized based on the interaction style and design element. As stated in chapter two and four, the design guidelines are based on interaction styles and design elements in a web site and can be categorized categor into 10 categories. The categories are Menu Selection, Form Filing, Error-Message, Error Content, Search, Link, Color, Help and Online Documentation, Feedback and Font. The design guideline fform filing interactions are as follow:• Mistakes in data entries must easily to be corrected. • There is an “undo” function in data entry. • Fields in data entry screens and dialog boxes must contain default values. • Each data entry screen must have a short, simple, clear, and unique title. • Field labels must brief, familiar familiar, and descriptive • The portal should have ability to cancel tasks. The design guideline for error error-message interactions are:• I should not encounter many system errors. • The error messages should be display in a plain and understandable language and suggest a solution • Error messages should suggest the cause of the problem. 67 • Potential errors can be recognized before becoming a problem. • The portal should warn users if they are about to make serious error. The design guidelines for content are:• Each page must be labeled to show its relation to others. • The language use in the portal must easy to understand. • All icons in the portal must have label. • Each window must have a title. • All instructions, prompts, and error messages must appear in the same place. • In the portal, wording and buttons must consistent. • The instructions in the portal should easily to be retrieve • White space should be used to create symmetry and guide the eye in appropriate direction. • The same color must be use to group related elements. • The portal should use color highlighting to get the user’s attention. • The icons must easily recognizable. • On first use of the portal, it must easy to navigate. • The information must in hierarchy form. • The information should be break into chunks (break into small parts) and use links to connect the relevant chunks • Less needed information can be accessible via a link. • The idea should be in one idea per paragraph • The portal should be in short paragraph, subheadings, and bulleted lists. The design guidelines for search:• The portal must provide search engines. The design guideline for link:• The portal should not have broken link. 68 • The portal should have good labels and descriptive links. • Wording in link must consistent with the wording of page title or page header. The design guideline for font:• The content should use same font text The design guideline for text and background contrast:• There must have brightness contrast between image and background colors. • Light and bright colors should been use to highlight data, darker and duller colors for un highlight data. The design guideline for online documentation:• Instructions in help must follow the sequence of user actions. • The portal should have online help. • The instructions in help should easily retrieved and relevant. • In online help, it should be links from main sections into specific help. • The portal must has help icons in form filing dialog. The design guideline for Feedback interactions are:• I always know my location in the portal. • The portal should provide visual feedback in menus or dialog box • Feedback message must appear at appropriate action. The design guidelines for menus are:• The menu titles in must in grammatically correct. • Menu must be simple but complete. • The portal allows users to go back to previous menus. 69 • A “home” button must be provided in every page. • Menu titles should be left-justified. • In the portal, wording and buttons must consistent. • Icons used in portal should relevant to its function and familiar to user. The second step is by identify the interaction style and design element for every function in the auxiliary for design model that been proposed in chapter four. The following table shows the function and its design elements and interaction style. Table 4.13: Functions with Interaction Style/Design Element Function Interaction Style/Design Element Animation Feedback Statement of the Site Owner Text and Background Contrast The Portal Logo Text and Background Contrast Menu Menu Searching Search Downloading Catalogue Error Message, Feedback, Content Links Link Navigation Content, Text and Background Contrast, Font Help and Online Documentation Online Documentation 70 Buying / Online Feedback Form Filing, Feedback, Error-Message, Help and Online Documentation Fact and Figure Content, Text and Contrast, Font Event List Feedback, Link, Font, Text and Background Contrast, Form Filling After functions are identified with its interaction style, the design guideline and its principles been matched. It is based on the items in the questionnaire that been analyzed in data analysis. In the questionnaire, there are 11 auxiliary principles with a list of guidelines that related with the principles. Every principle has its design guideline. The design guideline is based on the interaction style and design element. Every function is made from several design elements and interaction style. From here, the author found the relation between function, interaction style and design element, design guideline and heuristic and applied in the proposed heuristic design model. For the revised proposed auxiliary design model, two principles had been modified. The principles are the design and security and privacy. Figure 4.9, 4.10 and 4.11 shows the proposed framework based on three interaction stages which are enter stage, explore stage and transact stage. 71 Figure 4.9 : Revised framework 72 Table 4.14: Details of Auxiliary Design Model – Attraction Module Guideline Animation Description - Auxiliary Use appropriate media such as video, Aesthetic and speech and audio for increase attention Minimalist Design and setting website mood. Also playing the newest successful songs. - For less used of animation, use text, active link and logo The Portal Logo - Logo should be provided in every pages - Providing a feedback saying “No sound Visibility of is used in this clip”, for video-only clips System Status The portal logo must be placed at the top Consistency and of the web page Standard There must have brightness contrast Recognition rather between image of the logo and than Recall - - background colors. The portal Name - Should be placed between near the Logo Consistency and Standard Menu - - The menu titles must be grammatically Match between correct. system and real world Use icons that relevant to its function and familiar to user - Menu must be simple but complete. - The portal allows users to go back to freedom previous menus. - User control and A “home” button must be provided in every page. 73 - Menu titles should be left-justified. - Wording and buttons must consistent. - Use drop menu for every topic - Use breadcrumb navigation lists for Consistency and Standard Recognition rather than Recall hierarchical information Table 4.15: Details of Auxiliary Design Model – Process Module Guideline Search Description - The portal must provide search engines. Auxiliary Flexibility and Efficiency to use - Wider search box Consistency and - Search box usually be put on top left, or top Standard right of the page - Provide search result either result is found or Visibility of System Status not - Search result start with clickable headline, two-to three line summary - ecatal ogue The portal should provide catalogue for all the Visibility of System Status products or based on categories. - Feedback message must appear at appropriate action. If there is an error:- Diagnose, and Recover The error messages should be display in a plain and understandable language and suggest a solution. - Help User Recognized, Error messages must suggest the cause of the problem from Error 74 Links - User should know their location in the portal Visibility of System by having different link color for visited and Status non-visited link - The portal should not have broken link. Error Prevention - Good labels and descriptive links. Recognition rather than recall - Wording in link must consistent with the Consistency and Standard wording of page title or page header. The portal - Use Times New Roman Font Consistency and Standard - Avoid use blinking and mixed font Recognition rather than - Have contrast between foreground color and Statement recall background color. The Portal - The idea should be in one idea per paragraph Use Chunking - Use Times New Roman Font Consistency and Standard - Avoid use blinking and mixed font Recognition rather than - Have contrast between foreground color and Policy / Customer Policy recall background color. Privacy Statement / Security Notice - The idea should be in one idea per paragraph Use Chunking - Link should be at bottom of webpage Consistency and Standard - Use Times New Romans Font - Have contrast between foreground color and Recognition rather than background color. Recall / Copyright Notice - Light and bright colors should been use to highlight data, darker and duller colors for un highlight data. - The idea should be in one idea per paragraph Use Chunking 75 Website navigation Content: - Visibility of System Status Each page must be labeled to show its relation to others. Content: - Match between system and real world The language must easy to understand (use English) Font: - Times New Roman - At least a 12-point font and allowing user to Consistency and Standard adjust the font size or text is as least 18 point if not bold and at least 14 point if bold - Using left-justified text for languages that are written left to right - Using right-justified text for languages that are written right-to-left Content: - All icons must have label. - Each window must have a title. - All instructions, prompts, and error messages must appear in the same standard place. - Wording and buttons must consistent. Font: - recall Avoid to use blinking and mixed fonts Content: - The instructions in the portal should easily to be retrieve - The data display start in the upper-left corner of the screen. - Recognition rather than Prompts should use white space, justification, 76 and visual element - The same color must be use to group related elements. - The portal should use color highlighting to get the user’s attention. - The icons must easily recognizable. Text and Background Contrast: - There must have brightness contrast between image and background colors. - Light and bright colors should been use to highlight data, darker and duller colors for un highlighted data. - Have contrast between foreground color and background color. - - Less needed information can be accessible via Aesthetic and Minimalist a link. Design Extra information on a page brings distraction and makes system slow . - The idea should be in one idea per paragraph - The portal should be in short paragraph, Use Chunking subheadings, and bulleted lists Help and online - documentation Instructions in help must follow the sequence Help and Documentation of user actions. - The instructions in help should be easily retrieved and relevant by searchable pages and example. Fact and Figure - Links from main sections into specific help. - Has help icons in form filing dialog. - The content must in short paragraph, subheadings and bulleted list Use Chunking 77 - Photo Gallery The language must easy to understand (Use Match between System English Language) and Real World - Provide feedback by giving number of pages Visibility of System Status - Has ability to cancel task User Control and Freedom - All images must have label. Consistency and Standard Table 4.16: Details of Auxiliary Design Model – Transact Stage Guideline Buying / Online Feedback Description - Mistakes can easily be corrected. - There is an “undo” function in data entry. Auxiliary User Control and Freedom - Can copying and modifying existing data. - Ability to cancel tasks. - Dots or underscores must be used to indicate Error Prevention field length. - Indicate the number of character spaces available in a field. - Contain default values – use embedded menu - Data entry screen must have a short, simple, clear, and unique title. - Field labels must brief, familiar, and descriptive Appropriate Feedback: - The portal should provide visual feedback in Visibility of System Status 78 menus or dialog box - Provide helpful error message for unacceptable values are into a data field. - Avoid error message “Invalid entry. Reenter value.” - Provide navigational support for multiple forms (“Form 1 of 10”). Error Message: - Error messages should be display in a plain Help User Recognize, Diagnose, and Recover from Errors and understandable language and suggest a solution - Error messages should suggest the cause of the problem. - Potential errors can be recognized before becoming a problem. - The instructions in the portal should easily retrieve Recognition rather than Recall - The portal should use color highlighting to get user’s attention. Error Message: - Error messages should be display in a plain and understandable language and suggest a solution - Eliminate used of INVALID, ERROR or ILLEGAL PASSWORD - Try “Your password did not match the stored password. Please try again”. - Error messages should suggest the cause of the problem. Help User Recognize, Diagnose, and Recover from Errors 79 Event List - Contain default values – use embedded menu Error Prevention (month) - Should not have broken link - Provide search result either result is found or not Visibility of System Status - Search result start with clickable headline, two-to three line summary - Provide feedback. - Light and bright colors should been use to highlight data, darker and duller colors for un Recognition rather Recall highlight data. Upload Photo - Ability to cancel tasks. - Mistakes can easily be corrected. - Provide feedback User Control and Freedom Visibility of System Status - Error Message: Help user Recognize and Discover from o Error messages should be display in a plain and understandable language and suggest a solution o Error messages should suggest the cause of the problem. o Potential errors can be recognized before becoming a problem. Error 80 - Data entry screen must have a short, Error Prevention simple, clear, and unique title. - Field labels must brief, familiar, and descriptive 4.10 Conceptual Design The main activities and processes that are involved in the proposed model will be presented using Use Case Diagram, and Sequence Diagram. Data that are involved in each process or activity is illustrated using the Class Diagram and Sequence Diagram. 4.10.1 Use Case Diagram of The Proposed System Figure 4.10 shows the use case diagram of the proposed system. This diagram was designed in order to get the overall picture on how the proposed application will be. A brief description for each use case is identified in table 4.23. 81 Figure 4.10: Use Case Diagram of the proposed system Table 4.17: Brief Description of Use Case Diagram Use Case Description Name Select Menu Item The user uses this use case to select the menu item usually at the top of the page in the portal. This use case enables the user to go to the other sections in the portal. Select Link The user uses this use case to select the link in the page of the portal. Select Form The user uses this use case to select the form that available in the portal such as customers’ testimonies. Select File The user uses this use case to select the catalogue she wants to download or to be review. The file is available in PDF format. Download The user uses this use case to download the catalogues. 82 The user uses this use case to fill the buying form after “Done Fill Form Shopping” or for writing their testimonies. In this context, the forms are buying form, feedback, enquiry form, and testimony. Display Alert Dialog The user uses this case when display alert dialog after filling in the form or download the available catalogue. In the alert dialog, it has an error message. Search Item The user uses this use case for items searching. Select Help The user uses this use case to select help document in the portal. Add to Shopping The user use this use case when she has one or more than one Cart item to buy 4.10.2 Class Diagram of The Proposed System Class diagram is a static model that shows the classes and relationship among the classes. Figure 4.11 shows the class diagram for the proposed model. The main class is User Interface. User Interface means browser or application window. There are two subclasses under the main class, which are Purchase Interface and Browse Interface. User Interface is a component of a GUI (graphical user interface). Browse Interface is also a GUI for browsing the products. Purchase Interface is an GUI in order to prompt the user to enter required information to go on with his purchase. 83 Figure 4.11: The Class Diagram for the Proposed Design Model 4.10.3 Sequence Diagram The main sequence diagram of the proposed system is as follows: 84 Figure 4.12: The Sequence Diagram for the Proposed Design Model 4.11 Summary As a conclusion, this chapter covers about the data analysis of e-commerce portal for teen shoppers Questionnaire and the revised framework of adopted framework. From this phase, the author gets the user requirements that can be use in implementation phase. Based on the proposed framework, a prototype of the Portal will be build. The next chapter will focus on the implementation of the proposed framework that will be developed. CHAPTER 5 IMPLEMENTATION AND TESTING 5.1 Introduction This chapter will describe more about the results from the design phase. These results are used as an input for the implementation and testing process before implementing the new system. And that is to ensure that the developed system can be well completed and functioned to achieve the objectives that been stated earlier. 5.2 System Implementation From the proposed auxiliary design model, a prototype of ecommerce portal for teen has been built. The system has three interaction stages which are attraction stages, process and transaction models. Every interaction stages, it has several 86 functions with the specific design guideline to achieve the principle. The design of the portal is a user-friendly and easy for the customer to directly apply the buying online without a prior reading for the user manual. The system has been developed using PHP as a programming language using the XOOPS Content Management System (XOOPS CMS) and MySQL as a database server. A complete user manual with screen shots for the system is included within this report. Please refer to Appendix C. 5.2.1 Coding Approach The modular coding approach has been conducted to implement the system. During the development of the system it must be ensured that all functions of the system is free from errors or bugs in order to obtain properly working of the system. 5.3 System Evaluation and Testing The proposed system must be tested in order to detect any errors or bugs after the designing process completed. There are three levels of testing have been executed, which are black box test, integration test, and user acceptance test. 87 5.3.1 Black Box Test: Black box test has been executed based on the units in the system modules. This testing used top-down approach. Table 5.1 show s the black box testing for this system. Table 5.1: Black Box Texting for User Module Modules Testing Expected Result Searching Insert keyword Add to Cart Add product to User success to add product the cart to the shopping cart Click on e- List of downloaded catalogue. catalogue User can download them. Insert Name, and Member success to submit Comment comment Click on add to User success to add a wish list product to the wish list Catalogue Comment Add to wish list Display results. Result OK OK OK OK OK Table 5.2: Black Box Testing for Admin Module Modules Upload products, Testing Browse file Expected Results Admin success upload manufacturers, products, manufacturers, vendors, music vendors Result OK 88 files Submit comment, Write comment, Admin successful submit add to wish list add product to comments and add wish list products to wish list OK events. Manage orders Manage orders Admin successful OK manages orders 5.3.2 Integration Testing The next step after completing the black box test is the integration test. This testing is done to test the modules that have been integrated. It will verify either the application works with others applications. It means, an output from one module can be used as an input for other modules. Table 5.3: Integration Testing Among Users Modules Upload catalogue Testing Expected Results Admin upload the User can download the file file. Submit comments User and admin User and Admin can and add to wish list submit comments view the comments and and add to wish list the wish list. User browse User can view the products. product details. Add product Result OK OK OK 89 Admin can delete the product. 5.3.3 User Acceptance Test In order to know if the developed system meets the user requirements or not a user acceptance test need to be done. In this testing, teens are the real user of the system. It is done by giving a questionnaire form after user testing. The system can be accessed through a temporary address http://doaa.ax.lt for user testing. Please refer to Appendix C for user acceptance test questionnaire. For user acceptance test, the sample is a group of five pupils. Explanation about the testing is given to the sample. They will be navigating the prototype system and have to answer the user acceptance test form based on their experienced in navigating the system. 5.4 Summary This chapter focused on implementation and testing phase. And it can be concluded that the designed e-commerce portal for teen can be executed easily. In testing phase, two testing methods held, the black box test and the integration test 90 and all the system modules had been tested in the latter. System testing is being done to ensure that the system development is perfect with no errors or bugs. User acceptance test was held to determine that the system meet the user requirement. Steps of implementation towards organization of this system will be discussed in the next chapter to ensure the successfulness of the proposed system. CHAPTER 6 ORGANIZATIONAL STRATEGY 6.1 Introduction This chapter will mention how the proposed system will be applied and implemented within an organization. A systematic plan will lead the organization into more strategic trends to achieve the main objectives. 6.2 Implementation Strategies The e-commerce portal for teen has been tested and ready to be implemented into the working environment. In order to launch the system into the real world, there are four strategies and one of them can be used for the implementation process. The strategies are as shown in table 6.1. 92 Table 6.1: Types of Implementation Description With this strategy, the changeover is done in one operation, completely replacing the old system in one go. Advantages a. The most rapid of all the strategies. b. Less risk of confusion between old and new systems. Disadvantages a. Most stressful for the users - the old system has gone so there is no going back if they have difficulties. b. Most difficult to train staff on as the new system was not in place to learn on before the change over. c. Most stressful for the developers - all the data and files from the old system will have to be converted ready for use on the new one. d. Most risky - if the new system does not work properly then there is nothing to fall back on. 93 Description With this strategy, the new brought in in stages (phases). If each phase is successful then the next phase is started, eventually leading to the final phase when the new system fully replaces the old one. Advantages a. Very structured, each phase can be fully evaluated before moving onto the next one. b. Lower risk, a well planned and controlled introduction of the new system. c. Easy to train staff by letting them learn new skills on each phase as it is introduced. Disadvantages a. Slower than direct implementation. b. Although each phase is easy to evaluate, you have to wait until all the phases are complete before you can evaluate the whole change over. Description With this strategy, the new system replaces the old one 94 in one operation but only on a small scale. Advantages a. Easy to control, the pilot can be halted at any time. b. Easy to evaluate because the new and old systems are both running. c. Low risk, if a small-scale pilot fails then not too much has been lost. d. Easy to train staff by letting them learn new skills on the pilot system. Disadvantages a. It can be slow to get a pilot to completely replace the old system. b. A pilot may not show up problems that a full-scale implementation would. This is because a system can work well as a small-scale pilot but has difficulties when it is scaled up to a full operating system with more realistic volumes of data to be processed. Description With this strategy, the old and the new system are both used alongside each other, both being able to operate independently. If all goes well, the old system is stopped and new system carries on as the only system. 95 Advantages a. If there are initial problems with the new system then the old one can still be used. b. Both systems can easily be compared. c. Easy to train staff by letting them learn new skills on the parallel system. d. Easy to evaluate because the new and old systems are both running. Disadvantages a. Expensive - both systems are being run as fully operating versions so both are doing the same job. This may mean duplication of staff and hardware. b. Some risk - there is a greater chance of confusion or errors if the two different systems are being run side-by-side. The factor of choosing the strategy depends on the system ability and organization needs. In this case “Direct Implementation” is chosen hence the proposed system is for Yemeni teen girls aged 16 years, and there is no e-commerce system for that target group in Yemen yet. 96 6.3 Management Changing During the beginning of the system implementation phase, there are users who play important role. Mostly they are the stakeholders who will be involved in the designed system. These stakeholders will be divided into two types. The first is the administrators who will manage the products, the buying process, and monitors the systems. The second type is the customers who will buy the offered products. See table 6.2 for stakeholders’ management changing. Table 6.2: Stakeholders of the Proposed System Stakeholder Opportunity Challenge Administrators Better database management Must have IT team responsible system for maintaining and managing Better services Better monitoring Customers Easy to buy, search, pay for the system Must have internet connection Must have internet connection products. 6.3.1 Challenge Factors in Conversion There are some factors that might become obstacles of the conversion process, some of these factors are: 97 a. The uncustomary and familiarity of such portals in Yemen generally and for the target group especially. b. The credibility of the portal by the people. c. Provide a list of frequently answered questions related with the system. 6.3.2 Management Policy The first step that has to be taken in planning the management for conversion is by making some policies aiming for supporting the proposed system, such as privacy policy, customer policy. 6.4 Installation of Infrastructure Process This system was developed under web based. The implementation can be connected to the internet. Therefore for the next step equipping the infrastructure process can be completed by server and internet connection devices. List of installation of infrastructure is shown below in table 6.3. 98 Table 6.3: Installation of Infrastructure No. Item Description 1. Local Server Specification: Process Pentium4 or higher Memory 1 GB / above HDD 80 GB 2. Dedicated Internet Connection Hosting for the proposed system 3. Software Server: Web server (apache) Database server MySQL OS: Windows XP/ vista/Linux XOOPS CMS Client: web browser 6.5 Expected Organizational Benefits The e-commerce portal for teen was developed to make the online shopping for the target group interesting marked by fun and facile process. Hopefully, this system has good impact to organization and customers. 99 6.5.1 Impact Towards Organization By implementing the e-commerce portal for teen, hopefully it will ensure the online shopping process for teen will be easier, efficient, and improve the services for its customers. The expected impacts are: a. Get the lead in this area; hence there is no other organization offer this services in Yemen. b. Improve the buying process by making the required fields to be filled less and the paying is done through PayPal. c. Get the attention and satisfaction of teen will be a gate for marketing other things. d. Open to wide market 6.5.2 Impact Towards Customers By implementing the e-commerce portal for teen, there are few impacts towards the teen customer: a. Increase the user experience while they navigate the portal by having easy access web portal. b. By increasing the user experience, user can easily retrieve the information in the web portal that can be as a catalogue for the available products. c. Increase teen customer satisfaction. d. Time-saving - Customers can save their time much; they don’t need to go to market any more. 100 6.6 Contingency Plan Usually, most of the system will face some problems whether it is critical or not. One of the critical problem is data loss or damaged and uncertainty of proven output. Therefore, it is very important to prepare a system continuity plan as an organizational strategy. The plans are: a. Data may be affected by the virus. New viruses will appear every time. There is possibility that the data might be attacked by virus. Backup utility must be prepared to ensure the data would not lost. This utility must be put in another server. b. For the all online system, server down is another common problem. Every process will be delayed for a certain time. If seriously, it may temporarily unavailable. If the user wants to continue the process, an application server and backup database should be developed. c. Regular Maintenance is needed to ensure internet connection, local network, server, database working properly. 6.7 Summary This chapter has described organizational strategies to implement the ecommerce portal for teen. Direct Implementation strategy has guided the organization to complement the traditional shopping system. All the problems and challenges can be well settled if it gets full support from the whole part in that organization especially support from the high level management. CHAPTER 7 DISCUSSION AND CONCLUSION 7.1 Achievement After going through processes such as finding information from internet, refer books or journal and articles, a basic concept and theory of the research has been identified. Below are some main findings of the project: a. Developing an e-commerce portal for teen shoppers can promote efficiency to them. b. Applying e-commerce portal for teen in Yemen will creates creative and competitive in this context. c. By using web-based technology for the developed system the author actually made business automation process from the manual system. d. Implementing the system to the real world needs a strong dedication from the management to be due to the former of such systems. 102 7.2 Constraints and Challenges There were some constrains and challenges that had been faced during the early phase of this system development especially when conducting the research process for the analysis phase. The identified constraint and challenges as below: a. The limited time to do more in depth research and study is another challenge to gather the complete information and understanding for this study area. Better result will be achieved if the project period is lengthened. b. Understanding the needs and desires of teens and their behaviors online required amount of time. c. Rare literatures that give perspective and view of designing concepts of ecommerce portals for teens, which made the author worried about getting the basic information for completing the study. 7.3 Aspirations Although there are challenges and constraints being faced during early phase of this system development, the literature review about the project and initial finding to develop the project has been done successfully. Therefore, at the end of project II, the achievement of this project can be done as below: a. All the objectives of this project that has been pointed out in the beginning of the project will be successfully achieved. b. All the user requirements will be fulfilled according to the system plan. c. The system will help teen to do shopping without concerning about the paying obstacles. 103 7.4 Limitation of the System Although the system is complete, but it faces some limitations such as: a. Poor interface. b. Poor search engine. 7.5 Future Work for the System This system could be upgraded to enhance its capability to obtain much more fulfillment of the user. The enhancements should be: a. The feature can be more customizable, more research needed to know what is inside in e-commerce industry regarding with achieving customer satisfaction. b. The customer data can be mined, and can predict for future needs. c. 7.6 Enhance the interface design to make it more attractive and interesting. Summary In conclusion, all the activities that should be completed in Project I and project II have been completed successfully. 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(http://www.247wallst.com/2008/05/american-eagle.html). (Accessed 5th April 2010). APPENDIX A Questionnaire 109 Survey The Requirements Of E-commerce Web Design for Teen Shoppers Objective The purpose of this survey is to understand the features and functions of “the e-commerce portal for teens”. The participation in this survey will serve the teens in Yemen in making the online buying process possible and easier. Please Note That: Ø This survey will support my Master thesis. All the information obtained from this survey will be treated as strictly CONFIDENTIAL and will be used for research purpose ONLY. Ø Your cooperation in answering this questionnaire is very appreciated, thank you. Prepared By: Doaa Mohammed Bamasoud – M.Sc. Information Technology Management Faculty of Computer Science and Information System Universiti Teknologi Malaysia (UTM) - Malaysia E-mail : doaanos@gmail.com 110 Section A. This section is to obtain the demographic information. Please tick in the relevant boxes. Your gender: Your Citizenship: Male o Yemeni Citizen female o Other, please state it: Your age group: o Years of experience in using Internet: under 16 o No Experience at all o 16 o Up to 1 year o Above 16 o About 2-4 years o Above 4 years o Have you ever visit any online commercial portal: How frequently you do buy online? Yes o Once a week o Once a month No o Once a year o Never 111 Section B Instructions: Please tick the relevant boxes. The score:- 1: Strongly disagree, 2: Disagree, 3: Neutral, 4: Agree, 5: Strongly agree. You only can choose one choice for every question. Commercial Portal – Services and Features in Commercial Portal 1 2 3 The following functions must be provided in the commercial portal? Downloading Category Products Catalogue by Back to Previous Page Breadcrumb Member Registration Search ( Quick / Advanced) Sorting by Preferences Wish List Show Price Up Front the Product Shopping Cart Play Newest Songs Newsletter for members Buying without registration Invoice Generation Order Confirmation The Top 10 Selling Promotions Displaying Customer Testimonials FAQ About Us Page Selling Statistics for each Product Order History for Members Members Can Maintain their Accounts 4 5 112 Easily Multiple Billing & Shipping Addresses Global & Pre-category Best Seller List Product Category Browsing Product Detailed View Flash news about stars and artist 113 Section C Instructions: Please tick the relevant boxes. The score:- 1: Strongly disagree, 2: Disagree, 3: Neutral, 4: Agree, 5: Strongly agree. You only can choose one choice for every question. Usability of the E-commerce Portal 1 2 3 4 5 UE1. Visibility of system status – let the user knows what is going on by providing feedback. The portal should provide visual feedback in menus or dialog box. Feedback message must appear at appropriate action. Each page must be labeled to show its relation to others. UE2. Match between system and the real world - use of words, phrases and concepts that are familiar to user and consistent with the users real world knowledge. The language use in the portal must be easy to understand. Icons used in the portal should be relevant to its function and familiar to user. UE3. User control and freedom - user must be capable of moving around a portal freely and able to make mistakes and reverse those mistakes. Mistakes in data entries must be easily corrected. There is an “undo” function in data entry. Menu must be simple but complete. The portal allows users to go back to previous menus. The portal should have ability to cancel tasks. A “home” button/link must be provided in every page. UE4. Consistency and standards - words, colors, design elements and phrases used throughout a portal need to mean the same thing regardless of where those elements are used. A The content should use the same font text B All icons in the portal must have label. C Each window must have a title. 114 D Menu titles should be centered. E Menu titles should be left-justified. F In the portal, wording and buttons must consistent. G Wording in link must consistent with the wording of page title or page header. All instructions, prompts, and error messages must appear in the same place. UE5. Error prevention - careful design which prevents a problem from occurring in the first place. Potential errors can be recognized before becoming a problem. D Data entry screens and dialog boxes must indicate the number of character spaces available in a field. Fields in data entry screens and dialog boxes must contain default values. The portal should not have broken link. UE6. Recognition rather than recall - users can recognize where they are by looking at the current page, without having to recall their path from the home page and minimize user memory load. The instructions in the portal should be easily retrieve. Prompts should use white space, justification, and visual element. White space should be used to create symmetry and guide the eye in appropriate direction. The portal should use color highlighting to get the user’s attention. The same color must be use to group related elements. There must have brightness contrast between image and background colors. Light and bright colors should been use to highlight data, darker and duller colors for un highlight data. The portal should have good labels and descriptive links. All relevant information must on the same page. The icons must easily recognizable. UE7. Flexibility and efficiency of use - the portal can cater to both inexperienced and experienced users. 115 On first use of the portal, it must be easy to navigate. The portal must provide search engines. The portal should provide site map. UE8. Aesthetic and minimalist design - the portal should not contain information which is irrelevant or rarely needed. Meaningful groups of items must be separated by white space. Each data entry screen must have a short, simple, clear, and unique title. Field labels must brief, familiar, and descriptive. Extra information on a page brings distraction and makes system slow down. Less needed information can be accessible via a link. The information should be break into chunks (break into small parts) and use links to connect the relevant chunks. The information must be in hierarchy form. UE9 Help and documentation - the portal should provide help and online documentation. The portal should have online help. The instructions in help should be easily retrieved and relevant. Instructions in help must follow the sequence of user actions. In online help, it should be links from main sections into specific help. The portal must has help icons in form filing dialog. UE10. Help users recognize, diagnose, and recover from errors - error messages should be expressed in plain language (no codes), indicate the problem, and suggest a solution. A I should not encounter many system errors. B The error messages should be display in a plain and understandable language and suggest a solution. C Error messages should suggest the cause of the problem. UE11. Use Chunking - the information in the portal must be chunk for easier information retrieval. 116 A B The idea should be in one idea per paragraph. The portal should be written in short paragraph, subheadings, and bulleted lists. THANK YOU FOR PARTICIPATING IN THIS QUESTIONNAIRE APPENDIX B USER MANUAL 118 1. Main Page To access Girls E-Shop Portal, open a browser and type http://doaa.ax.lt as a URL. The main page is the first page to access the system. And as the main page is uploaded there is a popup window will be uploaded too. This popup window is window for Windows Media Player which let you listen to music while you navigate the portal or even after navigation. Refer to the figure below, the numbers points to: 1- Link / Icon for the home page 2- Celebrity News Corner : contains flash news about celebrities. 3- A popup window for windows media player lets you listen to songs. 4- A list for recently added products 5- A list for best sellers product 6- Shopping cart icon allows you to add the product to your cart 119 7- A flash game adds a little fun to the portal 8- Displays who’s online 9- Displays the most recent comments 10- Search , let you do search for the products 11- My Shop menu and it contains useful links, such as: 120 Categories : show all the categories’ in the website. And display each category with his thumb nail (icon) such as in number 14. Category map: got all the categories and their sub categories. Who’s who: display all the vendors in the website All products: display all the products in a table with capability of sorting them based on the name of the product or the category field such as below: Recommended products: display recommended products by the administrator. General Conditions of Sale: display the portal policy. My List: shows your wish list. All List: display all of the wishes lists. In the window below, some products are displayed as recent products . you can continue navigating the portal till you find what you are looking for. Then you start will start to know how to do shopping cart. 121 122 The window above shows the description of a product with the ability of adding that item to your exited wish list or create new list. Or you can click on the shopping cart icon. Down you can see how to add an item to existing/ totally new wish list. 123 4 Buying from the portal Now, to express the steps for buying from the portal, first take a look for the following window. As you can see a table will be displayed after we click on the shopping cart system. In this table there is the item name, cost of the item alone, cost of the shipmen, and the quantity of the items to be bought. This one item quantity by default. Now you have one of two choices, either you continue your shopping online to see if there is other products she wants to buy. Or you just choose checkout and you will be forwarded to page where you have to fill your information. The following window shows that: 124 There is fields has to be filled. After filling up the form you click save. Another window will appear to confirm your shopping, you just click on pay online. A new page will appear but this time you have to fill your PayPal information for completing the buying process. As long as you click on pay online, an email will be sent automatically to you (customer) for informing you with the items you want to buy. APPENDIX C User Acceptance Test 126 1-Is the interface look interesting? 5 4 3 2 1 0 Very Poor Poor Fair Good Very Good Good Very Good 2- Is the Girls E-Shop Portal easy to use? 5 4 3 2 1 0 Very Poor Poor Fair 127 3- Does the notification produced by the system can help the user? 5 4 3 2 1 0 Very Poor Poor Fiar Good Very Good 4- Is the required fields needed to be filled to complete the payment acceptable? 5 4 3 2 1 0 Very Poor Poor Fair Good Very Good 128 5- Does the search in the portal effective? 5 4 3 2 1 0 Very Poor Poor Fair Good Very Good 6- Over all, how you would rate the e-commerce portal for teen shoppers? 5 4 3 2 1 0 Very Poor Poor Fair Good Very Good