Higher Nationals Internal verification of assessment decisions – BTEC (RQF) INTERNAL VERIFICATION – ASSESSMENT DECISIONS Programme title Assessor Internal Verifier Unit 40: User Experience and Interface Design Unit(s) Assignment title Student’s name List which assessment criteria the Assessor has awarded. Pass Merit Distinction INTERNAL VERIFIER CHECKLIST Do the assessment criteria awarded match those shown in the assignment brief? Is the Pass/Merit/Distinction grade awarded justified by the assessor’s comments on the student work? Has the work been assessed accurately? Is the feedback to the student: Give details: • Constructive? • Linked to relevant assessment criteria? • Identifying opportunities for improved performance? • Agreeing actions? Does the assessment decision need amending? Y/N Y/N Y/N Y/N Y/N Y/N Y/N Y/N Assessor signature Date Internal Verifier signature Date Programme Leader signature (if required) Date Confirm action completed Remedial action taken Give details: Assessor signature Date Internal Verifier signature Date Programme Leader signature (if required) Date Higher Nationals - Summative Assignment Feedback Form Student Name/ID Unit Title Unit 40: User Experience and Interface Design Assignment Number 1 Assessor Submission Date Date Received 1st submission Re-submission Date Date Received 2nd submission Assessor Feedback: LO1 Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy end-user emotions, desires and attitudes when using a user interface concept. Pass, Merit & P1 P2 M1 M2 D1 Distinction Descripts LO2 Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user in mind and also outline the tests you mean to conduct. Pass, Merit & Distinction Descripts P3 P4 M3 M4 D2 LO3 Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned. Pass, Merit & Distinction Descripts P5 P6 M5 M6 LO4 Evaluate user feedback, test results and insights gained from end users interacting with your User Interface concept to determine success or failure and steps to improve in future versions. Pass, Merit & Distinction Descripts Grade: P7 Assessor Signature: M7 D3 Date: Resubmission Feedback: Grade: Assessor Signature: Date: Internal Verifier’s Comments: Signature & Date: * Please note that grade decisions are provisional. They are only confirmed once internal and external moderation has taken place and grades decisions have been agreed at the assessment board. Assignment Feedback Formative Feedback: Assessor to Student Action Plan Summative feedback Feedback: Student to Assessor Assessor signature Date Student signature Date Pearson Higher Nationals in Computing Unit 40: User Experience and Interface Design Assignment 01 of 01 General Guidelines 1. A cover page or title page should be attached to your assignment. Use page 1 of this assignment brief as your cover page and make sure all details are accurately filled. 2. The entire assignment brief should be attached as the first section of your assignment. 3. The assignment should be prepared using a word processing software. 4. The assignment should be word processing in an A4 sized paper. 5. Allow 1” margin on top, bottom and right sides of the paper and 1.25” on the left side (for binding). Word Processing Rules 1. The font size should be 12 point, and should be in the style of Time New Roman. 2. Set line spacing to 1.5. Justify all paragraphs. 3. Ensure that all headings are consistent in terms of size and font style. 4. Use footer function on the word processor to insert your name, unit, assignment no, and page number on each page. This is useful if individual sheets get detached from the submission. 5. Use the spell check and grammar check function of the word processing application to review the use of language on your assignment. Important Points: 1. Carefully check carefully the hand in date and the instructions given with the assignment. Late submissions will not be accepted. 2. Ensure that sufficient time is spent to complete the assignment by the due date. 3. Do not wait till the last minute to get feedback on the assignment. Such excuses will not be accepted for late submissions. 4. You must be responsible for efficient management of your time. 5. If you are unable to hand in your assignment on time and have valid reasons such as illness, you may apply (in writing) for an extension. 6. Failure to achieve at least a PASS grade will result in a REFERRAL grade. 7. Non-submission of work without valid reasons will lead to an automatic REFERRAL. You will then be asked to complete an alternative assignment. 8. If you use other people’s work or ideas in your assignment, it must be properly referenced, using the HARVARD referencing system, in your text or any bibliography. Otherwise, you’ll be found guilty of committing plagiarism. 9. If you are caught plagiarising, your grade will be reduced to a REFERRAL or at worst, you could be excluded from the course. Student Declaration I hereby, declare that I know what plagiarism entails, namely to use another’s work and to present it as my own without attributing the sources in the correct form. I further understand what it means to copy another’s work. 1. I know that plagiarism is a punishable offence because it constitutes theft. 2. I understand the plagiarism and copying policy of Edexcel UK. 3. I know what the consequences will be if I plagiarise or copy another’s work in any of the assignments for this program. 4. I declare therefore that all work presented by me for every aspect of my program, will be my own, and where I have made use of another’s work, I will attribute the source in the correct way. 5. I acknowledge that the attachment of this document signed or not, constitutes a binding agreement between myself and Edexcel UK. 6. I understand that my assignment will not be considered as submitted if this document is not attached to the assignment. Student’s Signature: (Provide E-mail ID) Date: (Provide Submission Date) Higher National Diploma in Business Assignment Brief Student Name /ID Number Unit Number and Title Unit 40: User Experience and Interface Design Academic Year 2018/19 Unit Tutor Assignment Title User Experience Design for e-music cloud Issue Date Submission Date IV Name & Date Submission format The submission is in the form of an individual written report about. This should be written in a concise, formal business style using single spacing and font size 12. You are required to make use of headings, paragraphs and subsections as appropriate, and all work must be supported with research and referenced using the Harvard referencing system. Please also provide an end list of references using the Harvard referencing system. Please note that this is an activity-based assessment where your document submission should include evidences of activities carried out and of team working. To carry out activities given on the brief, you are required to form groups, comprising not exceeding 15 individuals. The recommended word count is 4,000–4,500 words for the report excluding annexures. Note that word counts are indicative only and you would not be penalised for exceeding the word count. Unit Learning Outcomes: LO1. Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy end-user emotions, desires and attitudes when using a user interface concept. LO2. Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user in mind and also outline the tests you mean to conduct. LO3. Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned. LO4. Evaluate user feedback, test results and insights gained from end users interacting with your User Interface concept to determine success or failure and steps to improve in future versions. Assignment Brief and Guidance: e-music cloud (EMC) is an emerging, cloud based, online music platform developed in Sri Lanka by a tech start-up founded by a group of young graduates. EMC’s vision is to “become the Sri Lanka’s No1 online music provider” with a mission set to “Create a seamless user experience for discovering and immersing in music’s that beat with you and your heart no matter who you are and where you are or what device you use”. EMC team will be bringing Sri-Lankan & International music online and available to all registered EMC users. EMC team is hiring you as the Chief User Experience Officer, putting you in-charge with designing UI for the various faces of the service and creating a seamless experience to EMC’s users which is superior to any similar services available throughout the globe. Chief Technology Officer of EMC has following outline of the services available within the EMC, which represent core functionalities of the platform and be available to relevant users of the service. EPN: e-music producer network: Section of the e-music cloud where music produces can register, sign up their latest work for distribution, publish or un-publish their work, monitor the distribution of their published songs, view their account balance and use a button to withdraw the balance through a cheque. eMusic Discovery: Section of the service where registered users can look up artists, albums, generals to find music they like. Once the discovery is made, the user has options to o Rent the song for 3 months: Song will be available in My Library for 3 months. o Own the song: Song will be available in My Library until user cancels the subscription. Within eMusic Discovery section, an integrated AI service will automatically recommend songs and singers based on the songs already available in My Library and the user has the option to turn on/off the visibility of this service at any given time. Regardless if the AI recommendations section is visible or not, the user will be notified when the AI has new recommendations for the user. My Library: Include all music’s, music videos & playlists available to the user at that time. User has options to view and sort by Artist, Album, Genera, Year, Source (Rented, Own, Gifted) and etc. User has options to select a song and o Preview it o Add it to a playlist o Gift it to a friend (for a week, Permanently, just one listen) (* When gifted, it will be greyed out from My Library for the ‘Gifted duration’. If it is a permanent gift, clicking on it will bring user back to the eMusic Discovery with the song in discussion already selected”) o Find “Music Like This” which will take the user to discovery section to find similar music’s, artists and albums. eM Player: When user plays a song or a list, the user will be brought to the eM Player which gives play controls and allow different playlist manipulations. It also contains records of previous play-lists and gives user to rate the presently playing music. In addition, player also contains the previously discussed “Music Like This” and “Gift” options which can be applied to the selected song or selected play-list. Settings: Will give user the options to manage visual appearance, language settings, payment options and options to manage devices connected to user’s EMC account. EMC is open to new innovative additions to its feature set and gives a reward to the staff members who suggest such features. Traditionally minded tech-engineers and management at EMC believes having a solid feature set is more important than a “fancy interface” and therefore have allocated only a small fraction of its budget towards the interface development. Activities / Tasks: Activity 01: Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy end-user emotions, desires and attitudes when using a user interface concept. Write an elaborative report to the board of directors of EMC to convince them why they need to increase their focus on the user interface and user experience in addition to the system’s feature set to achieve the company’s corporate goal. This report should include following areas, Different forms of user interfaces and their features. Different forms of user experience and their features. Impact of UX & UI development in Software Development life Cycle. Tools available in UX UI Development. Methods available for testing for user requirements against the UX-UI design. Importance of using multiple different forms of experience and interface design in building EMC services. Activity 02: Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user in mind and also outline the tests you mean to conduct. 2.1 : Review different end users of EMC using standard user categorizations, classifications and behavior modelling techniques. 2.2 : Select a specific und user from those identified in 2.1 & appraise & develop user ‘Persona’ for the identified user. Present your empathy map, experience map, customer journey map & service blueprint. 2.3 : Choose a suitable development methodology to develop interaction / interface for the Persona developed in 2.2 and justify your selection. 2.4 : Develop the user interface / interaction concept for the selected persona based on the selected development methodology. 2.5 : Plan end user testing for the selected persona based on the standard testing methodologies. Activity 03: Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned 3.1 : Examine appropriate tools to develop the interface/ interaction designed in activity 2 3.2 : Develop the user interface using tools discussed in 3.1 3.3 : Conduct a user experiment and collect feedbacks 3.4 : Evaluate feedback received in 3.3 and build a new iteration if the interface based on the outcome of the evaluation. Activity 04: Critique the overall success of your User Interface concept and discusses your insight using prototyping. 4.1 : Collect feedback for the new interaction of interface developed in 3.4 and evaluate feedbacks across all iterations of the interfaces developed. 4.2 : Critically review the final version of the interface and test results comparing against the original interface/ interaction plan. 4.3 : Critique the overall success of your User Interface concept and discusses your insight using prototyping. Grading Rubric Grading Criteria Achieved Feedback LO1 Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy end-user emotions, desires and attitudes when using a user interface concept. P1 Recognise specific forms of User Experience and Interface Design and end-user testing requirements. P2 Assess standard tools available for use in User Experience and Interface Design. M1 Evaluate the impact of common User Experience and Interface Design methodology in the software development lifecycle. M2 Review specific forms of User Experience and Interface Design and advantages and disadvantages of end-user testing requirements for appropriateness to different testing outcomes. D1 Evaluate specific forms of User Experience and Interface Design and justify their use in a User Interface concept. LO2 Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user in mind and outline the tests you mean to conduct. P3 Review different end-user categorisations, classifications and behaviour modelling techniques. P4 Appraise a specific end user and an appropriate User Experience and Interface Design methodology to test with this user type. M3 Apply end user classification and behaviour modelling to select an appropriate Interface Design methodology. M4 Devise a plan to use appropriate User Interface Design methodology and tools to conduct end-user testing. D2 Make multiple iterations of your User Interface concept and modify each iteration with enhancements gathered from user feedback and experimentation. LO3 Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned. P5 Examine appropriate tools to develop a user interface. P6 Run end user experiments and examine feedback. M5 Employ an appropriate set of tools to develop your plan into a user interface. M6 Reconcile and evaluate end-user feedback and build a new iteration of your user interface modified with the most important feedback and enhancements. LO4 Evaluate user feedback, test results and insights gained from end users interacting with your User Interface concept to determine success or failure and steps to improve in future versions. P7 Evaluate end-user feedback from multiple iterations of your user interface. M7 Undertake a critical review and compare your final user interface and your test results with the original plan. D3 Critique the overall success of your User Interface concept and discusses your insight using prototyping. Maheshika Wijesinghe Reg.No: 11179 User Interface and User Experience Designing Assignment 01 Batch No: 26 Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |1 Acknowledgment I am further happy to mention that as it really provides me with a massive opportunity to upgrade my skills and to exhibit creativity where needed as I faced with challenges such that I had to investigate and write things that I’ve never heard of, as if I were very familiar with them. However, I do certify that I have not in any case included wrong information or anything that could harm the organization I selected. Finally, I would like to thank all of the lecturers including the HND Coordinator at ESOFT, and my teammate who helped me a lot in making this assignment a success. In preparation of my assignment, I had to take the help and guidance of some respected persons, who deserve my deepest gratitude. As the completion of this assignment gave me much pleasure, I would like to show my gratitude Miss. Danya, lecturer, on ESOFT Metro Campus, for giving me a good guideline for assignment throughout numerous consultations. I would also like to expand my gratitude to all those who have directly and indirectly guided me in writing this assignment. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |2 Contents Activity 01..................................................................................................................................7 1.1. Different forms of user interfaces and their features.............................................7 1. Command line interface..............................................................................................7 2. Menu-Driven interface..............................................................................................10 3. GUI interface.............................................................................................................12 4. Gesture interface........................................................................................................14 5. Form Based interface.................................................................................................15 6. Natural-Language Interfaces.....................................................................................16 7. WIMP Interface.........................................................................................................17 8. Other User Interface..................................................................................................19 1.2. Different forms of user experience and their features.........................................20 Physical Experience.........................................................................................................20 Mental Experience............................................................................................................20 Emotional Experiences.....................................................................................................20 Social Experiences...........................................................................................................20 Virtual or Simulated Experiences.....................................................................................21 Other Factors of Experience.............................................................................................21 1.3. Impact of UX & UI development in Software Development life Cycle...................22 1. Usability.......................................................................................................................22 2. Lower costs..................................................................................................................22 3. Faster development time..............................................................................................22 4. More revenue................................................................................................................22 5. Better customer retention.............................................................................................22 Why UX design is so important in software development.........................................23 Why UI design is so important in software development...........................................23 1.4. Tools available in UX UI Development.....................................................................24 Prototype..........................................................................................................................24 Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |3 ...............................................................24 Sketches............................................................................................................................24 ...............................................................................24 Wireframes.......................................................................................................................26 1.5. Methods available for testing for user requirements against the UX-UI design27 Moderated usability testing..............................................................................................27 Unmoderated usability testing..........................................................................................28 Card sorting......................................................................................................................29 Tree Testing.......................................................................................................................30 AB Testing........................................................................................................................31 Eye tracking......................................................................................................................32 Keystroke Level Model (KLM).......................................................................................33 1.6. Importance of using multiple different forms of experience and interface design in building EMC services.........................................................................................................35 Activity 02................................................................................................................................36 2.1. Review different end users of EMC using standard user categorizations, classifications and behavior modeling techniques.......................................................................................36 2.2. Select a specific und user from those identified in 2.1 & appraises & develop user ‘Persona’ for the identified user. Present your empathy map, experience map, customer journey map & service blueprint..........................................................................................39 Empathy map for selected user........................................................................................40 Experience map................................................................................................................41 Customer journey map.....................................................................................................42 Service blueprint..............................................................................................................43 2.3. Choose a suitable development methodology to develop interaction / interface for the Persona developed in 2.2 and justify your selection............................................................45 LUCID Methodology.......................................................................................................45 2.4. Develop the user interface / interaction concept for the selected persona based on the selected development methodology.....................................................................................48 2.5. Plan end user testing for the selected persona based on the standard testing methodologies......................................................................................................................49 Testing Methodologies.....................................................................................................49 Usability Test Plan............................................................................................................50 Activity 03................................................................................................................................51 3.1: Examine appropriate tools to develop the interface/ interaction designed in activity 251 3.2: Develop the user interface..........................................................................................54 Challenges........................................................................................................................62 Cost...................................................................................................................................63 Readability.......................................................................................................................63 Navigability......................................................................................................................63 Usability...........................................................................................................................63 Table of figures Figure 1: Command line interface.............................................................................................8 Figure 2:ATM...........................................................................................................................10 Figure 3: Menu-Driven Interface.............................................................................................11 Figure 4: GUI Interface...........................................................................................................12 Figure 5: Gesture Interface......................................................................................................14 Figure 6 : Form Based Interface..............................................................................................15 Figure 7: Natural-language interface......................................................................................16 Figure 8: WIMP Interface........................................................................................................18 Figure 9: Sketches Example.....................................................................................................26 Figure 10: Wireframes Example...............................................................................................26 Figure 11: Card-sorting Example............................................................................................29 FFigure 12: A/B Testing Diagram (Source: Smashing Magazine)..........................................32 Figure 13: Empathy Map.........................................................................................................40 Figure 14: Experience Map.....................................................................................................41 Figure 15: Customer Journey Map..........................................................................................42 Figure 16: LUCID Methodology..............................................................................................47 Figure 17: LUCID Design.......................................................................................................48 Figure 18:home........................................................................................................................51 Figure 19:discovery..................................................................................................................54 Figure 20:code..........................................................................................................................54 Figure 21:code..........................................................................................................................54 Figure 22:code..........................................................................................................................55 Figure 23:code..........................................................................................................................55 Figure 24:code..........................................................................................................................55 Figure 25: E-Music Cloud Login Page....................................................................................56 Figure 26: Sign Up Form.........................................................................................................57 Figure 27:feedback...................................................................................................................64 Figure 28:feedback...................................................................................................................65 Figure 29:feedback...................................................................................................................66 Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |6 Activity 01 Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy end-user emotions, desires and attitudes when using a user interface concept. 1.1. Different forms of user interfaces and their features. 1. 2. 3. 4. 5. 6. 7. 8. Command line interface Menu-Driven interface GUI interface Gesture interface Form Based interface Natural-Language interfaces WIMP interface Other user interface 1. Command line interface A command line interface (CLI) is a text-based user interface (UI) used to view and manage computer files. Command line interfaces are also called command-line user interfaces, console user interfaces and character user interfaces. Before the mouse, users interacted with an operating system (OS) or application with a keyboard. Users typed commands in the command line interface to run tasks on a computer. Typically, the command line interface features a black box with white text. The user responds to a prompt in the command line interface by typing a command. The output or response from the system can include a message, table, list, or some other confirmation of a system or application action. The MS-DOS operating system and the command shell in the Windows operating system are examples of command line interfaces. In addition, programming languages can support command line interfaces, such as Python. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |7 The CLI was the primary means of interaction with most computer systems on computer terminals in the mid-1960s, and continued to be used throughout the 1970s and 1980s on OpenVMS, UNIX systems and personal computer systems including MS-DOS, CP/M and Apple DOS. The interface is usually implemented with a command line shell, which is a program that accepts commands as text input and converts commands into appropriate operating system functions. Figure 1: Command line interface Features of command line interface 1. Command History History option enables TL1 Agent to record all the commands, which are executed in the history list. You can use Up-arrow or Down-arrow keys to traverse the history list. You can traverse the history list and modify or execute the command. 2. Command Completion Typing a letter-starting starting letter of the command) and pressing Tab key completes the TL1 command code. If more than, one command code is registered Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |8 starting with the typed letter, then all the matching ones are listed. Pressing the Tab key after entering the full command code displays the command syntax. 3. Command Line Editing Commands can be edited from command line using LEFT arrow key, RIGHT arrow key, and <DEL> key. 4. List of Commands Pressing "?" lists all the commands available for accessing the Agent. Pressing a command and "?" lists the matching command codes. 5. Complete Command Syntax Typing a command and pressing Tab key lists the complete command along with the usage for the command. 6. Escape Key Typing a command and pressing ESC key clears the current line of text and returns to TL1 Prompt Programs with command-line interfaces are generally easier to automate via scripting. Command-line interfaces for software other than operating systems include a number of programming languages such as Tcl/Tk, PHP, and others, as well as utilities such as the compression utility WinZip, and some FTP and SSH/Telnet clients. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Page |9 2. Menu-Driven interface A menu-driven interface is, simply, an easier way of navigating the devices and programs we interact with on a daily basis. It employs a series of screens, or ''menus,'' that allow users to make choices about what to do next. A menu-driven interface can use a list format or graphics, with one selection leading to the next menu screen, until the user has completed the desired outcome. Menu-driven interfaces are preferred for their simplicity and user-friendly properties. Similar to the Choose Your Own Adventure books, menu-driven interfaces let you choose one-step that leads to another until you have finished all the steps and gotten what you needed. This allows you to accomplish such tasks as getting cash from an ATM machine, getting information from a kiosk or arriving at the proper section of your smartphone properties to connect to a coffee shop's Wi-Fi. Figure 2:ATM Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 10 Menu-driven interfaces differ from something known as a command line interface, which uses prompts into which a user must enter a response or command. Users then have to wait for the system to respond to the command entered and be prompted to enter the next command. It is sort of like having an instant message conversation with your computer! This type of interface is particularly common among computer programmers who use a Windows-based computer's ''Command Prompt'' or a Mac's ''Terminal'' application to tell the computer what to do. . Figure 3: Menu-Driven Interface 3. GUI interface Graphical user interfaces (GUI) are sometimes also referred to as WIMP because they use Windows, Icons, Menus and Pointers. Operators use a pointing device (such as a mouse, touchpad or trackball) to control a pointer on the screen which then interacts with other onscreen elements. It allows the user to interact with devices through graphical icons and visual indicators such as secondary notations. The term was created in the 1970s to distinguish graphical interfaces from text-based ones, such as command line interfaces. However, today nearly all digital interfaces are GUIs. Xerox developed the first commercially available GUI, called “PARC” It was used by the Xerox 8010 Information System, which was released in 1981. After Steve Jobs saw the interface during a tour at Xerox, he had his team at Apple develop an operating system with a similar design. Apple's GUI-based OS was included with the Macintosh, which was released in 1984. Microsoft released their first GUI-based OS, Windows 1.0, in 1985. Figure 4: GUI Interface The key to graphical user interfaces (GUIs) is the constant feedback on task accomplishment that they provide to users. Continuous feedback on the manipulated object means that changes or reversals in operations can be made quickly, without incurring error messages. The creation of GUIs poses a challenge, because an appropriate model of reality or an acceptable conceptual model of the representation must be invented. Designing GUIs for use on intranets, extranets, and on the Web requires even more careful planning. Most users of Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 12 Web sites are unknown to the developer, so design must be clear-cut. The choice of icons, language, and hyperlinks becomes an entire set of decisions and assumptions about what kinds of users the Web site is hoping to attract. The designer must also adhere to conventions that users now expect to encounter on Web sites. Features of GUI A graphical user interface contains six important features, including a pointer, pointing device, icons, desktop, windows and menus. A GUI denotes a collection of computer programs that utilize a computer's graphics capabilities to make programs easier to use. Graphical interfaces obviate the need for users to learn programming languages and command codes through a keyboard. A pointer refers to a symbol on a display screen that a user moves to select commands, programs and objects. A typical pointer is a slanted arrow. In word processing programs, the pointer turns into an I-beam shape. A pointing device is the computer hardware that moves the pointer. On larger desktop computers, this pointing device is called a mouse, whereas laptop and tablet computers have mouse pads or touchscreens. A pointing device moves in synchronicity with the pointer program. Icons denote small pictures that represent computer programs, files and commands. Moving a pointer over an icon and selecting the icon activates the program. The desktop is the display area of the screen that allows users to view various programs. Desktop icons can be moved, organized and labeled to fit the customer's needs. Windows divides a computer screen into different areas. Each window displays a different computer program, or the same program performing different functions. Menus allow users to select various programs to run. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 13 4. Gesture interface Figure 5: Gesture Interface Gesture recognition is a topic in computer science and language technology with the goal of interpreting human gestures via mathematical algorithms. Gestures can originate from any bodily motion or state but commonly originate from the face or hand. Current focuses in the field include emotion recognition from face and hand gesture recognition. Users can use simple gestures to control or interact with devices without physically touching them. Many approaches have been made using cameras and computer vision algorithms to interpret sign language. However, the identification and recognition of posture, gait, proxemics, and human behaviors is also the subject of gesture recognition techniques. Gesture recognition can be seen as a way for computers to begin to understand human body language, thus building a richer bridge between machines and humans than primitive text user interfaces or even GUIs (graphical user interfaces), which still limit the majority of input to keyboard and mouse and interact naturally without any mechanical devices. Using the concept of gesture recognition, it is possible to point a finger at this point will move accordingly. This could make conventional input on devices such and even redundant. Gesture recognition features: More accurate High stability Time saving to unlock a device Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 14 5. Form Based interface A form-based interface uses text-boxes, drop-down menus, text areas, check boxes, radio boxes and buttons to create an electronic form, which a user completes in order to enter data into a system. This has commonly used on websites to gather data from a user, or in call centers to allow operators to quickly enter information gathered over the phone. Figure 6 : Form Based Interface In it, the user interacts with the application by selecting one of a number of possible values, and by entering text into the fields that accept it. A word processor, which is used to write documents, might offer settings for the font size, the font to use, and the alignment of the paragraph on the page. Many databases support a technology called query by example: Users who do not know SQL can easily select database records, which are similar to the information entered. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 15 6. Natural-Language Interfaces Natural-language interfaces are perhaps the dream and ideal of inexperienced users, because they permit them to interact with the computer in their everyday, or natural, language. No special skills are required of the user, who interfaces with the computer using natural language. Figure 7: Natural-language interface The subtleties and irregularities residing in the ambiguities of English produce an extremely exacting and complex programming problem. Attempts at natural-language interfacing for particular applications in which any other type of interface is infeasible (say, in the case of a user who is disabled) are meeting with some success; however, these interfaces are typically expensive. Implementation problems and extraordinary demand on computing resources have so far kept natural-language interfaces to a minimum. The demand exists, though, and many programmers and researchers are working diligently on such interfaces. It is a growth area, and it therefore merits continued monitoring Features of Natural Language Interface The user does not need to be trained in how to use the interface More flexibility than a dialogue interface Suitable for physically handicapped people Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 16 7. WIMP Interface There exist many types of interaction styles. They include but are not limited to command line interface, natural language, question/answer and query dialog, form-fills and spreadsheets, WIMP, and three-dimensional interfaces. The most common of the foregoing interaction styles is the WIMP. WIMP is an acronym for Windows, Icons, Menus and Pointers. Alternatively, it is an acronym for Windows, Icons, Mice and Pull-down menus. Examples of user interfaces that are based on the WIMP interaction style include Microsoft Windows for PCs, Mac OS for Apple Macintosh, and various X Windows-based systems for UNIX, etc. Features of WIMP Interface Windows: Areas of the screen through which a particular software or data file may be viewed. Types of WIMP Interface Windows 1. Single Document Interface (SDI) They open new primary windows for each instance of an application document. E.g. Notepad 2. Multiple Document Interface Windows resides under a single parent window Multiple Documents to be simultaneously visible E.g. Visual Basic, Photoshop 3. Tabbed Document Interface E.g. Firefox Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 17 Icons Small images or symbols that represent files, commands or windows, a good design of icons is important. It should be, 1. Concrete and familiar 2. Visual and conceptually distinct 3. Simple-unnecessary information is not needed Menus Some Kind of Menus Pull Down menu: A menu that has pulled down from the menu bar and that remains available as long as the users hold it open Drop Down menu: A menu that drops from the menu bar when requested and remains open without further action until the user close it or chooses a menu item. Pointers Usually look like arrows and are used to select icon the option found in the menu. WIMP style relies on pointing and selecting things. The pointer moved around the screen via mouse. The shape of the pointer can sometime change depending on the application you are using at that time. Figure 8: WIMP Interface Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 19 8. Other User Interface Other less common user interfaces are growing in popularity. They include pointing devices such as the stylus, touch-sensitive screens, and speech recognition and synthesis. Each of these interfaces has its own special attributes that uniquely suit it to particular applications. The stylus has used with handwriting recognition software for mobile phones and PC devices. They have been a success because they integrate many functions and are easy to use. Additionally, they are portable and sell for a comparatively low price. There has been an explosion of fun and useful applications written for these mobile devices, including popular programs for restaurant reviews such as Zagat, popular utilities such as “To Do” lists for work and personal use, and for popular games such as Sudoku. Data entry has also facilitated with a docking cradle so that data has be synchronized with your PC. A tablet PC is a notebook computer with a stylus or touch-sensitive display. It can be equipped with built-in Wi-Fi or Bluetooth communication. Touch-sensitive displays allow a user to use a finger to activate the display. Touch-sensitive displays are useful in public information displays, such as maps of cities and their sights posted in hotel lobbies or car rental facilities. They can also be used to explain dioramas in museums and to locate camping facilities in state parks. Touch-sensitive displays require no special expertise from users, and the screen is self-contained, requiring no special input device that might be broken or stolen. Touch sensitive screens for mobile phones such as the iPhone and the BlackBerry are making this alternative user interface familiar to users and widely used. Current research is examining how to make pressure-sensitive touch pads commercially viable. These interfaces can be used with both large and small touch screens and are practical for applications such as virtual painting or sculpting, a simulated mouse and for musical instruments such as a piano keyboard where the intensity of the pressure applied is critical to the output. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 20 1.2. Different forms of user experience and their features. Physical Experience The physical experience depends on a change in the objects we interact with or in the environment where we are interacting. In general, you would expect to be able to observe a physical experience relatively easily. Mental Experience This is far more complex than physical experience. Mental experiences involve intellect, awareness, thought, emotion, memories, previous experiences, will, and imagination. It would be fair to say that in many cases two participants in the same event will have very different mental experiences of that event. Emotional Experiences Emotional experiences are a subgroup of mental experiences. How does falling in love feel to you? Is it the same as it feels to me? Are we likely to be more or less empathetic with those who experience emotions in a similar manner to us? Emotional experiences are complex and can very much shape the way we perceive an event. Social Experiences If you saw me on the street and I just cleared my throat and spat on the ground next to you; how would you feel? If the answer is “unsurprised” you are probably from Mainland China where this is a common habit and culturally unsurprising. In much of the rest of the world “disgust” would be nearer to the mark. Our culture and society can very much shape the way we experience certain events. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 21 Virtual or Simulated Experiences If you play video games, like me, then you will be intensely familiar with experiences that are not real (at least in any meaningful way) they can still feel very much real. Virtual experiences are perceived in a different way to many real-life experiences but the experience is still relevant to the person undergoing that experience. Simulated experience is often relying on ‘fooling’ sensory organs of humans by means of sounds and visuals. The experience may deliver as immersive or no immersive experience. Popular mobile game Pokémon Go is the best example of non-immersive simulated Other Factors of Experience It is also important to realize that there are other ways to experience events that can make our experiences very different too. (Keep space intentionally) Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 22 1.3. Impact of UX & UI development in Software Development life Cycle There are five reasons why UX and UI design are important in application development 1. Usability An application that works is great. However, if it is not user-friendly, people are not likely to use it. Time spent upfront on UX and UI design ensures your application has built in a way that will attract and retain users. 2. Lower costs Identifying potential problems and roadblocks in the user experience before development saves you from having to rewrite code. User experience design can often find potential problems from simple paper sketching. This is a much cheaper alternative than having to fix code for functionality that just does not work well. 3. Faster development time Good UX and UI design saves time in the development cycle. Mockups and prototypes iron out issues before lengthy development time has spent. You stay on track with your release date, as you are less likely to have to go back and redo development work. 4. More revenue People are more likely to pay for something that fits into their workflow well and is easy to use. Taking time for UX and UI design increases the chances that your application will be well receive and worth purchasing and/or downloading. 5. Better customer retention Deploying an application with a poor user experience leaves a lasting impression. You should identify and solve problems before deployment so your first impression is a good one. A user-friendly application keeps people coming back. Your application becomes a part of their everyday process. New users will draw to your application, as it becomes known for its usability. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 23 Why UX design is so important in software development The objective of UX design is to create a frictionless and enjoyable experience for the user. UX designers boost customer satisfaction by providing better usability, accessibility and pleasure in the interaction with every aspect of a product. As user expectations continue to rise, UX designers need to have an eye for detail to proper guide them through an interface, while developers must ensure they create the best functionality and features. For instance, a one second has delay in page response results in a 16% decrease in customer satisfaction and the headline is responsible for about 80% of conversion rates. Companies rely on software to interact with their customers and executives realize the importance of integrating design and engineering skills, to create the software and services, which will drive their business forward. Why UI design is so important in software development If you are one of the many millions that depend on the Internet throughout your day-to-day operations, then you understand how important website design and usability is. The popularity and convenience of Internet-based-living is undoubtedly here to stay and if you have not accepted that yet, it is time to face the facts. If you rely on the Internet for your business, it’s more important than ever to ensure you are up to speed with your competition. The more efficiently that you use the technology available, and the stronger your website is, the more success you will see. Companies who master these realms gain a huge advantage over their competitors. If you have ever found yourself on a website and do not understand either what they’re offering, or can’t seem to navigate the page, chances are you close the window and try another one. This is more than likely because the website did not have a strong User Interface Design. It tailors to the idea that the customer is always right and makes sure that that statement has mirrored in all of the details of your site. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 24 1.4. Tools available in UX UI Development Prototype Prototype is an early sample of design used to get feedback and rapid experiments with new ideas. • Limit the expenses of development • Test the design concepts • Test the usability of the product Prototypes typically created with a mixture of sketches, wireframes or mockups, prototypes depending on the project timelines and these are representations of the design. This can use as a mechanism to get user feedback early and quickly on your design where you can iterate on making your product a better one. Sketches Sketching is a drawing, which you could easily with a papers and pens with less cost. Mostly sketching has used in the early stages of the design process to get new ideas for the product as well as use to identify the users pain point. Low fidelity sketches can mostly use identifies Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 25 user pain points and gets new ideas for the product at early stage. With sketches, you can rapidly iterate the design with a low cost to make the product more useable. Sketch is a very popular tool within the design community that enables you to create hi-fi interfaces and prototypes. One of the great features is Symbols, where you can design UI assets and elements for reuse. This helps create design systems and keep your interfaces consistent. From there, you can easily export your design into a clickable prototype. If you are an In Vision user, make sure you check out the Craft plugin. Figure 9: Sketches Example Wireframes Wireframes are representation of layouts and mostly focused on the layout of the content. Mostly use gray scale or black and white. In low fidelity wireframing, you can use tools to create gray scale wireframes, which is richer way than sketching at the beginning of the design process. Figure 10: Wireframes Example Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 27 1.5. Methods available for testing for user requirements against the UX-UI design Moderated usability testing Moderated usability testing is a usability testing technique that involves the active participation of a trained facilitator or moderator, and has usually performed in a lab or corporate setting. Moderated usability testing facilitators need expert knowledge of the product being tested. They are in charge of administering tasks, guiding test participants through each task, recording behaviors and comments they make, answering their questions and replying to their feedback about the test all in real time. Moderated usability testing can be done either in-person or remotely. If done remotely, participants will need to share screens with the moderator so that the test has be conducted in real time. Participants has often asked to think aloud as they complete tasks as this helps moderator follow their train of thought and how they would get from touch point A to touch point B. Usability testing is an important part of the user experience as it helps UX teams to understand how their target users interact with their product. Moderating usability Benefits of moderated usability testing • Having a moderator in the room with the participant can help to provide clarity as well as make sure that tests get completed even when a task has been derailed • Observing participants allows for follow up questions and exploring unexpected activity. • This technique also yields a richer understanding of target users as well as an understanding of the feature from a broad range of perspectives. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 28 Unmoderated usability testing Unlike moderated usability testing, unmoderated usability testing has completed by test participants in their own environment without a facilitator present. This technique is typically quicker and cheaper than moderated usability testing (although not always! See our Usability Geek guest post on guerrilla usability testing), making it a good choice for UX projects with tight deadlines and budgets. As the Nielsen Norman Group explains, there is no real-time support and no opportunity for the participant/facilitator to ask detailed questions unmoderated usability testing. This is why this technique has usually used to test a few specific elements of a product, rather than an overall review How do you conduct unmoderated usability testing? As always, start your usability study by defining its specific objectives, and then designing the questions and tasks. Note that when performing remote unmoderated usability testing, it is important that tasks are simple and clearly written. You will not be able to steer participants in the right direction if anything goes wrong so obtaining useful data relies on you setting clear instructions. You will need to an online tool designed for remote unmoderated usability testing, such as Loop11, User Zoom and MUIQ. These tools will enable you to record user sessions and show the time taken on each touch point. Participants will also be able to leave feedback for the UX team to look at once the test is complete. Benefits of unmoderated usability testing Sessions are shorter than moderated usability testing and results are instant You can recruit participants from a wider geographic area for a larger sample of behavior data There’s less chance of human error or bias and so results are generally more accurate Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 29 Card sorting Card sorting is a type of study for assessing and designing the navigation and structure of a website or app. In card sorting, participants have presented with a list of items and they have asked to group the items in a way that makes the most logical sense. Depending on the type of card sorting study, participants can also choose names for the groups they have put together, forming the potential categories and subcategories of a website. All of this will hopefully create an easier, more logical and user-centric way of navigating your site Card sorting is a technique that involves asking users to organize information into logical groups. Users have given a series of labeled cards and asked to organize and sort them into groups that they think are appropriate. Card sorting helps you to design an information architecture, workflow, and menu structure or website navigation paths. Figure 11: Card-sorting Example Benefits of card sorting As mentioned earlier, card sorting is a test you can run to validate the effectiveness of your site’s organization, structuring and labeling. It will also help you decide how to label your categories and navigation, arrange the subcategories underneath parent categories, decide what needs to go on a homepage and figure out where users are getting lost or confused. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 30 The ultimate benefit is that you will be building and improving your navigation by observing how real users will navigate your site and its information architecture, rather than just guessing yourself. Just because you assume that people will find the ’Fruit and Vegetables’ subcategory under a ‘Fresh’ category, it does not mean people will not also go looking under Frozen. Card sorting is also simple to arrange, the materials needed are cheap to produce and it does not take too long. Tree Testing Tree testing is a way of evaluating a proposed site structure by asking users to find items based on the sites organization and terminology. This online test only displays the navigation links and removes any additional clutter. Tree testing allows you to show a menu structure to users in its most basic form without worrying about the layout and design. Users have asked to complete a series of tasks looking for items using the site structure. Typically, tree-testing sessions are quite short so only last about 15-20 minutes. On average you would have about 15-20 tasks per session as users tend to lose concentration if the tasks go on for too long. By using this method to evaluate your site structure you have a way to measure how easy it is for users to find items. Tree testing has normally conducted early on in the design process using online tools like Treejack. This part of your research could be after a card sorting session to confirm that your findings from the card sorting are correct. Advantages of Tree Testing Sessions are short which make recruitment much easier The testing can be conducted remotely so reduces the cost Analyzing the data is quick and results can be acted upon quickly Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 31 Disadvantages of Tree Testing As the site structure is in its basic form there are no visual elements that might help users to navigate the site Most tree testing is conducted remotely so researchers cannot observe or discuss decisions with users as to why they made those choices AB Testing A/B Testing is a website optimization technique that involves sending half your users to one version of a page, and the other half to another, and watching the web analytics to see which one is more effective in getting them to do what you want them. To improve your website conversion rates using A/B Testing, you must first learn and master the technique. While there are different means to test alterations made to a website, none of these methods are easier and simpler as A/B Testing. However, it is important to realize that A/B Testing is not suitable for each and every website, regardless of its diverse positive attributes. In fact, it has advised by experts that you should first identify if it has the proper Testing strategy to employ for the corresponding circumstances you are working with. Benefits of A/B Testing As a technique, A/B Testing is highly useful when it comes to testing alternative variations in your website like, for example, different types of buttons utilized for call to action, alternative images or headlines. It can also be used to evaluate the impact that trade association logos and icons have on generating user trust. However, other parts of your website that are not included in the above recommendations can still benefit. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 32 FFigure 12: A/B Testing Diagram (Source: Smashing Magazine) Eye tracking Eye tracking can provide you with information that is impossible to glean without the technology. Knowing rather than guessing exactly where people are looking when using your app or website is like gold to a UI designer, and UXers. Eye tracking gives you insights into sub-conscious movements and behaviors, and helps identify usability glitches that otherwise might have lain hidden. Including eye tracking in a usability research study can help you figure out. Where eye tracking fits into the UX process If you and your UX team do decide to dabble in eye tracking, take into account that you cannot just fire up an eye-tracking system and carry on as normal. Your UX research process will have to change to accommodate eye racking and ensure its effectiveness. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 33 Eye tracking can be a great accompaniment to user testing, to identify how users are interacting with a UI. However, remember that eye tracking is not a replacement for good, oldfashioned user testing to determine why users behave the way they do. The why data tells you what you need to adjust in your designs in order to improve the user experience. Do not skimp on the qualitative or quantitative testing. Integrating your usability studies with prototyping can save time and reduce the opportunity for errors further down the line in software development. You can easily incorporate your testing process at the start, middle and end of your project without risking timelines or blowing budgets. You can test your early concepts with low to mid-fidelity wireframes and then test the core usability with high-fidelity prototypes. Keystroke Level Model (KLM) Just how fast is using a unified text field and location the traditional approach of using multiple form fields? The best way to find out is to analyze the time it takes for users to complete each step in the process and compare each approach. To do this, we will use a hard science approach known in the field of human-computer interaction as the Keystroke-Level Model (KLM). KLM is a widely used method for predicting how long it takes users to do a task on a user interface. It uses estimated times for basic, routine user actions. These predictions come from a study by Card, Moran & Newell involving extensive tests with users. To compare the efficiency of each approach, we will analyze the time it takes users to enter an address into a system. We will assign each user action in the task a duration that represents the average amount of time an experienced user would take to do it. The model allows a designer to ‘predict’ the time it takes for an average user to execute a task using an interface and interaction method. For example, the model can predict how long it takes to close this PPT using the “close” menu option. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 34 In KLM, it has assumed that any decision-making task is composed of a series of ‘elementary’ cognitive (mental) steps that has executed in sequence. The method of breaking down a higher-level cognitive activity into a sequence of elementary steps is simple to understand, provides a good level of accuracy and enough flexibility to apply in practical design situation. (Keep space intentionally) Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 35 1.6. Importance of using multiple different forms of experience and interface design in building EMC services A good User Interface is important in the sense that it makes it easier for your target audience to clearly see what your products are. It has designed in a way to display the services that you offer without ambiguity, in order to draw your visitors’ attention and keep them on your site. Simply put, a good User Interface is important because it can turn potential visitors to buyers as it facilitates interactions between the user and your website or web application. When you scratch beneath the surface, you realize that UI is quite an intricate field that involves anticipating the user preferences and then creating an interface that understands and fulfills those preferences. The UI not only focuses on the aesthetics but also maximizes responsiveness, efficiency, and accessibility of a website. An interface is a point where a user interacts with the software they are using. A good User Interface Design presents a seamless blend of visual design, interaction design, and information architecture. Visual Design Visual design improves a site’s ornamental value by strategically implementing elements such as fonts, colors, and images among other things. When professionally done, visual design makes a page elegant without compromising on its function or content. Interactive design The interactive design looks at how users interact with technology. It then uses the understanding of such interactions to create an interface with behaviors that are well thoughtout. Excellent interactive design not only anticipates how a person interacts with a system but also antedates and fixes problems in good time. It may also invent new ways through which a system interacts and responds to users. Information Architecture Information architecture has designed to help users find the info they need to complete various tasks. It, therefore, involves labeling, structuring, and organizing the web content in a manner that makes it easily accessible and sustainable. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 36 Activity 02 2.1. Review different end users of EMC using standard user categorizations, classifications and behavior modeling techniques. End users End users are those people whose jobs require access to the database for querying, updating and generating reports. The database primarily exists for their use. Categories of End Users Casual End Users These are the users, who occasionally access the database but they require different information each time. They use a sophisticated database query language to specify their request and are typically middle or level managers or other occasional browsers. Naive or parametric end users These are the users, who make up a sizeable portion of database end users. The main job function revolves around constantly querying and updating the database for this we use a standard type of query known as canned transaction that have been programmed and tested The following tasks are performed by Naive end users The person who is working in the bank will basically tell us the account balance and post-withdrawal and deposits Reservation clerks for airlines, railway, hotels, and car rental companies check availability for a given request and make the reservation. Clerks who are working at receiving end for shipping companies enter the package identifies via barcodes and descriptive information through buttons to update a central database of received and in transit packages. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 37 Sophisticated end users These users include engineers, scientist, business analytics and others who thoroughly familiarize themselves with the facilities of the program in order to implement their application to meet their complex requirement. Standalone users These are those users whose job is to maintain personal databases by using a ready-made program package that provides easy to use menu-based or graphics-based interfaces an example is the user of a tax package that stores a variety of personal financial data of tax purposes. These users become very proficient in using a specific software package. Behavior modeling techniques Behavior Modeling, a component of Social Learning Theory, is the act of guiding the employees how to do something by showing them the standard modeled behavior. This process is of the premise that people tend to inevitably learn things they see in a hands-on way. Financial Institutions often use behavior modeling to find out the percentage or the number of users who are likely to avail their services. For example, a credit card company may examine the type of places where a credit card has normally used at and the amount of purchases to find out future behavior. Retailers to estimate customer purchases can also use behavior modeling. For example, a retailer may examine the types of products that a customer purchases, both in-store and online, and the find out the likelihood that the customer will purchase a new product based on his previous records. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 38 Personas A persona in UX Design is the characterization of a user who represents a segment of your target audience. On a project, you might create any number of personas to be representative of a range of user needs and desires. The solutions you design must answer these needs in order to deliver value to your target audience. Typically, Personas has created at the definition phase of a project to better understand the specific needs of your target audience. A persona has used as a reference throughout the project lifecycle to ensure that every decision has made in service of the personas a need that has been identified. If you are designing functionality that does not directly address a personas need then you should not be designing it, or your personas are incorrect. The details contained in personas should be formed from research with real/future users. It can be too easy to simply fabricate a set of personas to exactly match internal project requirements. Personas should also be updated occasionally as perceptions, opinions and needs can change with time. You would typically have more than 1 persona, but beware of creating too many. If a small number of personas do not accurately represent your audience, consider segmenting them into primary and secondary groupings, with most focus given to the primary. Personas are typically created by a member of the design team responsible for requirements, research or user experience. We use personas on most projects and often help define the initial set of stories that we might explore. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 39 2.2. Select a specific und user from those identified in 2.1 & appraises & develop user ‘Persona’ for the identified user. Present your empathy map, experience map, customer journey map & service blueprint. I was selected Standalone user for develop user persona. Under that, I choose Mr. Ayesh Indika Rathnayake as an end user. Ayesh Indika Rathnayake Graphic Designer Demographic Age: 24. Location: Colombo, Sri Lanka Education: Graphic Designer Job: Extrogene Software pvt ltd. Tech Internet Social Networks Messaging Games Online Shopping Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 100% 40% 50% 100% 85% P a g e | 40 Empathy map for selected user What else am I missing? It should be attractive Where should I start? It should be easy to use I want something awesome I want something reliable Data usage will be big or not. Is this user friendly? Check the web site SAYS THINKS DOSE FEELS More research Ayesh Excited Unsure is this attractive Check the rules and regulations Make small decisions Usability? Figure 13: Empathy Map EXPERIENCE THINKING DOING Experience map AWARENESS realize there is little time for the download a song Discovery Search for the website Finding Brows categories Founded Listening Download and listening Sharing Share experience with others Downloaded songs, i am listening lot of times Share it with friends Found the song as you want Music are important Convenience Enjoyability Enrichment Lot of times I am searching new songs Convenience Enjoyability Enrichment I am searching different type of songs in various languages I want to create unique playlist Convenience Enjoyability Enrichment Convenience Enjoyability Enrichment Figure 14: Experience Map Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 42 Convenience Enjoyability Enrichment Convenience Enjoyability Enrichment Customer journey map Ayesh Graphic Designer & Music Lover Research new music and artist around the world Research new websites Goals and Expectations “Making my own music web site” Finding new music, different type of music and web sites Taking membership in useful website Become familiar with new music 1 Collecting new audio and video songs Listing and sharing 5 3 I need online support or another person support I am ready to try some real music I feel like I am getting a lot better. I am ready for the next level 2 4 There are so much songs, I do it step by step I am downloaded many songs. I want to choose the songs I like Figure 15: Customer Journey Map Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 43 Service blueprint CUSTOMER ACTION ONSTAGE ACTION BACKSTAGE ACTION SUPPORTING PROCESS Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 44 (Keep space intentionally) Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 45 2.3. Choose a suitable development methodology to develop interaction / interface for the Persona developed in 2.2 and justify your selection. LUCID Methodology The LUCID Framework (Logical User Centered Interaction Design) LUCID – Logical User Centered Interaction Design – began as a way of describing the approach to interface design at Cognetics Corporation. It has evolved into a framework to manage the process of designing an interface in a way, which incorporates the best industry practices of user-centered design and usability engineering. LUCID Logical The design process builds on a strong conceptual model. User Centered Software has designed in the Interaction Design Interaction design has context of the overall tasks treated as distinct from and workflow (including technical design. refinement includes user both manual and The scope of the design is feedback at all critical stages. computerized activities). "everything but code" and Iterative review and Successive prototypes and Design is based on user includes: team reviews allow activity and employs the look and feel opportunities for technical user's language and context. language review and ensure viability of the design The design model fits the screen objects & layout user's mental model rather navigation than the technical user assistance implementation model. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 46 Over the past 30 years, several techniques for managing software development projects have been developed and documented. While these techniques have helped large software development projects meet time, budget, and quality goals, they do not directly address usability issues. Because most systems being developed today are interactive, software development methodology must be expanded to include the design of the user interface. The LUCID Framework has developed to fill this need. LUCID has organized into six stages Envision Develop a clear, shared and communicable vision of the product. Decide on the usability goals for the interface design. “UI Roadmap" to document the preliminary analysis and concepts developed during these activities. Conduct User and Task Analysis Perform a comprehensive and systematic analysis of user task requirements through studying users to understand needs, expectations, tasks and work process and determine implications for the interface of this information. Design and Prototype Create a design concept and create a key screen prototype to illustrate it. Evaluate and Refine Evaluate the prototype for usability and iteratively refine expand the design. Complete Detailed Design and Production Complete the detailed screen design for the full program. Develop all user assistance material included in the interface. Manage late-stage change. Evaluate and Refine Repeat usability evaluation activities with early versions of the program or an enhanced prototype. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 47 Release and Follow Up Plan and implement the introduction of the product to users, including final usability evaluations to ensure that the has met the goals established at the beginning of the project. Create and monitor feedback mechanisms to gather data for future releases. Figure 16: LUCID Methodology Reason for choosing LUCID Methodology The design process The development of real scenarios and of social impacts coming from using new systems Usability support Note the difficulties of users, their mistakes... evaluate performance data on interfaces developed with LUCID Development tools new instruments speed up the implementation and favor the design-testrefinement cycle Guidelines Words and icons Screen-layout issues Action sequences Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 48 2.4. Develop the user interface / interaction concept for the selected persona based on the selected development methodology. TOOLS DELIVERABLES Build The Business Case Business plan User journey User personals System Analysis High-level visual design or prototype Screen layout detailed requirement Market analysis Competitive analysis Develop High Level Requirement User Interview Focus group Online surveys Conceptual Design Usability Testing Technical Planning Detailed Design The product Build Testing and support guidelines Release Figure 17: LUCID Design Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 49 2.5. Plan end user testing for the selected persona based on the standard testing methodologies. Testing Methodologies Software testing methodologies are the various approaches that can be used to test an application to ensure that it behaves as expected. This includes everything from unit testing to complete end-to-end testing. The idea of using various testing methodologies in the development process is to ensure that the software can successfully work in multiple environments and different platforms. Broadly, this can be broken down into functional and non-functional testing. In functional testing, the application has tested against business requirements and incorporates various test types that has configured in a way that software behaves as expected to utilize the test cases provided by the design team. The testing methods include the following: Unit testing Integration testing System testing Acceptance testing Non-functional testing includes test that has focused on operational aspects of the software application. This includes: Performance testing Security testing Usability testing Compatibility testing They the key here is to have a robust testing framework that can ensure high-quality software. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 50 Usability Test Plan Author Contact Details E-music cloud (EMC) Product under Test The music web site E-music cloud (EMC) Test Objectives Do peoples understand the valid proposition? The concept of an online Concierge service? Business Case The test will address several key questions that the design team need answers to for the next iteration failing to answers these questions now increases the risk of the developing the wrong product Participants A mix of men and women Artists All must own a laptop or smart phone Do peoples trust the service? Test Tasks Appearance of the website Login or Signup for the service Member profiles Payment options Admin panel User privileges Product quality Do the emails help peoples proceed through the various stages? Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 51 Responsibilities Ayesh Indika Searching options Database Product Quality Payment Options Download rules Activity 03 3.1: Examine appropriate tools to develop the interface/ interaction designed in activity 2 Home page I have created a prototype using appropriate tool for e-music cloud (EMC). I thought this design should be different from other common music websites. Therefore, as a first step of design I have created a home page prototype. There is no lot of things in home page. There is only animated background and menu bar on the right side has included for users. Every user who is visiting to the web site, need to be login using their user id and password to get a better experience from site, If someone has not registered, they need to get a membership using signup form. For an appearance of home page, I have used company logo; selected background image has based on music. In addition, Home page prototype as follows, Figure 18:home Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 52 Login Form In the scenario, they have mentioned several types of users in the website. First, one is EPN: e-music producer network and other one is E-Music Discovery. Therefore, in here I have designed login form for these two types of users. Users can login as a producer or member selecting their user category in login area. Login form prototype as follows, Sign up form E-music producers and new members need to be register for access a web site. Every user must provide their true details to web site. The producers have to insert more details than normal users to get registration complete. User sign up form prototype as follows, Music producers Dashboard Registered producers have lot of facilities on their dashboard. They can publish or un-publish their work, monitor the distribution of their published songs, view their account balance and use a button to withdraw the balance through a cheque. Members Dashboard Registered users can look up artists, albums, generals to find music they like. Once the discovery has made, the user has options to o Rent the song for 3 months: Song will be available in My Library for 3 months. o Own the song: Song will be available in My Library until user cancels the subscription. Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 54 3.2: Develop the user interface Figure 19:discovery Bootstrap Connection HTML Coding Figure 20:code Figure 21:code Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 56 Figure 22:code CSS Coding Figure 24:code Figure 23:code Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 57 Login Page Figure 25: E-Music Cloud Login Page Login Form HTML Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 58 Member Registration form Figure 26: Sign Up Form Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 59 HTML coding 3.3 : Conduct a user experiment and collect feedbacks Whether I give my users access to a website usability testing before the launch will be of utmost importance. Usability means that something can be used effectively, efficiently and satisfactorily. In other words: I can achieve my goal using the application (effective). It takes as little effort as possible (efficient). And I’m happy with the action and the result (satisfactory). . Num. Action 01 Launch Inputs http://localhost/music/index.html Application Expected Actual Test output output browser result EMC music EMC music Microsoft cloud Home cloud page 02 Register Name,birthday,gender,phone number, email Test Pass Edge Test comments [Maheshika 9/1/2019 03. Home page 48p.m]:Lunch Register Register Microsoft successful [Maheshika success success Edge Pass 9/1/2019 03.450p.m]:Login 03 Email id- email maheshi@gmail.com &,incorrect password- 03.50p.m]:Login password ########## successful &vertification Verification code- code and click 12345 Login success Login success Microsoft Pass successful [Maheshika Enter correct Edge 9/2/2019 Login button 04 Enter correct Email id- The site says The site Microsoft email &, maheshi@gmail.com “Invalid says Edge incorrect password- Details” “Invalid 56p.m]: Invalid Details” Login attempt password ########## &verification Verification code- Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 Pass [Maheshika 9/2/2019 03. stopped P a g e | 62 code and click 12347 Login button 05 06 07 Home eM player contact Click e-music discovery Artist ,album, search Name,email,messege Open Open discovery discovery Edge 9/2/2019 04. page Open you page Open you Microsoft 00p.m]: successful [Maheshika want artist, want artist, Edge song album Submit your song album Submit Microsoft message us your message us Microsoft Edge Pass Pass [Maheshika 9/2/2019 04.15.m]: Pass successful [Maheshika 9/2/2019 04.25.m]: successful 3.4 : Evaluate feedback received in 3.3 and build a new iteration if the interface based on the outcome of the evaluation. Usability tests involve setting aside my own opinion and seeing how other people handle an application. That way, I notice very quickly what works and what doesn’t. I can see which problems users have and what they understand straight away. I might also see approaches or possible uses that surprise I. In any case, every user test takes I a step further. I move away from my gut feeling towards empirical bases for improving the application. And I move away from discussions in the team based on assumptions about which solution is better, which order is more logical or what ‘goes down better’ in general. User experience testing follows the scientific method. I identify a question or need, generate a hypothesis, set up the experiment, run the test, and analyze the results. There are tons of tools available to help you better understand UX testing, but we’ll get to those later. First, I want to share some of the most common methodologies for user experience testing. EMC music cloud encompasses many different skills and disciplines in the production and maintenance of websites. The different areas of web design include web graphic design; interface design; authoring, including standardized code and proprietary software; user experience design; and search engine optimization. Often many individuals will work in teams covering different aspects of the design process, although some designers will cover them all. Compatibility with browsers: With the introduction of different browsers, we are constantly facing the challenge of building a web site which is compatible with almost all the major browsers. After designing a website, it should be tested on all browsers to ensure that the website is completely functional. Navigational structure: Navigational structure is one of the vital aspects of any website, as the usability of the website is based on an excellent navigational structure. Hence, in order to avoid any such issues, I have to ensure that they provide a proper navigational structure to the users. Positioning of content: Another prominent aspect of a website is that the users should find it readable. While designing the structure of the website, the I should place the content in such a manner that it enhances easy reading. In addition, use suitable colors when it comes to font. Challenges Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 64 The process of creating a website is a major challenge for its it involves a wide array of devices, code frameworks, scripts, and of course, the constant need to work in an innovative way with others to effectively manage the process. When compared to a desktop site, building a website takes a significant amount of time. In a website, the content should be prioritized for mobile use. For smaller screens, the designer must know precisely what matters, the devices that people use, their circumstances, and their unique goals. Interaction in desktop sites and mobile devices are different. Cost When I calculate the cost needed to build a website, it isn’t unusual to see myself spending to ensure my website is properly running. Readability The most important issue in my website creation is ‘readability’. Readability refers to the practice of delivering the write up in a way that enhances ease of reading. Navigability If people are unable to easily navigate through a website, they will leave as quickly as they come. The navigational structure of the website is a big challenge for webmasters and web designers. In fact, navigability is the most important aspect of website design. An effective navigational structure of the website enhances usability. Usability In fact, this is the sum total of the other \ biggest challenges in website creation, mentioned above. The success of website creation depends on whether or not it conforms to the usability guidelines. In terms of usability, my website should be easy to use and the information should be easy to retrieve for users. Websites that place restrictions (bookmarking not possible, printing problems, disabled back buttons, emailing of link not possible etc.) on users simply damage their website’s usability. analyzed any technical challenges I faced in development. I was able to use the plans I worked out to create this site. I was used HTML, CSS, PHP and JS to design this site. Also, I have faced some challenges in the design and I was able to manage it well. As an example: There were some issues between the web page and the MYSQL database. But I was able to solve those problems successfully Activity 04: 4.1 : Collect feedback for the new interaction of interface developed in 3.4 and evaluate feedbacks across all iterations of the interfaces developed. I get independent feedback on my eMusic website solution from the non-technical users and some developers. I submitted a question paper to get feedback. They are listed below. Figure 27:feedback Figure 28:feedback Figure 29:feedback 4.2 : Critically review the final version of the interface and test results comparing against the original interface/ interaction plan. E-music cloud (EMC) is my created new website. It is great because an emerging, cloud based, online music platform developed in Sri Lanka by a tech start-up founded by a group of young graduates. EMC’s vision is to “become the Sri Lanka’s No1 online music provider” with a mission set to “Create a seamless user experience for discovering and immersing in music’s that beat with we and our heart no matter who we are and where we are or what device we use”. EMC team will be bringing Sri-Lankan & International music online and available to all registered EMC users. EMC team is hiring me as the Chief User Experience Officer, putting you in-charge with designing UI for the various faces of the service and creating a seamless experience to EMC’s users, which is superior to any similar services available throughout the globe. Chief Technology Officer of EMC has following outline of the services available within the EMC, which represent core functionalities of the platform and be available to relevant users of the service. Mainly include here, 1 e-music producer network 2 eMusic Discovery Once the discovery is made, the user has options to o Rent the song for 3 months: Song will be available in My Library for 3 months. o Own the song: Song will be available in My Library until user cancels the subscription. 3 My Library User has options to select a song and o Preview it o Add it to a playlist o Gift it to a friend (for a week, Permanently, just one listen) (* When gifted, it will be greyed out from My Library for the ‘Gifted duration’. If it is a permanent gift, clicking on it will bring user back to the eMusic Discovery with the song in discussion already selected”) o Find “Music Like This” which will take the user to discovery section to find similar music’s, artists and albums. 4 eM Player: When user plays a song or a list, the user will be brought to the eM Player which gives play controls and allow different playlist manipulations. It also contains records of previous play-lists and gives user to rate the presently playing music. In addition, player also contains the previously discussed “Music Like This” and “Gift” options which can be applied to the selected song or selected play-list. 5 Settings: Will give user the options to manage visual appearance, language settings, payment options and options to manage devices connected to user’s EMC account. Good feature is that you can repeat a line of the song as often as you want, until you know the missing word. Also, the website is very easy to navigate One of the drawbacks is that some songs are not on the website. However, you can just ignore it. To sum up, I think this is an excellent website if you like music. You should check it out! 4.3 : Critique the overall success of your User Interface concept and discusses your insight using prototyping. I created this e-music cloud (EMC) is an emerging, cloud based, online music platform developed in Sri Lanka by a tech start-up founded by a group of young graduates. EMC’s vision is to “become the Sri Lanka’s No1 online music provider” with a mission set to “Create a seamless user experience for discovering and immersing in music’s that beat with you and your heart no matter who you are and where you are or what device you use”. EMC team will be bringing Sri-Lankan & International music online and available to all registered EMC users. I have following the services available within the EMC, which represent core functionalities of the platform and be available to relevant users of the service. 1 e-music producer network: Section of the e-music cloud where music produces can register, sign up their latest work for distribution, publish or un-publish their work, monitor the distribution of their published songs, view their account balance and use a button to withdraw the balance through a cheque. eMusic Discovery: Section of the service where registered users can look up artists, albums, generals to find music they like. Once the discovery is made, the user has options to * Rent the song for 3 months: Song will be available in My Library for 3 months. * Own the song: Song will be available in My Library until user cancels the subscription. Within eMusic Discovery section, an integrated AI service will automatically . furthermore Include all music’s, music videos & playlists available to the user at that time. User has options to view and sort by Artist, Album, Genera, Year, Source (Rented, Own, Gifted) and etc. User has options to select a song Database application designed for; reduce the time and easy to give the good productivity. Tangible benefits are easier to quantify and often take center stage in the process improvement arena. They include reduced operating costs, higher revenues and improved standards. Stress consistency between web systems I can — and should — use prototyping as part of various stages of Design Thinking. I can use prototyping as an ideation method, as it allows I, as well as users, to explore alternative solutions. This is possible because prototypes are physical representations of my solutions, and thus prototyping allows me to think by doing. Adopting a ‘thinking by doing’ mindset is extremely helpful in letting I derive more value from researching, defining, ideating, and testing. I am happy about that overall success of my User Interface concept Next delivery I have the future improvements successful well. Reference online. 2019. DNS server. [ONLINE] Available at: https://developers.google.com/speed/public-dns/. [Accessed 20 January 2019]. Mr. Martin Fernandez. 2019. Seo. [ONLINE] Available at: https://www.seo.com/. [Accessed 2 December 2018]. (blank page initially ) Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 73 Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 74 Self – criticism When I am doing this assignment, I had many difficulties in remembering the meaning of technical words such as Keystroke Level Model, LUCID Methodology and many other words. I dealt with such teams by classifying them and jotting them down to personal notes through research on the area I was coping with, so that I would often remember them but with the guidance from my lecturer and my positive attitude help me to complete this assignment successfully. It is also my fault that at certain points I have debated topics to my personal opinion even though there were lack of evidence supporting my conclusions. Such points reflect my inability to critically compare and highlights my inability to transcribe direct quotations. I could always include the most timely, accurate and reliable information to support my suggestions. Even though these things degrade the quality of my work, I found myself pushed to be a critical and reflectivity learner through the experiences I had dealing the trials raised upon completion of the assignment... Figure 30:gantt chart Maheshika Wijesinghe| User Interface & User Experience| Assignment 01 |Reg.No 11179 P a g e | 76