You must submit two separate copies (one Word file and one PDF file) using the Assignment Template on Blackboard via the allocated folder.
You must submit two separate copies (one Word file and one PDF file) using the Assignment Template on Blackboard via the allocated folder. These files must not be in compressed format.
It is your responsibility to check and make sure that you have uploaded both the correct files.
Zero mark will be given if you try to bypass the SafeAssign (e.g. misspell words, remove spaces between words, hide characters, use different character sets, convert text into image or languages other than English or any kind of manipulation).
Email submission will not be accepted.
You are advised to make your work clear and well-presented. This includes filling your information on the cover page.
You must use this template, failing which will result in zero mark.
You MUST show all your work, and text must not be converted into an image, unless specified otherwise by the question.
Late submission will result in ZERO mark.
The work should be your own, copying from students or other resources will result in ZERO mark.
Use Times New Roman font for all your answers.
Description and Instructions
General Guidelines
The deadline for project submission is Monday, December 4, 2023.
Each group can have up to 3 members.
The project carries a total of 14 marks: 10 marks are allocated for the project work and documentation, while 4 marks are for the PowerPoint presentation.
Students are required to both present and upload their PowerPoint presentations on Blackboard (BB).
The project is divided into four sections, with marks designated for each. The PowerPoint presentation is worth 4 marks.
2 Marks
Learning Outcome(s):
LO1: Define interaction design process and describe different type of models, theories and frameworks for conceptualizing interaction.
LO3: Demonstrate data gathering, analysis, and presentation techniques for discovering user interface requirements
Part One
Modern HCI recognizes the multifaceted nature of design approaches that cater to diverse user needs and contexts. Four significant design strategies include user-centered design, activity-centered design, systems design, and genius design. Each of these approaches offers unique insights and methodologies for crafting effective interfaces.
1.Using the design approaches discussed in Chapter 2, propose a design for a software prototype for one of these groups of users:
a. Remote Workers
b. Travelers
c. Students
d. Healthcare Professionals
2.Your software prototype can be of any platform – web, mobile, stand-alone, wearable, etc. Your tasks are:
Name your software prototype and elucidate its aim, objective(s), and the specific problem it seeks to address. Also, specify which design approach(es) from Chapter 2 you are primarily leveraging and why.
3.Requirements Gathering:
Engage potential users through an online survey, interviews, or observations, tailored to your chosen user group. Aim for at least 10 survey responses and conduct two interviews or observations (or a combination).
4.Summarizing Findings:
Analyze and present your findings, focusing on user needs, tasks, and functional requirements. How do these findings align or diverge from the design approach(es) you’ve chosen?
5.Insights and Feedback:
Point out any unique insights, feedback, or innovative metaphors encountered during your data collection phase. How might these insights influence the design approach(es) you’ve chosen?
2 Marks
Learning Outcome(s):
LO2: Explain cognitive, social, and emotional aspects of different types of user interfaces.
Part Two
The design phase is a precursor to prototyping. This involves visualizing and detailing the UI design. Based on your discoveries from Part One, articulate how the prototype will be fashioned and function. Your tasks involve:
Conceptualizing the Design:
oCraft at least three preliminary layouts that represent user requirements, the problems the prototype intends to solve, and the envisioned user interactions.
oExplain how the chosen design approach(es) from Chapter 2 influenced these conceptual designs. For instance, if activity-centered design was a primary choice, how does the design cater to specific user activities?
oSimple sketches or wireframes can be utilized for this task.
Concrete Design:
Convert your conceptual designs, enriching them with specifics like colors, auditory cues, graphics, menus, icons, etc. Dive deeper into design nuances as discussed in Chapters 7 and 12. Employ any visual design software you’re comfortable with.
4 Marks
Learning Outcome(s):
LO4: Illustrate prototyping for interaction design and explain practical facets of interface construction.
Part Three
Prototyping brings your designs from Part Two to life, emphasizing interactivity. Design the interactive elements, ensuring users can explore and engage with the UI for eventual feedback during evaluations. While your prototype doesn’t need to be fully operational, it should be demonstrative of the intended final product. Utilize any visual programming platform of your choice.
For every interface screenshot, describe its function, its state transitions, and underline any UX methodologies applied to minimize user errors. Chapter 13 provides insights into UX design patterns.
Complement your prototype with a 2-minute video showcasing its interactive features.
2 Marks
Learning Outcome(s):
LO5: Describe and apply various interaction evaluation techniques.
Part Four
Evaluation determines the prototype’s usability and user acceptance based on UX benchmarks. Select at least three potential users, ideally those you previously interviewed or who participated in your survey. Execute a User Acceptance Test (UAT) with these individuals and analyze their feedback with these criteria:
1.Gauge the average user satisfaction based on the prototype’s goals and objectives.
2.Count occurrences of both recognizable and unfamiliar metaphors or details to users.
3.Identify elements or functionalities that users found perplexing.
4.Gather additional suggestions or feedback for refinement.
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