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UI Design Brief for Fiscal the

Fraud Fighting Ferret Cyber


Safety Program Application

Students:
Gareth Forbes - s2944217
Matthew Britt - s2853117
Jessica Stevens-Farmer - s2937476
Sandeep Kaur - s2922944

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Task Allocation and Completion


Date

Ver.

Author

Addition/Alteration

20/3/15 2/4/15

0.1

Jessica Stevens-Farmer

assigned section 5

0.1

Completed section 5

20/4/15

0.2

assigned section 6.2

8/5/15

0.2

Completed section 6.2

3/7/15

1.0

assigned section 7.2

6/7/15

1.0

Completed section 7.2

20/3/15

0.1

2/4/15

0.1

Matthew Britt

completed section 1 & 2

8/5/15

20/3/15

Refurbished previous
work that needed work/
was incomplete. Did
Prototype
0.1

Gareth Forbes

2/4/15
8/5/15

assigned section 1, 2

0.2

assigned section 4
Completed Section 4
Completed Prototype
Completed Structural
Design

23/5/15

1.0

7/6/15

1.0

5/6/15

1.0

Assigned Editing of
prototype.

7/6/15

1.0

Completed Prototype

20/3/15

0.1

2/4/15

0.1

completed section 3

5/5/15

0.2

completed personas

Assigned section 8
Completed section 8

Sandeep Kaur

assigned section 3

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6/5/15

0.2

completed alpha design

8/5/15

0.2

Completed structural
design

1/6/15

assigned section 7.1

5/6/15

completed section 7.1

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Table of Contents
1. Introduction
1.1. Purpose of this Document
1.2. Scope of this document
2. Background
3. Target audience
3.1. Audience beliefs
3.2. Audience levels
3.3. Audience demographics
3.4. Audience expectations
4. Problem Statement
5. Goals
5.1. Usability Objectives
5.2. Single message
5.3. Mandatory elements
5.4. Deliverables
6. Alpha Design
6.1.

Structural Design

6.2.

Visual Design

6.3

Prototypes

7.Test
7.1

Test Plan

7.2

Test Result

8.Final Design

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1. Introduction
1.1.

Purpose of this Document

This document is a design brief for a mobile application, presenting


Fiscals five tips to protect your online identity. The document will
include user research data for the application, the design work and
recommendations, and the user testing of the application design.

1.2.

Scope of this document

The main focus of this document has been on researching the


background of the project, and the core requirements that the Fraud
and Cyber Crime Unit have set out. This document will cover the
research carried out on target audience, including their
demographics and expectations, the problem statement, the project
goals for the application, a description of the structural design and
visual design, and finally a prototype demonstrating the design.
Aspects of the application development which are not within the
scope of this document include actual development of the
application,writing of any code to be used in the application, nor any
of the deployment and distribution elements of the application.

2. Background
Fiscal the Fraud Fighting Ferret Cyber Safety Program is an initiative
developed by the Fraud and Cyber Crime Unit within the Queensland
Police Service. This program aims to encourage school children to
accept the responsibility of being Fiscals Deputy, to learn about
cyber safety, online threats and responsible online behaviour, and to
share this information with their family.
Our role in this project is to develop an engaging user interface
design for Queensland Police to use when moving forward with the
development of the application.
The Fraud and Cybercrime Unit is in discussion with Samsung
regarding the pre-installation of an application on all their mobile
devices. The audience for this application is both children and
adults. This application will be of great value to the Cyber Crime
Unit, as it will help to educate users on the dangers of not protecting
your identity while online. Children will benefit greatly for using this
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application, teaching them to be aware of the dangers which are


plaguing the online world. It will also arm them with the skills to
recognise and subsequently avoid becoming a victim of online
predators.

3. Target audience
Since Fiscal the Fraud Fighting Ferret program is mainly focused on
providing awareness to primary school children about cyber safety.
So the main target audience for this program are primary school
students. Teachers and parents of these students are also
categorized as the audience for this project.
To figure out the audience for this project, we did a complete
research on Fiscal the Fraud Fighting Ferrets website and we did the
research on Queensland Polices visit to different schools. We
performed online research to discover who were involved in this
project, who was directly addressed by the Queensland Police, and
who is indirectly related to this project.

3.1.

Audience beliefs

This program is mainly focused on providing cyber safety awareness


to the school children. As the Queensland Police already visited a
few schools to spread awareness, a portion of the target audience
already know Fiscals 5 tips to help protect your identity. For those
already familiar with the program, audience belief about this
product is that it is designed in such a way that it engages the
attention of children.
For those who have not yet been introduced to the program,
audience belief will be limited to what little information they have
been exposed to regarding online safety, whether it be through
school programs, news and other media stories, or from parents
warning their children. Fiscals five tips will be a new concept to
these users.

3.2.

Audience level

As this program is mainly focused on providing awareness about


cyber safety to primary school children, the core level audience for
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this project are the primary school students. This project is not only
limited to students, but the teachers and parents of those students
are also involved. A secondary level audience for this project are
teachers and parents of the students (primary level audience).
Tertiary level audience are not normally directly related with the
project, they are only those who could have an interest in the
project. For this project, tertiary level audience are anyone with a
Samsung mobile device, meaning they are a potential user.
We are looking forward to consolidating the existing client-base
instead of appealing it to a new market.

3.3.

Audience demographics

The primary audience for this program is primary school children, so


the target demographic is 5-12 year olds. It means we need to have
an emphasis on making the design child friendly. Since the
secondary audience for this program is parents, and teachers of the
students, adults will also be the audience for the program.
There is a great difference among the educational qualifications of
the audience. On one side the audience are only primary school
students, while on the other hand highly qualified teachers are the
audience as well. But since the primary audience are the students,
our design should be based on the level of the students.
The primary audience for this product does not have extensive
knowledge about the technology, however a portion of them are
expected to at least have some awareness of the hardware in
question - namely a smart phone and its capability to run
applications that are interacted with by use of a touchscreen. Some
of the primary audience may even have experience with some of
the devices available applications - likely those which are aimed at
children in particular, such as educational applications and mobile
games. This is due to most parents occasionally allowing their
children to play on their phones, and as a result these children will
be more familiar with some of the more common conventions that
most applications follow.
So the design should be simple and easy to use, making sure it
adheres to Androids best practices and is following common user
interface conventions, such as typical touch screen behaviours like
tapping or swiping, making interface elements like buttons behave
in the expected manner, and where possible, any icons on buttons
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clearly infer the buttons function within the application. The design
should also reflect the literacy level of the target audience, allowing
for greater understanding of the concepts within.

3.4.

Audience expectations

As the audience for this product is mainly students, their teachers,


and their parents, there are lot of expectations for this project.
Students are expecting this design to be interesting and engaging,
having a high level of interactivity, while the teachers and parents
are expecting this project to be reliable, able to keep the childs
interest for long periods of time, very informative while still
remaining visually appealing. So the design for this project needs to
meet these expectations while staying true to the goals of the
program at the same time.

4. Problem Statement
The main problem that the Fiscal the Fraud Fighting Ferret Cyber
Safety Program is looking to solve is to instruct young children and
adults alike to be safe while browsing the internet and be safe with
any personal information. This includes keeping virus databases
updated, limit the amount of information posted online, to change
your password regularly, shredding documents instead of putting
them in the bin as well as never giving your personal information
over the phone. These Topics will be covered in a simple, easy to
use program that can be used by people aged from as young as 4
years old to people aged 80+. A simple, user friendly layout will be
used.
Most of these topics covered by the program are not 100% suitable
for children, such as shredding information and updating a
database. These are aimed at older users. This will be defined within
the application and will be simplified for a younger audience as
shredding information is extremely dangerous for a young child and
keeping a virus database up to date is too complicated.
The Fiscal the Fraud Fighting Ferret Cyber Safety Application
development process may encounter problems that can affect the
development time frame. These problems may include time
restraints, limitations within the design phase, developers who
encounter sickness and/ or personal matters. There is no budget for
the program, but time can definitely be an issue if things go wrong.
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5. Goals
5.1.

Usability Objectives

The usability objectives for this project are for the user interface to
be efficient, effective, engaging, error tolerant and easy to use in
order to meet usability requirements for the audience. Due to the
audience being mostly school students, teachers and parents, the
design needs to be easy to use without the need for a manual, it
must be engaging enough to keep their attention while also have
the underlying message of the application which is promoting the
cyber safety message. I.e through the use of video and the
character art throughout the interface.
To measure the overall usability of the design we will employ a
number of methods. They will be as follows:
1. To measure the efficiency of the designs usability we
will be using a metric known as the Number of Clicks Metric.
This will allow us to identify whether the design reaches an
ideal number of user interactions to perform particular tasks in
the application.
2. To measure the effectiveness and level of engagement
achieved with the design, we will observe members of our
primary audience as they test the design and determine
whether they successfully navigate through the application,
unprompted and with apparent enthusiasm, making sure that
throughout the use of the application they are presented with
all of the inherent information, particularly Fiscals Five Safety
Tips.
3. To measure the designs error tolerance, we will use a
metric known simply as the Errors metric. This can be
performed in conjunction with the aforementioned method of
measuring effectiveness and level of engagement, but is a
separate metric as it records any instance of a user
performing any unintended action or making any mistake.
4. Finally to measure the designs ease of use, two metrics
will be used, first being a metric known as Task Level
Satisfaction metric, and second being Test Level Satisfaction
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metric. Task Level Satisfaction is a measurement of each


single tasks difficulty to perform. Test Level Satisfaction is a
measurement of the designs overall ease of use.

5.2.

Single message

The primary message that the product needs to convey are the
Queensland Police Force's cyber safety tips which will be conveyed
through Fiscal the Fraud Fighting Ferret.
1. Limit the amount of information you post online. Never
post your full name and date of birth
2. Make sure you update your antivirus software.
3. Never give out personal details to anyone who calls you
on the telephone or sends an email or text. Talk to your
parents first.
4. change your password regularly and never use your
date of birth or anything too obvious - Never give out your
password to your friends.
5. Shred documents containing your personal information Never just put them in the bin.
and overall, encourage children to learn about cyber safety, online
threats and responsible online behaviour and also share this
information with their family. Being that the application is being
developed in conjunction with the Queensland Police Cyber Crime
Unit, parents and teachers of children will feel a higher level of trust
for the material presented. The application design focuses on
repetition of information which helps to make the information more
memorable to the audience.

5.3.

Mandatory elements

The mandatory elements within the design include the Queensland


Police Forces logo and contact information, as well as the five cyber
tips that are being promoted. It is also necessary to have the
characters and artwork as provided such as fiscal, sophie etc. within
the application in order to create a link between the message and
the characters and the website.

5.4.

Deliverables

Project deliverables will be this design brief with details regarding


the user research that has been done and the corresponding results,
and the user design we have developed.

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On completion of the product, we will deliver a user friendly


application design in the form of a prototype, created using
JustInMind prototyping software with a complete user interface that
successfully promotes the Queensland Police Forces desired
message to the target audience, school children, parents and
teachers, in an interactive and engaging way.

6.

Alpha Design

This section of the document gives the overview of the structural


and visual layout of the product we are designing. This section also
describes how the actual product is going to look. It describes how
we are going to navigate through the whole product. To make the
design of our product we design the personas and by using our
personas we designed the structural and visual layout of the
product. The final prototype is also based on key findings we
discerned from the personas we made. These key findings simply
consisted of the persona for our primary audience having a
preference for light, bright colours, leading us to incorporate such
colours into the design.
We made two personas, one of them targeting on the primary
audience and the other one targeting on the secondary and tertiary
audience. Here are the personas we made.

Susan - Adult
Susan is an adult who aims to provide a
better cyber environment to the children of
this generation.
Characteristics

18+ years old


Is not tech-savvy
Prefers light colours

To fight cyberbullying

Goals

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Behaviours

Colour preference
1Light
Colours

10 Bright
Colours

10 Completely
motivated

Motivation to fight cyberbullying


1Not
motivated

Technology
1Not good
at

10 Fabulous
at

Each colour on the above chart represents an instance of the persona, so the placement of
the colour indicates the response to the behaviour question by that instance.

Toby - New Generation


Child
Toby is a child of the new generation, is good with
technology, and is concerned with cyber safety.
Characteristics

5 - 12 years old
Is tech-savvy
Prefers bright colours

To fight cyberbullying

Goals

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Behaviours

Colour preference
1Light
Colours

10 Bright
Colours

10 Completely
motivated

Motivation to fight cyberbullying


1Not
motivated

Technology
1Not good
at

10 Fabulous
at

Each colour on the above chart represents an instance of the persona, so the placement of
the colour indicates the response to the behaviour question by that instance.

6.1. Structural Design


This product is mainly designed for the primary school students as
mentioned previously . So while drawing the structure of the
product it was kept in mind that the primary audience for this
product are primary school children. In order to keep this product
engaging to them we draw a simple structural design.
While designing the structural layout we analyse the personas
Tobyand Susan. Toby is a child and is good with tech because he
was raised around it, while Susan is an adult and is not as tech
savvy. So while structuring the product we keep in mind their
abilities and structure it so that both of the personas can use it
easily and navigate through it easily.

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Here is the structural layout of the product.

Home page is linked to the other pages- Fiscals five tips, Fiscals
Fraud Quiz and Parental Information. The page Parental
Information is linked to the external Fiscal web page. Fiscal five
tips page is linked to the five other pages each describing each of
the tips in detail. All these pages are linked back to the home page
and to each other as well. The page showing tip 1 is linked to the
page showing tip 2 for easy navigation and so on. Fiscals Fraud
Quiz page is linked to the group of pages each asking one question
and each page linking to the other page.

6.2. Visual Design


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Layout:
As mentioned previously in this document, the layout and overall
design is targeted towards both children and parents/teachers and
therefore the layout is simple, easy to use touchscreen design so
that it is not too difficult to navigate. This was based upon two of our
research personas Susan and Toby, as it was evident that Susan
preferred an easier to use layout as she was not as technology
savvy and therefore an easier design was needed.
Below is an example screen using a point-and-click design to
demonstrate the concept we are borrowing from.

Visual Elements:
1st Page - Fiscal the Fraud Fighting Ferret
The initial page contains an image of Fiscal, and three buttons which
navigate the user to another screen as well as a title screen. The
image of Fiscal was chosen so that the children that are using the
application can identify who the character
is and what the app is designed for.
The background throughout the entire
app is white to make it easier for the
users to read the font and see the
pictures. It also makes it look cleaner. There are three buttons on
this page, all of which are the shade #8AD929, which is a light blue
colour. This shade was chosen due to research which showed that
Toby preferred lighter, bright colours compared to darker ones.
The buttons are also curved instead of square to make the overall
design less harsh.
The buttons are as follows :
Fiscals Five Tips
Fiscals Fraud Quiz
Parental Information
The font that was chosen for the design is Roboto size 16, this was
picked for two reasons, firstly it is easy to read which is good for
Susan as she may have trouble reading smaller letters, and
secondly Roboto is the recommended font in the style guide for
Android applications. The text also appeals to Toby as it is curved,
which is similar to comic-sans - a popular font for younger people.

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2nd Page - Fiscals Five Tips


On this page, there is a large picture of Fiscal along with the title of
the page Fiscals Five Tips another blue button that says Next,
and in the bottom left corner, a small Home icon.
The button on this page was designed the same as the previous in
order to make the app consistent (rounded edges, same font, same
colour). Instead of placing a button with the text Home in the
corner, a small image of a house was chosen to represent the home
button as this is a universal image for Home that does not require
words to understand what it means

3rd/4th/5th/6th/7th page - tip 1, 2, 3, 4 and 5


Each of the following five pages illustrate one of Fiscals 5 tips with
an image on each to reinforce the message.
The first tip page has the corresponding tip, in the same font
(Roboto) as the rest of the app with an image of kids crowded
around one computer screen. This image was chosen in order to
relate to the target audience (children) by having children of a
similar age depicted in the image. The illustration is also brightly
coloured to appeal to children. This page also has a Home button
in the bottom left and a Next button that directs the user to the
next tip page.
The second tip page is about network security, the tip information is
at the top of the screen so that is the first thing they will see, and
similar to the previous, the image below was specifically chosen to
reinforce the initial message and therefore it consists of different
anti-virus/internet security names and logos. This page also has a
Home button in the bottom left and a Next button that directs the
user to the next tip page.
The third page is, as the previous, in the same type of font as the
others and has an image that reflects what the message is
conveying to the target audience. Considering this message is about
not sharing all of your information online, there is a man dressed as
a burglar sitting on a computer. This image was chosen due to the
knowledge that burglars steal things, in this case your private online
information, which is represented by the computer. This page also
has a Home button in the bottom left and a Next button that
directs the user to the next tip page .
The fourth tip contains Fiscals fourth tip, which is to change your
password regularly etc. therefore an image of a user login was
chosen as it was appropriate for the tip. This page also has a Home

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button in the bottom left and a Next button that directs the user to
the next tip page.
The fifth and final tip from Fiscal is to dispose of any documents with
personal information, therefore an image of a document being
shredded was used as a visual representation of Fiscals tip. This
page also has a Home button in the bottom left. the button on this
page is consistent with the first page (rounded, blue) and has the
text Do The Quiz! which then navigates the user to the next part
of the application.

8th/ 9th/ 10th Page - Quiz Pages 1/2 / Congratulations


page
The First of the Quiz pages is a Pre-Start page, this is to give the
user time to get ready for the quiz that they are about to do. The
picture was chosen (Fiscal) as its suits the mood of the rest of the
app, and is a logo for most of the app. The second of the quiz pages
is the quiz itself, this is the only page of the quiz at this time as
other pages will be added in later versions. The quiz will be simple
and the questions will be taken from the 5 tips given on previous
pages. The Character used in the page is used to appeal to children
as they will see the character and recognise that he is a robber or a
person who steals.
Once the quiz has been completed, a Congratulations page will be
displayed whether they did well or not. The picture used is a Clip art
with the word congratulations and is used for comedic relief.

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6.3. Prototypes
The tools that were chose to create the prototype were JustInMind
Prototyper and Adobe Photoshop to create the pictures. These were
best suited in the creation of the prototype as they had the best
tools for the job. JustInMind featured preset layouts suited perfectly
for the android device user interface. Buttons and titles were readily
available and pages were able to be linked with ease.

JustInMind File Download


https://drive.google.com/open?
id=0B4PK6w9spdRhQnNEOFFuNUlGRms&authuser=1

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7. Testing
7.1. Test Plan
Now we have developed the interface for fiscal five tips to give the
cyber safety information to the audience, so now it is the time to
evaluate and test what we have done so far. This evaluation and
testing will take place to check that our work has been successful.
The testing will confirm that the final product meets the needs and
expectations of the users and it works as we intended. We had
already use personas to do simple evaluations but the final testing
with the end user is really important.
Testing goals and objectives: - Now the final product is almost
ready to be used for the users. So at this stage we will conduct
testing to make sure the product is working as we intended. The
main aim of the testing is to ensure the interface is easy to use by
the primary audience (school children) and they can navigate easily
through the product.
Improve the overall quality of the interface by
identifying any problems or issues that will make it harder for
the user to use the interface and achieve their goals
Produce an interface with the higher level of embedded
quality consequently resulting in better understanding of the
fiscal five tips about cyber safety to the users.
Identify obstacles faced by the users in using the real
product to make the product user friendly.
Research questions: - This part of the testing is the most
important part as these questions will focus on the key concerns of
the team. We will try to get the answers of all the queries in the
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mind. As we know the primary audience of the product are primary


school students, so of course we will conduct these tests on school
students accompanied by their parents or teachers. So by keeping
in mind these things the questions we will ask them will be multiple
choice questions. After answering the questions we ask them we will
ask them to give us the feedback which will be optional. Here is the
set of questions we will ask our users to answer after the testing.
Do you find it easy to navigate through the interface?
Yes, very easy
Neutral
No, hard
Do you get

the message we want to convey?


Yes, all of it
Yes, but not everything
No, I dont get anything

Was the information useful?


Yes, really useful
Neutral
No, not at all
Do you think pictures we use in our product are closely
related to our message?
Yes, all of them
Yes, expect a few of them
No, not al all
Do you like

the overall view of the product?


Yes, I love it
Yes, it was okay
No, not at all

Was the product engaging to you?


Yes, totally
Neutral
No, not at all

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Do you like

the quiz?
Yes, I like it
Neutral
No, I dont like it

Participant characteristics: - In our evaluation and testing we will


focus on all type of audience- primary, secondary and tertiary. Since
the primary audience of the interface are primary school children, so
we understand that it will be hard for them to give us the
evaluation. So the children will be accompanied either by their
teachers or parents. As the secondary audience are the parents and
teachers, we will conduct these tests on them as well. We will
conduct these tests with samsung users as well, as they are the
tertiary audience for the product. Here are some of the characters of
the users.
Primary audience
Primary school students
Age range:- 5-12 years old
Secondary audience
Parents and teachers
Age range: - 18+
Tertiary Audience
Samsung users
Age range: - 10+
Methods: - When we conduct any evaluation and testing we have
to keep in mind what approach we will use, what do we need to
conduct this test and most importantly how will we run these
sessions.
Approach: - At this stage when the product is almost
ready to use and launch, so we will use validation approach. It
is a detailed approach and through this approach we will look
at how well the interface performs according to the objectives
and the intentions of the team members.
Session: - Each of the testing session will take place
approximately 15 minutes. They will be given 5 minutes to
complete the questionnaire about the product which will be
provided by us to them. Each of the testing user will test the
product individually. We will provide them the devices to be
used for the testing.

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Pre-test requirements: - Before we actually starts the


test, we need to be prepared for the actual test. We need the
device with the product on it to give to the participants. We
also need the hard copy of the questionnaire we develop to
give to the users. After their interaction with their product we
will provide them with the questionnaire and the pen to
complete the testing.
Session introduction: - The moderator will introduce
the background and purpose of the product to make the
product familiar to the users. Moderator will give the overview
how the testing session will run.
Task List: - To complete the whole testing session, the users will
undergo some tasks they need to complete. Here is the list of some
important tasks.
Understand Fiscal Five Tips: - The home screen will
lead the users to the fiscal five tips about the cyber safety
which is the most important part of the interface.
Complete the quiz: - Fiscal five tips will lead the user
to the quiz which will analyse their understanding of fiscal
cyber safety tips.
Test environment, equipment, and logistics: - The session will
take place with the young students accompanied by their parents
and adults. In each of the session the users will be provided with the
necessary equipments that are needed to complete the project
which includes a device with the final product on it, hardcopy of the
questionnaire and pen to complete it. The moderator will introduce
the session to the participant and will ask the participants to
complete the tasks. There will be a silent observer who will keep an
eye on the users. The observer will observe and identify the
problems faced by the users while conducting tests.
Test Moderator Role: - As already discussed in this document,
moderator will introduce the session to the users. The main roles are
discussed below: Conduct a background review: - First of all
moderator will conduct a short background review about the

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product. He will tell them about the fiscal and how he is aimed
to provide cyber safety information to the children.
Introduce the session: - Then moderator will tell the
participants what actually is going to happen. How they will
ask them to test the product.
Provide electrical equipments necessary: - After
introducing the session, moderator will provide the users the
electrical gadgets needed to conduct the test.
Introduce the tasks: - After that moderator will give
the overview of what tasks they will need to complete on their
gadgets
Asks to do the tasks: - Moderator will ask the users to
complete the tasks identified in the task list above.
Helps to complete the task: - If the users encounter
any problem in completing the task, moderator will be there to
help them.
Deliver questionnaire and helps to complete: After actual testing, moderator will deliver questionnaire and
asks the users to complete them.
Data to be collected and evaluation measures: - During
testing, silent observer will collect some data and measures to
complete the tasks. Here is a list that will be observed for different
tasks:

Number of steps to complete task


Tasks completed with assistance
Tasks completed without assistance
Perceived amount of time
Usefulness of terms and labels
Number of false starts

Reporting result: - After the whole testing session, we will use


excel spreadsheet to evaluate the results. We will put their answers
in an excel spreadsheet so that we have a clear idea of what most of
the people likes and find easy to use and identify what they dont
like and find hard to use.

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7.2. Test Results and Analysis


On the 30th of May we underwent User Testing on our prototype
design. As previously mentioned in this document, our target age
group is from 5 to 12 years old and in total, there were 7 users
tested, five children between the ages of 5-12 and two adults. For
their own privacy, personal details about the users will not be
disclosed.
The average testing time was 12-15 minutes depending on which
way the users chose to go through the pages. The tests were
undertaken from 10am to 2pm.The quantitative results have been
illustrated in the following spreadsheet while notes were taken on
extra qualitative information that the users gave.
The questions that have fluctuating answers will be analysed closely
in the following text.

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The Results

Question 1 Analysis - Navigation


It is evident from the table above that 5/7 test subjects found that it
was easy to navigate through the pages within our prototype,
however 2/7 had slight difficulties with the home button. It was
evident through observation that some of the subjects had to try
more than once to press the home button. This was due to the size
and proximity of the button to the edge of the screen which made it
harder to access without accidentally touching the side of the
screen instead. One of the subjects also had trouble seeing the
button itself.
The following preliminary recommendations could solve this issue:
move the home button further away from the edge of
the screens
make the home button larger

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Question 2 - Message
6/7 subjects found that the message was easy to understand and
well illustrated and appropriate information was provided for the
subjects to be able to complete the quiz later on.
The subject that did not, was one of the youngest subjects and did
not fully understand some of the words due to his smaller of
vocabulary, however managed to understand most of it due to the
help of the images in most cases.
Question 3 Analysis - Information
When asked on the usefulness of the information provided in the
prototype, 4/7 were neutral, and 3/7 said that it was useful.
Two of which that said it was useful were adults. They felt that it was
a good way to reinforce internet safety not necessarily for
themselves but for younger children. When we asked subjects A, B,
C, and F why they felt that the information wasn't useful nor
unuseful, it was because it was information that they already had
been told by either their parents or teachers.
Therefore, this shows that although many of younger children have
already been made aware of the important information in this
prototype, it is still helpful for the ones that havent.
Question 4 Analysis - Images
6/7 of the subjects enjoyed the pictures within the application and
some claimed that it helped them understand the written text,
especially on the page with a picture of a burglar on a computer,
where two of the subjects said it helped them understand how their
information could be stolen online.
Question 6 - Quiz
The quiz got mixed reviews from the test subjects with 3/7 having a
neutral opinion and 4/7 having a positive opinion. The three that
enjoyed the quiz had different reasons as to why, it was straight
forward, they felt good when they got the correct answer and was
easy to complete and not too long and some of the older children
found some of the possible answers funny.
The neutral subjects however had one common faults with the quiz.
The first being that especially with the younger children, they did
not realise that they were meant to click on which answer they
thought was correct, and instead read the screen and the answers
and tried to click next without pressing an answer. We then had to
instruct them on what they were being asked to do.
The following preliminary recommendations can be made:

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provide a how-to page after the quiz page but before the
first question that states instructions on how to complete the
quiz e.g please select the answer you think is correct with the
above statement. This would let the subjects know what to
do without us having to tell them first.

8. Final Design
Changes Made after testing:

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From what was gathered during testing, it was concluded that


although the younger children were still learning to read, they found
it easy and simple to navigate the pages due to the fact that
buttons were simple and easy to read, however they found that the
home button was too small and had trouble pressing it. This was
changed on one single page. These changes were made not only for
the younger children, but also ease the return to home function.
Younger children found it difficult to understand how to operate the
quiz. This was fixed with a simple Choose the answer you think is
correct label at the beginning of the quiz. This proved effective as
children needed less help after this.
The older children found the application was extremely easy to use
and thought that not many improvements need to be made other
than additional information for parents, as well as much more quiz
questions. Sounds were also requested, but were not needed
entirely.
Button clicking noises were created, but could not be implemented
into the final design as the prototyping software would not allow
sound. This became a problem as music could not be implemented,
thus ruining an idea of a constant ambient music.

HOME BUTTON REVISION:

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Revisions made to Quiz start screen

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Changes made from Assignment 2


In this version of the prototype, things such as the parental screen
and quiz were changed. The Parental information screen was
changed to feature a screen which highlights what an E-crime is and
how it can affect them. The Quiz pages were changed to feature
more questions and an easier to navigate layout as well as pictures
on each page.
These changes were made due to the fact that they were not
present in the last version of the prototype.
Another change made is the editing of one single page. the page
being one of the tips pages where an image did not suit the scenario
at hand.

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QUIZ PAGES:

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PREVIOUS TIP PAGE:

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NEW TIP PAGE:

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