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INTRODUCTION

HCI stands for Human Computer Interaction. It is the learning of how communities interact with computers and to what level computers are developed or not developed for successful communication with human beings. It is further divided into three parts: the client, the computer itself, and the ways they work together. HCI research has led to a plenty of information about the useful design, improvement, implementation, and estimate of computer interfaces. The rapid development of computer apply in numerous facts of people has made the learning of human-computer interaction essential to excellent interface design, as well as the design of web sites". HCI is a very big discipline that encompasses different area of expertise with different concerns about computer development. We as a group after having brainstorming determined to come up with a logical and easy, user interface for a Library Management System. Nowadays, people have no time to go to things. In this busy world people hardly got time to for such things. That is why we are developing a Library Management System where people of any age group can access online their favorite and course related book. We are going to introduce a new interface design which will be helpful to each computer user and it would not only give the foremost functionality but also give the user with the simplest interface and easy routing to the menus and sub-menus. The users will surely like to explore the Library Management System again and again and enjoy the interface provided. This interface will be deliberated by following all the principles, rules and guidelines that is compulsory to develop or build a good quality Website by essentials and design concepts of HCI. This Library Management System is being developed by observing the following considerations in brains such as: Provide Utility (functionality), Effectiveness (do the right thing), Efficiency (do right things), Usability and simplicity. Considering the key issues in the field of human-computer interaction. Emphasizing usability that is effective and that can be cost-justified. Designing and evaluating interfaces on the basis of relevant knowledge and appreciation of human capabilities.

HUMAN COMPUTER INTERACTION AND USABILITY 2013


WHY HCI IS IMPORTANT? This is mainly important for quick development of computer use in a lot of facts of society has made the learning of human-computer interaction necessary to good quality interface design, as well as the design of web sites" It is so essential due to following views. Business View: People costs now far outweigh hardware and software costs Nowadays people wait for simple to use systems Normally they are not broadminded of badly designed systems If a product is hard to use, they will try to find additional products. To use people more effectively and successfully Human Factors View: People have limitations. Errors are expensive in terms of Loss of time and money Loss of lives in critical systems Loss of morale

1. USER PROFILING:
1.1. User profiling is a method to gather personal data related to a particular user. A user profile can also be measured as the computer representation of a user model. It can be used to accumulate the explanation of the characteristics of user. It can also be defined as the method of establish information about the users. Requirements of user It means users wants or their need towards system or what users require to perform their work. These requirements are achievement independent and also called as business requirement. It is detail descriptions of the capabilities the software must provide to satisfy users' needs and desires identified, analyzed, categorized, and prioritized based on end-user and stakeholder interviews and observations.

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In other hand we can say that User profiling is a suitable way of gathering data regarding users, either user are individual, novice, casual or expert. User profiling involves identifying user attributes like physical proximities, background, preferences and skills, which may help in cocoordinating and prioritizing user requirements. It is also an essential part of website design and development and application design in order to develop a successful application 1.2. REASONS FOR DOING USER PROFILING: The main objective of any system is to fulfill the all requirements of its users and to entire all their requirements. If the system is incapable of fulfilling all requirements then it will not be able to use by user for a long period as the system, would be rejected by the user. To avoid this we complete a job which is known as User Profiling. Its very important for a system to match the users assignment with the necessities. 1.3. What do we want to be familiar with in user Profiling?While performing the User Profiling for the project we took care of the following aspects. 1.3.1. Who are the users? 1.3.2. Where is the job performed? 1.3.3. Association with users and data? 1.3.4. How often the tasks are performed? 1.3.5. What are the time constraints?.
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User profiling is based on the following general criteria:

Physical personality Preferences Demographic group Activity or information requirements Internet skills/experience Background Language skills

Categorization of user on the basis of Domain understanding and capability: Users are classified on the following criteria: Children Elderly Professional Scientist Male Female Tech Savvy IT Illiterate

2.3 ACTUAL USER PROFILING PERFORMANCE: 2.3.1 TARGET USERS


It is a much important task which is considered by our group before designing the interface of library management system. We are designing the library management system that can be used by highest number of user. This site can mostly be used by mass people like students, general people, adults all those who are interested in getting knowledge about books. The special categories of users as per brainstorming are: Students Faculty librarian User wants to make their webpage stylish.
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researcher Shopkeeper Traditional People Individuals interested in books, article and magazine etc.

2.3.2Questions of User Profiling in Related to our Website:


On the basis of question which is given below we came up with the above User Characteristics and to know who the users we can target for our website:

1. In which year you start study?


2. When did you have interest in study? 3. Do you have Computer and English Literacy? 4. Do you feel Education is necessary?

2.3.2WHERE THE TASK IS PERFORMED?


Library management site is such a demanding site for different type of user such as student, faculty, general, people and adult person. This task can be performed easily anywhere, where internet can be accessed easily. They are widely used in the places like: 1. Internet cafes. 2. Personal use at home. 3. Business work places. 4. schools and colleges, 5. Shop

6. Office.

2.3.3 RELATION BETWEEN USER & DATA


These tell us the relation between data and users. We have further divided the relationship between the data and users in two parts, which are as following: Personal Data Common Data

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Personal data: -This site will always perform according to users need. It can be accessed any time on any machine either it is same or different. The data can be locked and only if the user wants it can be accessed Common data: - Common data such as profiles, books, photos, etc can be simply accessed. It is only depend upon user to decide if he/she wants certain things to be accessed as a common or personal. Photo gallery and book menu is such information which is available to all the users. Data accessed is restricted users. Data used concurrently. Data that is passed among users sequentially Our system is so designed that it fulfills both the requirements to the users expectation.

2.4 HUMAN FACTORS: 2.4.1 DESCRIPTION OF HUMAN FACTORS


A human factor is a physical or cognitive property of a human being or social activities which is specific to humans and influences functioning of technological systems as well as humanenvironment equilibriums. In order to design any system it is important to capabilities and limitations of the user for which the system is being developed.

2.4.2TYPES OF HUMAN FACTORS 1. PHYSIOLOGY: The design of the system is often affected by the physical capabilities of the
system users. For our site we have mainly used two of the characteristics that can affect the way system is used - visual. Need for color changes from person to person so background color change is provided at the top that will allow user to change the background color as per the user own needs. For good visual effects we have used different metaphors for the proper traversing. Example with related to our website: In our website we have used following features for making it easier for the users to interact: Visual Features: For good visual effects we have used different metaphors for the proper traversing. Likewise in our system most of the users posses the normal physical characteristics and usually they do not have any disabilities with them. Our system has normal visual and
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graphics formatting those suites to a common mans response time. Secondly, the movement of the events in the system has been properly coincided that it would support the movement of a common man, like all the related icons of the important access points have been placed together so that the user in one shot can access all the required access points. Audio Features: For users who have eye-defects we have implemented some proper audio clips, through which these particular users can easily understand our website and grab information.

2. COGNITION: Cognition includes understanding, remembering, being aware, attending and


acquiring new skills and creating new ideas. Hence for the system it totally depends upon the use that how much the user knows and to that the user will be interacting with the system. Example with respect to our website: In our website we have used following features keeping in mind the cognitive view: 1.) George Millers (1956) theory According to George Millers (1956) theory, 7 2 chunks of information can be held in short term memory at any time. 2.) Color Combination For this we have grouped the similar icons or rather buttons together so that the user can make a sight of all options together. Moreover, the options color combination has been made such that the user attention is kept at one place at one time only, like the important access points are kept together can have been colored in best visual combinations. according

3. Perception: Perception is the progression of attaining awareness or understanding of the


environment by organizing and interpreting sensory information. Perception is what human being perceives through senses. There are things in site that will make user to perceive things such as when the site loads various images which will make perceive to user as follows It can be measured by three laws

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Law of Proximity- Describes that objects near each other tend to be grouped together. Law of Closure-Describes objects grouped together is seen as a whole. Law of Similarity-Items that are similar tends to be grouped together.

Primary research
DATA GATHERING TECHNIQUESSELECTED FOR LIBRARY MANAGEMENT SYSTEM
2.1 What are data gathering techniques?

Data Gathering Techniques:


Data gathering is a very important activity when requirement specification and corresponding evaluation is required. It is a process of preparing and collecting data. The purpose of data gathering is to obtain information to keep on record, to make decisions about important issues, to pass information on to others. Data is gathered to provide information regarding a specific topic. Mainly there are five techniques for collecting or gathering data: Interview Questionnaires Workshop or Focus group Naturalistic Observation Studying Documentation 2.2 Data gathering techniques selected for Library management system

Interview
The interview plays a vital role for gathering information from user because it involves face to face contact with the user. In this technique, questions are put in front of the users and it requires immediate response to view user requirement. Interview: Can be used for evaluating information needs Can be used for evaluating staff responsiveness, attitudes and perceptions of the library and info services. Can be used for tracking the flow of information within the company.
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Advantages of using an Interview If the respondent lacks reading skills to answer a questionnaire. Are useful for untangling complex topics. The Interviewer can probe deeper into a response given by an interviewee. Interviews produce a higher response rate. Immediate responses Allowing participants to express themselves in own words Allowing the collection of a large volume of rich data Allowing discussion, probing and unexpected insights Disadvantages of using an Interview The interviewer can affect the data if he/she is not consistent. It is very time consuming. It is not used for a large number of people. The Interviewer may be biased and ask closed questions They can be extremely difficult to schedule without directive from management. INTERVIEW FOR RESEARCHERS/STUDENT LIBRARY MANAGEMENT SYSTEM NEME OF INTERVIEWER: RAVIRANJAN KUMAR YADAV NEME OF INTERVIEWEER: NEERAJ KUMAR TIME: 04.00-05.00pm VENUE: LIBRARY

1. When you get started as a library? 2. Which background color you like most? 3. Which types of books are more demanding? 4. All required books are available or not? 5. Is the website is user friendly and interactive? 6. Do you comfortable to using shortcut keys? When you get started as a library?
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HUMAN COMPUTER INTERACTION AND USABILITY 2013 Stablished year


before 2 year before 5 year 15% 25% 40% before 8 year 20% before 10 year

Is the website is user friendly and interactive?

User friendly and intractive


yes 15% no

85%

Do you comfortable to using shortcut keys?

Shortcut Keys
yes no

30% 70%

All required books are available or not?

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yes 10% no

90%

Which background color do you like most?

Background color
blue red green 10% 25% 5% 10% white yellow 30% purple

20%

Which types of books are more demanding?

Book Demanding
course book magzine 15% 7% 8% 10% Nobel storybook other

60%

FOCUS GROUPS:-Focus Groups are useful in providing the researcher with the qualitative data. It can provide greater insight than quantitative data and does not lend itself to the simple
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application of standard statistical methods. Focus groups can be used at the preliminary or exploratory stages of a study; during a study, perhaps to evaluate or develop a particular program of activities; or after a program has been completed, to assess its impact or to generate further avenues of researcher. Advantages of focus groups: It is easier to observe groups and here is more to observe simply because of the intricate behavior patterns within a collection of people. Social and cultural influences are highlighted. Groups provide a social context that is a hot house reflection of the real world. Groups are cheaper and faster than depth interviews.

Disadvantages of focus groups Group processes may stall to the point where they cannot be retrieved by the moderator. Some groups may take a life of their own, so that what is said has validity only in the shortlived context of the group. It is not easy to find a common time when all participate. Questionnaire: Questionnaire is a job analysis method, it to be completed by job-holders and approved by job-holders superiors, is useful when a large number of jobs are to be covered. A questionnaire is a quick and efficient way to obtain information from a large number of users. Advantages of questionnaire method Quick and easy to administer. Can get a large amount of information in a short time. Allows for user participation. Does not require trained interviewer. Can be used to collect both qualitative and quantitative data Relatively less expensive. Can be distributed manually or electronically Disadvantages of questionnaire method Evaluating value of service Identifying usage barriers Discovering deficiencies in your service or collection Personal Information:
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Name :Address:Age :Gender :Female Male___ Civil status Single ___ Married ___ Separated___ Widower /ed_ Following question are prepares during questionnaires: Q1: For which of the following needs do you use the library? Issuing reading books Read newspapers, magazines Not Applicable Use the information database

Justification: this question is to ask to know requirement of the user. Q2: Does you library have a record of improving the services and resources? Is there any feedback management system? Yes No Not Applicable few

Justification: this question is to ask to know the today services is better than before. Q3: How does the communication models with the library? Mail Phone e-mail no contact

Justification: this question is to ask to know how the user communication from library.
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Q4: If yes, how frequently would you like to get updates? On returning date of book e-mail On fine update only Everything I do in library Other

Justification: this question as to know the updating details according to user Q.5Are you interested to use interactive library management system? Yes No

Justification: This question asked to know users interest in library management system. Yes No idea Q.6 Are you comfortable with English language? Yes No Not Applicable No

Justification: This website is totally based on English language so we have to know the skills about the English language of the user. Q.7 Do you know the knowledge about the computer? Yes No

Justification: This question asked to user about how much are familiar with the computer knowledge. Q.8 which type of library websites do you like most? Simple Hard Justification: This question is asked to know about the users interest of type of website? Q.9 Do you interested in reading book? Yes No

Justification: This question to ask to know how much users are interested to reading book. Q.10 Do you interested in reading magazine book? Yes No

Justification: This question to ask to know how much users are interested to magazine book
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Q.11 Do you have a corporate color scheme or any symbols/icons that we should incorporate in our design? Yes No

Justification: This question is known about the choice color, logo of users site. Q.12Do you have anything in mind for background images or colors? Yes No Justification: This question is known about the background image of users choice. Q.13 Do you want to include help section on the web Yes Dont know Q.14 which one is the right way to achieve the Usability goals? a. with system performance b. through shortening the time to accomplish tasks c. through making system more Learnable d. with making system Efficient No

Observation: The most common method used for getting information about the various things
around us, is to observe those things and also the various processes related to those things. Hence, it can be said that observation acts as a fundamental and the basic method of getting information about anything. Advantages of Observation. Data collected is very accurate in nature and also very reliable. Improves precision of the research results. Problem of depending on respondents is decreased. Helps in understanding the verbal response more efficiently. Provide direct information about behavior of individuals and groups Permit evaluator to enter into and understand situation/context Exist in natural, unstructured, and flexible setting Disadvantages of Observation

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Problems of the past cannot be studied by means of observation. Having no other option one has to depend on the documents available. Observations like the controlled observations require some especial instruments or tools for effective working, which are very much costly. One cannot study opinions by this means.

Conclusion
Observation involves a lot of time as one has to wait for an event to happen to study that particular event

Studying documentation Studying documentation works well because:


Available locally Grounded in setting and language in which they occur Inexpensive Useful for determining value, interest, positions, political climate, public attitudes Ongoing comparison with previous work

Studying documentation does not work well because:


May be incomplete May be inaccurate or of questionable authenticity Locating suitable documents may pose challenges Analysis may be time consuming and access may be difficult Can be possible only when already a system in operation.

Secondary research
Problem Background It describes the need of library management system by highlighting problems in the current existing system. According to the specification there no automated system currently existing and all the work is done manually. Well this is itself a big problem that the manger and librarian are performing labor-intensive tasks. The students are facing problem in issuing book and on the spot reissuing and manger and instructor are getting problem of maintaining records. From the analysis done on the various systems of library management system, the following problems were found.

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Data duplication can be occurred by repeating the same thing over and over. Lack of security Lack of storage Common errors. Too much paper wastage. Accuracy Ability to reliably update data and take action on trigger events Time it takes to manage the data time it takes to retrieve the data, make updates. No backup can be maintained as the data is large and duplication of data consumes lots of time. Inability to obtain the status of book rapidly. Modify of the detail of student /book is a large process and may lead to chaos and is prone to errors. There is no provision for the reservation of the books and if it will be maintained then it is a difficult task to handle properly. There is no provision for the request of the books and if it will be maintained then it is a difficult task to handle properly.

2.5 STAKE HOLDERS 2.5.1 DESCRIPTION OF STAKE HOLDERS:


Stakeholders are defined as the people who are directly or indirectly affected by the success and failure of the system. Considering the system there are various stakeholders according to the category of stakeholders. Stakeholder analysis is a form of analysis that aims to identify the stakeholders that are likely to be affected by the activities and outcomes of a project, and to evaluate how those stakeholders are likely to be impacted by the project.

2.5.2 TYPES OF STAKE HOLDERS:


Primary Stakeholders: Those people who use the system/software. It comprises of all those stakeholders that are directly related to the system. These users actually use all the resources of the system. According to our system under this category the users are:

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Students: Student has the lowest priority as compare to librarian student can use the system
in order to view the detail of books available.

Novice Users Professionals


Secondary Stakeholders: These people usually concern themselves with the reports, etc. They are associated to the system through some primary stakeholder i.e. indirectly associated. According to our system under this category the users are: Librarian: Librarian has the highest priority in library management system it act as admin of the system. Register student as user of the system. These are the following step: Add and delete student and book record. Search and edit the record of student. Issue and return books. Calculate fine Other book Manufacturing Companies Brokers and Agents Small book shop holders Tertiary Stakeholders: Those who do not fall into Primary or Secondary Stakeholders category buts are affected by the success or failure of the system. Those who are only concerned with the profit and loss of the system are called tertiary stakeholders. Under this category the users are: Other market website Competitor of the system Financer or controller of the system. People who involve in designing, developing or maintenance of the system are treated as Facilitators. These stakeholders are actually the provider of this system. Under this category the users are: Developer Maintainer Designer or coder like us.

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2.6 CONCLUSION 2.6.1 IMPACT OF USER PROFILING Now the developer is able to conclude that with user profiling it will help developer in identifying the different attributes and need of the users. After performing the comprehensive analysis of the various data and information gathered from data gathering techniques such as questionnaires and naturalistic observation developer found the choices of the users Keeping the feedback of users in mind we conclude the following: The library management system according to the user's tasks and fulfill all the requirements which are need. Provide sufficient feedback from user. The library management system would be easy to use and easy to learn. Proper metaphor is used to make it more simple and easy to use the system for different type of user who wants to use the system.

TASK ANALYSIS:
Task Analysis is a method or a set of methods for understanding the tasks user carry out with a system. It can also be defined as how a task is accomplished, including a detailed description of both manual and mental activities, task durations, task frequency, task allocation, task complexity, environmental conditions, necessary equipment, and any other unique factors involved in or required for one or more people to perform a given task about existing system.

Reason for Task Analysis:


Task analysis enables the user to get an overview of the working of the whole system. Analyses examine how and where specific information flows, how it is modified at various stages, what is done to the information, how user uses existing system, how user may interact with future products. It involves breaking a task down into subtasks and then into sub subtasks. The most important points which should be kept in mind while performing task analysis are as follow:GOAL- It is a state that human wishes to achieve. TASK- It can be defined as the activity required in order to bringing about the state the human wishes to achieve the goal.
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Benefits of doing task analysis: It can be used to improve current design It can be used to identify potential problems with new design It can be used to identify requirements for new design It can be used to design training materials and manuals It can be used to develop evaluation plans It can be used to conduct basic usability evaluations.

Hierarchical task analysis:


HTA is a commonly used means of breaking tasks down into a hierarchy of goals, operations (actions) and plans It involves breaking a task down into subtasks and then into sub subtasks These are then grouped together as plans that specify how the tasks might be performed in an actual situation Focus on physical and observable action performed. Procedure for carrying out HTA: Start with the overall goal (verb-noun pair) Break these down into meaningful sub goals/tasks (asking how question) Break down sub goals further until reach an appropriate stopping point

HTA FORCOMPLETE SYSTEM PICTORIAL:

LIBRARY MANEGMENT

1.HOME

2.ABOUT US

3.STUDENT

4.LIBRARIAN

5.BOOK

6.GALLERY

7.HELP

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1.0 Information about Books

1.1
Visit the Website

1.2
Click on add book

1.3
Select the type of Guitar

1.4
Listen to the sample tune

1.5
Play and hear, also view the. details

1.0 Selling Your Guitar

1.1
Visit the Website

1.2
Click the sell your Guitar button

1.3
Complete the required form

1.4
Upload multiple images of your Guitar

1.5
Upload the sample tune of the Guitar, if any

1.6
Click the Submit button

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1.0 Image Gallery

1.3 1.1
Visit the Website

1.2
Click the Gallery button

Click on the image you want to view

1.4
Navigate the image

1.4.1
Click on the image.

1.4.3 1.4.2
Hover the mouse to right/ left to move next/previous You can also use the arrow keys to view next or previous image

1.0 Help

1.1
Visit the Website

1.2
Click the Contact us Button

1.3
view our contact details

1.4
fill the required form, for us to Contact you

1.5
give us the feedback in Message Box provided

1.6
Click the Submit button

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DESIGN PRINCIPLES
Design Principles is an attribute which includes six criteria through which we can calculate or measure an effective design. User interface is more important due to these reasons. First of all the more intuitive the user interface the easier it is to use, and the easier it is to use and the less expensive to use it. The better the user interface the easier it is to train people to use it, reducing your training costs. The better your user interface the less help people will need to use it, reducing your support costs. The better your user interface the more your users will like to use it, increasing their satisfaction with the work that you have done. When evaluating a current user interface or designing a new user interface, it is important to keep in minds the following experimental design principles:

Early focus on users and task: Establish how many users are needed to perform the
task(s) and determine who the appropriate users should be; someone that has never used the interface, and will not use the interface in the future, is most likely not a valid user. In addition, define the task(s) the users will be performing and how often the task(s) need to be performed.

Empirical Measurement: Test the interface early on with real users who come in
contact with the interface on an everyday basis. Keep in mind that results may be altered if the performance level of the user is not an accurate depiction of the real human-computer interaction.

Iterative design : After determining the users, tasks, and empirical measurements to
include, perform the following iterative design steps: Design the user interface Test Analyze results Repeat

There are six design principles we had to follow to make our system user friendly and usable. Six design principles are mention below: Visibility. Feedback.
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Constraints. Mapping. Consistency. Affordances

2 DESIGN PRINCIPLES IMPLEMENTED IN THE SYSTEM

1. VISIBILITY: This part includes the visibility of the system interface and functionality which
is helpful for the user to view the system. It has achieved by us for our site by placing the controls on highly visible areas or location which helps to complete essential achievable procedures. It can be achieved in the following way in my site. By placing the controls in highly visible location. There is proper contrast maintained of the background and foreground controls and colors. All the links or buttons or any controls during the accessing the website pages is easily visible and recognizable. Fonts used are easily recognizable and visible. VISIBILITY ACHIEVED IN OUR SYSTEM: In our system all the controls are placed in highly visible area. Figure of menu bar coming up The Menu Bar is placed on the top, which is a highly visible area. Just by looking at the Menu Bar users can see the possibilities for an action.

2. FEEDBACK: Feedback is the provision of information to a user regarding the effect of an


action. When feedback is used in design, the system tells the user that it has done something in response to the user's input. It should be obvious when a control has been used. Informing user about what has been done: Sending information back to the user about the results of user actions Includes sound, highlighting, animation and combinations of these FEEBACK ACHIEVED IN OUR SYSTEM: Image of feedback page upcoming

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3. CONSTRAINTS: Constraints refer to the limitations of the system in which the user is
going to use it. When constraints are used in design, we reduce the possibility of users making errors. There are three types of constrains: Physical Logical Cultural Physical constraints It consist of the physical structure of the system which is convenient and efficient to use. In our website we have used forward button and backward button symbol, which will instruct the user to view the image in correct way. There are no as such physical constraints in our system. PHYSICAL CONSTRAINT ACHIEVED IN OUR SYSTEM: A basic example of Physical Constraint is that - The design of floppy disk drives allows the disk to be inserted in the correct way only. There is no as such physical constraint in our system. Logical constraints- It deals with the instructions on the interface by which the user can easily perform accurate action on the system. It is used to make sure that the inputs and outputs are present only in individual areas where they are supposed to exist.

LOGICAL CONSTRAINT ACHIEVED IN OUR SYSTEM: Use reasoning to determine the alternatives. Thus, if we ask the user to click on five locations and only four are immediately visible, the person knows, logically, that there is one location off the screen. Logical constraints are valuable in guiding behavior. It is how the user knows to scroll down and see the rest of the page. It is how users know when they have finished a task

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Here the user needs to scroll down to view the remaining details and click the Submit button.

Invisible part is now visible clearly after the user applied some logic by scrolling down. Cultural constraints- These cultural constraints rely on learned conventions. Once accepted by more than one cultural group, they become universally accepted conventions. Ex Red for warning, cross for danger etc. CULTURAL CONSTRAINT ACHIEVED IN OUR SYSTEM:

1.

These symbols of Contact an e-mail are universally accepted conventions.

2.

This symbol of media, i.e.; play, pause and stop is universally accepted conventions.

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4. MAPPING: It is a proper sequence of controls corresponding to the actions or effects. Natural
mapping takes advantage of physical analogies and cultural standards to provide the user with an understanding of how something works. MAPPING ACHIEVED IN OUR SYSTEM: Navigation buttons like next button and previous button having the consistent mapping throughout the system.

5. AFFORDANCE: It is a property of an object that indicates how it can be used. It means as


soon as we see the object we know what to do, what the task should be performed. It can be achieved in the following way: The system contains forward and backward buttons which help the user to know what exactly they are meant for. The flash file embedded in the photo gallery contain next and previous button. The metaphors contain link which clearly denote its purpose. AFFORDANCE ACHIEVED IN OUR SYSTEM: Image of book upcoming The user just by looking at this metaphor of a book can tell that its functionality is to show information about book.

6. CONSISTENCY: - These design principle which is deal with consistency of system. The
interface should have similar operations and perform similar tasks by the similar elements. In this website design all the pages are consistent and they are working properly.
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Internal consistency: - Internal consistency refers to the designing operation to behave the same within the application. External consistency: - This refers to the designing operation interface to be the same across the application. CONSISTENCY ACHIEVED IN OUR SYSTEM:

1. All the pages of our system are well maintained through color combination.

All the color combinations, like the background color, text color is kept consistent in all the pages. For example check the next page: All the color combinations, like the background color, text color is kept consistent in all the pages as in the above page.

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2. All important menus are placed on each page.

These quick links are placed on each page, which is consistent in all the pages.

5.3. CONCLUSION GOALS OF THE PROJECT


The main objective of the project is to guide the users about the website in a more interactive way so that user can easily understand the system and perform the desired tasks. Hence, the overall goals of the project are to achieve specified goals with Effectiveness, efficiency and satisfaction in a specified context of use. In this project we have to make a website based on online library management for people of any age group with its related information. We have to develop a system which is easy to use means there should be no obstacles to users while using the system. Everyone demands a system that is easy to use and they can easily learn all the functionalities of the system. At the same time user wants effective results and an enjoyable experience. So we have to make a system which follows all the usability criteria. The system is to be developed is for both novice users and expert users. As expert users already know about the system and its functionality so they need efficient system which takes less time to perform typical tasks.

USABILITY GOALS
Usability means looking beyond Ease of Use. It is the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.
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Usability also explains Evaluation. It means it relies on user-feedback through evaluation rather than simply trusting the experience and expertise of the designer. Usability evaluation involves watching real people how they are using a product and what they are learning to improve the product. It also explains how measures of user performance and satisfaction can be used to measure. WHY USABILITY IS REQUIRED? Usability is one of the most important factors in the success of any web page design. Its all about making your primary and secondary objectives blindingly simple! This includes making content easy to find and giving users everything they want. With a good web page design, a user should not have to stop and think, i.e., the next step should always be obvious to them. Usability helps reach the following: It makes the difference between performing a task accurately and completely or not. Determine the success or failure of a system Shortening the time to accomplish tasks. Reducing the number of mistakes made. Reducing learning time. Improving people's satisfaction with a system. Decrease cost, time and effort. Usability is often considered as sign of quality

What is the various usability Goals:


According to Jacob Nielsen (2003) Usability is defined by five quality components: Learnability: Any system must be easy to use and learn. As we all know that on any system various types of users come and access it information, it can be an expert user or a casual user or a novice. To some extent ease of learn is important to all but for the novice having a system that is easy to learn and use is necessity. Learn ability is the factor that determines to what extent a system is easy to learn. A system having more novice user must have low Learnability time.

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Learnability deals with the novice users. This means that how easy it is for users to accomplish the basic tasks or understand the system with ease the first time they encounter the system. For increasing the Learn ability of the system we have performed the following task: Following are the steps taken to increase Learnability in our system: We have provided the user the facility of instruction. This option helps the novice user to start the system and access all the feature of the system .With the help of instruction user can easily understand how to operate the website i.e. Library Managements. We have used different metaphors for different activities performed on the system. For example, icons have been used for different activities. Efficiency: Efficiency can be described as the speed (with accuracy) in which users can complete the tasks for which they use the product. Navigation design elements such as keyboard shortcuts, menus, links and other buttons all have an impact on efficiency. When they are well-designed, with clearly expressed actions, less time and effort are needed for the user to make navigation and action choices. Following are the steps taken to increase efficiency in our system: Interactive Buttons: We have provided some interactive buttons which helps the user to perform their tasks in an easy way. For example on the instruction and help page we have provide a pass over button so that the expert user can pass over this page and move to another page. Instruction page is important for the novice user but an expert user do not need this so these interactive buttons also saves time of the expert users. Memo ability: Memorability refers to how easy it is for returning users to remember how to navigate through the site and accomplish their task. In this we get sample casual users (who are usually away from system for certain time/duration) and measure time to perform typical tasks. In order to make this library management site more memorable the steps needed to perform a task should be minimized. We have used more graphics, metaphors, proper feedback to make the system more memorable. According to George Millers theory we have limited the number of links by which memorability can be achieved properly. Following are the steps taken to increase Memorability in our system:

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Consistency: we have maintained consistency throughout our system. We have used different colors for different icons. Therefore the casual user can easily recall the things and can work on the system with ease. Metaphors: we know that human brain can learn pictorial things more easily. So In our system we have used pictorial notations that make it easy for the casual users to recall things after a long period of time when he/she again use the system. Errors: These errors can either be minor errors that do not affect the system or can be catastrophic errors that are disastrous for the system development. The system should be such that the user makes fewer amounts of errors. For this there must me proper constraints applied on the system. In this usability goal the system is been checked on different user for the different errors they make on it, then according changes are been made in the system to make the system more feasible. Following are the steps taken to remove errors in our system: After calculating error rate we tried to minimize it and attempt to carry it with estimated value. As user is a big source and plays an important role for the success/failure of the system. So we have distributed our system among different users and asked them about the common errors in the system. Subjective Satisfaction: It refers to asking the users subjective opinion (feedback) after trying system for real task. User must be satisfied while using the system. Therefore to increase the feasibility of the system it must be satisfying the user pleasing amount. Following are the steps taken to increase subjective satisfaction in our system: The interface should be attractive and should prompt the user for more and more interaction to system. While making the system more subjective satisfying the systems functionality must also be deal with carefully. We have to conduct various questionnaire and internet search sessions for the user to make an overall assessment of the satisfaction level. The sample for the questionnaire is given below:
1.

Do you feel this system is easy to learn? a) Yes

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b) No
2.

Do you feel any difficulty while navigating to different pages of the website? a) Yes b) No

3.

Do you feel the system is easy to operate? a) Yes b) No

4.

Do you feel it is time consuming? a) Yes b) No

5.

Do you feel this website interactive? a) Yes b) No

How the relevant usability goals will be achieved:


Goals of usability are mostly depend on the type of users that are using the Application or System, so to achieve these goals we need to identify the type of user using the system. Users are categorized mainly into three groups:

Novice Users:
Novice users gain skills by using the interface and eventually become expert users. Almost all systems have so many features and so many uses that any given user only makes extensive use of a small subset. Even an "expert" user may be quite novice with respect to many parts of the system not normally used by that user.

Expert Users:
They are able to take large amounts of information and see it as connected units. They have a rich set of structures within which to characterize new problems and a sophisticated set of high level concepts about the domain.

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Figure 1.0

Casual Users:
Understanding of the task concepts Broad knowledge of computers and interface concepts. Intermittently use the system and may therefore have problems with retention User Novice Expert Goal To Achieve Learnability Efficiency How To Achieve Demos, Instruction, Help Provide Shortcuts(cut/copy/paste),Mapping Casual or Intermittent All Users Memorability Errors Consistency, Metaphors Work properly without any

unexpected result All Users Subjective Satisfaction Must Admire Self Design Principle

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Competitive analysis
Competitive analysis is a method of assessment of current and potential competitors. The process of identifying the performance and marketing strategy of competitive brands or products in a business environment is called competitive analysis. In order to plan an effective way of improving upon their own work strategy and for their own betterment the marketers need to know about the competitive environment and also to find out all they can about the competitors service and product which can help them in determining the areas of advantage and restrain from the areas of disadvantage. Following are things that need to be identified while performing Competitive analysis Competitors Existing Library management website mainly for different types of book items which are available. Upcoming different type of library management websites. Common Features Metaphors Visibility Feedback and all design principles. Content Highlight Graphics and Flash Contrast and colors Detailed Description Extra Features Online Help Sounds on Menu Items Audio + video instruction Gallery (Image and Video Gallery) Page Customization It will fulfill all the possible requirement of all kinds of user either novice or casual or expert.

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The role and benefits of competitive analysis
Understand the competition. Build domain knowledge. Identify best practices. Expand the dialogue and possibilities.

Why is it required?
The importance of competitive analysis is underlined from the fact that it is very important when comparing between the various competitors as it helps in determining various aspects which help in determining own strategy and policies when conducting business is need.

Impact of activity on the design Design and prototype


DESIGN Design is a process of creating an object/anything else where we use our creativeness to make the object beautiful. Web Design is the process of transforming conceptual ideas and requirements into a working website. Web Design is not limited to being graphical design, information design, usability design or any other design in particular

PARALLEL DESIGN
Parallel design process includes the designing of the several screen designs for a page so that the best from each of the design can be selected to be used for final participatory design. The selection of best components from card sorting was done to use it in parallel design. The designs were produced experimenting by placing the components in different location in pages. Following sections illustrates the designs that were prepared as part of parallel design process:

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Design 1 :Designed by Vipul

Design 2:Designed by HimanshuPrakash

Design 3:Designed by Venkatesh Kumar

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8.3PARTICIPATORY DESIGN:
Participatory design is the design produced by picking up the best from all parallel designs. Participatory design includes the involvement of the users in order to gather the user requirements to design a usable system. By the above presented parallel design sketches the best from all the design sketches were selected, which are as follows:

FLAWS IN THE OTHER DESIGNS DESIGN 1: Metaphors are not clearly visible. So visibility is not achieved. Background color is not suitable. So Consistency is not achieved.
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Buttons are not properly aligned. So the design doesnt looks good. No audio option provided in the design.

DESIGN 2: Background color is not suitable. So Consistency is not achieved. The design doesnt look interactive. The content in the design is not properly organized. No tool tip is provided in the design.

DESIGN 3: No metaphors are provided. So Visibility is not at all achieved. No tool tip provided.

Prototype:
Prototyping is a great way to communicate the intent of a design both clearly and effectively with the user. It helps you to flesh out design ideas, test assumptions, and gather real-time feedback from users. So prototyping helps us to communicate very clearly the ideas and important aspects with the users and also to gather the much important thing i.e. feedback. The process of prototyping is very easily modifiable whether representation, simulation or demonstration of the planned system most likely including its interface and input/output functionality. IMPORTANCE OF PROTOTYPING Prototyping is a very essential tool which aims at providing the software engineer and the implementer to have feedback from the users early in the project. The client and the contractor can compare if the software made matches the software specification, according to which the software program is built. It also allows the software engineer some insight into the accuracy of initial project estimates and whether the deadlines and milestones proposed can be successfully met.

TYPES OF PROTOTYPING Basically there are two types of prototyping. Low fidelity prototyping and High fidelity prototyping.
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Low fidelity prototyping: The low fidelity prototyping contains only very limited characteristics of the final system which is being developed. They are cheap as compared to high fidelity prototyping therefore they support the options of having alternative designs. Advantages o Lower cost o Evaluate multiple design concepts o Useful communication device Disadvantages o Limited error/usability checking o Facilitator driven o Navigational and flow limitations Lo-Fidelity Prototype (Type) : Storyboarding Series of sketches showing how a user might progress through a task using the device being developed Often based on scenarios - typical activities involving the product/system in a story form.

STORY BOARDING

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5.0 Story Board: Home
Project Title: Library Management System Date: 05-11-2013

Screen: 01of 08 Screen Descriptions: Links from screens: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us Link to screen: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us Functionality/Interactivity: This screen consists of eight links. They are Home, about us, Student, Librarian, Book, Gallery, Help, and Contact us. These are the eight links with which the users can interact. Home This is home page of website where all links are available for navigation within the website.

Background:(color: blue, div color: white) Color Scheme: (Content: black, navigation color: Blue) Text Attributes: (Font family: Times new roman, Font-size:12, Font size of heading: Using <14> And
sub heading :<12>)

Video: No
Audio: No Stills: (image of logo, image in body, type of image: jpg, .png, .gif ) GROUP ASSIGNMENT Page 41

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5.0 Story Board: About Us
Project Title: Library Management System Date: 05-11-2013

Screen: 02 of 08 Links from screens: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us Link to screen: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us

Screen Descriptions: About us This is the page where user can know the detail about collage and library.

Functionality/Interactivity: This screen consists of eight links. They are Home, about us, Student, Librarian, Book, Gallery, Help, Contact us. These are the eight links with which the users can interact.

Background: (color: blue, div color: white) Color Scheme: (Content: black, navigation color: Blue) Text Attributes: (Font family: Times new roman,
Font-size:12, Font size of heading: Using <14> And sub heading :<12>)

Video: Nill Audio: Nill


Stills: (image of logo, image in body, type of image: jpg, .png, .gif ) GROUP ASSIGNMENT Page 42

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600

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5.0 Story Board: Student


Project Title: Library Management System Date: 05-11-2013

Screen: 03 of 08 Links from screens: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us Link to screen: Home, about us, Student, Librarian, Book, Gallery, Help, Contact us

Screen Description: Student This is the page where librarian can add, Delete, search, Update student information.

Functionality/Interactivity: This screen consists of eight links. They are Home, about us, Student, Librarian, Book, Gallery, Help, contact us. And five student related links, they are add student, delete student, search student, update student, student record. These are the links with which the users can interact. The main functionality of this screen is that the user can add student, delete student, search student, update student, student record.

800

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600 Background: (color: blue, div color: white) Color Scheme: (Content: black, navigation color: Blue) Text Attributes: (Font family: Times new roman,
Font-size:12, Font size of heading: Using <14> And sub heading :<12>)

Video: Nill Audio: Nill


Stills: (image of logo, image in body, type of image: jpg, .png, .gif )

High fidelity prototyping: The high fidelity prototyping contains many of the characteristics of the final product and thus we can have a look and feel of the final system. It is time consuming and expensive to develop, and also we should not forget that it needs developers and designers to work so as to accomplish the task. It enables a wider range of usability issues/ problems to be considered / uncovered. It enables other quality attributes such as aesthetics to be evaluated. It impresses management, serve as a good marketing and sales tool.

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Advantages: High-fidelity prototypes offer more realistic interactions than low-fidelity. Better at conveying the range of design possibilities. Complete functionality, look and feel of final product Fully interactive User-driven Marketing/sales tools

Disadvantages: High-fidelity prototyping may make designers reluctant to change designs and less likely to fully explore the design space. Take a long to build and requires skill. Reviewers and testers tend to comment on surface aspects rather than content. Expensive to develop Not effective for requirements gathering

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