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Name: Muhammad Yasir khan

Reg no # sp19-bcs-020
Teacher Name: Sir Ahsan khan
Q1: Imagine that you want to design a travel planner for
yourself. You might use this system to plan your route,
check visa requirements, book flights or train tickets,
investigate the facilities at your destination, and so on.
Assume that the system is destined to run on a tablet for
the purposes of this activity.
a)By following the Jakob Nielsen design Heuristics
Outline the initial screen or three for this system,
showing its main functionality and its general look
and feel also mention which type of protype you will
use.
Jakob Nielsen's 10 general principles for interaction design.
They are called "heuristics" because they are broad rules of
thumb and not specific usability guidelines.
The design should always keep users informed about what is
going on, through appropriate feedback within a reasonable
amount of time.
The design should speak the users' language. Use words,
phrases, and concepts familiar to the user, rather than
internal jargon. Follow real-world conventions, making
information appear in a natural and logical order.
Users should not have to wonder whether different words,
situations, or actions mean the same thing. Follow platform
and industry conventions.
Good error messages are important, but the best designs
carefully prevent problems from occurring in the first place.
Minimize the user's memory load by making elements,
actions, and options visible. The user should not have to
remember information from one part of the interface to
another. Information required to use the design (e.g. field
labels or menu items) should be visible or easily retrievable
when needed.
Shortcuts — hidden from novice users — may speed up the
interaction for the expert user such that the design can cater
to both inexperienced and experienced users. Allow users to
tailor frequent actions.
It’s best if the system doesn’t need any additional
explanation. However, it may be necessary to provide
documentation to help users understand how to complete
their tasks.
Interfaces should not contain information that is irrelevant
or rarely needed.
For this purpose, its best to use a High Fidelity Prototype.

b)Make a list of the user experience and usability goals


for the system.
 Effective: effective to use
 Efficient: efficient to use
 Utility: have good utility
 Learnable: easy to learn
 Memorable: easy to remember how to use
 Safe: safe to use
 Ergonomics: especially for smartphones and IPad, can be
used in different environments…
 Accessibility: can be used by many different people, even
people with disabilities.
c) Having produced an outline, reflecting on how you
went about tackling this activity. What did you do
first? Did you have any particular artifacts or
experience to base your design upon? What process
did you go through?
So interaction design involves developing a plan which is
informed by the product's intended use, target domain, and
relevant practical considerations. Alter- native designs need
to be generated, captured, and evaluated by users. For the
evaluation to be successful, the design must be expressed in
a form suitable for users to interact with. We simply gather
our requirements through various data collecting techniques
and bring them in use. Once requirements are met we can
simply design our prototype initially with a sketch to
understand Functionality and how it looks and feels. We can
look up to similar models to extract idea. It’s good to use
guidelines and principles in designing for a better structured
design to be possible.
d) Build the initial conceptual model of the system
Conceptual models are abstract, psychological
representations of how tasks should be carried out. People
use conceptual models subconsciously and intuitively as a
way of systematizing processes.
1. Firstly, we will start building our app
2. Establishing Requirements
3. Designing Alternatives
4. Prototyping
5. Evaluation
6. Final Product

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