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Name: Syed Haider Abbas Naqvi

Reg NO. sp19-bcs-024

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) 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.
b) 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.

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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