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1 Introduction:

The studies used to create the UI interface as well as prototyping for Food ordering, a service
platform, are detailed in this document. We intend to use both quantitative and qualitative
research techniques. Surveys, interviews, questionnaires, & internet research are likely to be used
to collect data. Google Forms and Excel are two tools we'll use to analyses our data.
Our real aim will be to create a system that responds to design guidelines. This necessitates the
establishment of usability objectives. To complete the perfect design, we will also do design
principal mapping as well as competitive analysis. Following the completion of all analyses, we
want to develop multiple prototypes for parallel and peer-to-peer testing. Then, in order to
implement interactive design methodologies, design suggestion sessions and design competitions
will be held. Following that, final prototype designs for each page will be chosen.
After the design task is done, formative assessment will be carried out to determine how good
the designs were, whether they provided the best potential user experience, and so on.

1.1 Objectives
The following are the goals of building the "EATMORE" platform's UX/UI layout:
 On our final design, we must fulfil all of the design concepts & their objectives.
 To give users with a relevant experience and a valuable content
 To provide capability satisfaction while making the product more accessible.
 To achieve meaningful interaction and design that results in improved data architecture.
 To make the app's functionality or display better.
 To complete the design based on the information gathered and the results of the analysis.

1.2 Problem Statement


The online store & entrepreneurship have a great deal of potential; thus, they include a lot of
features. Nevertheless, the majority of the sites are too difficult to navigate and understand for a
general readership. The following are the problem statements for the numerous factors that are
causing this problem to give rise:

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 Learning and using the technology in existing sites from diverse sources is complicated.
Partially due to the complex design and several buttons to press. Due to haphazard
design, you'll be able to navigate into.
 There are few websites that offer both the operation of a firm selling a job and the ability
of a company looking for a job. Only one of the two functionalities is available on
competitor sites.

1.3 Proposed Solution


The following method has been presented to make the system more effective and thus also
satisfy the fundamental design concept while also providing a better customer experience:
 To improve visibility as well as improve readability aspects, the site will feature a simple
looking UI with easy to access buttons and a less crowded design.
 The assistance notes will be located within the site itself, allowing users to read them and
have a better understanding of how the system works and how it may be utilized.
 Users will be provided the ability to undertake both selling and buying of the service.

2 Stage 1: User, Tasks & Environment Analysis


2.1 Stakeholder Analysis
A stakeholder is a gathering of individuals or organizations who have an interest in a business.
Stakeholders are people who have a say in how an organization’s principles, activities, and goals
are implemented. Project managers, directors, investors, clients, or users are all examples of
stakeholders. The affiliated party can alternatively be defined as an investment in any acting
entity. They have the power to determine the result of their corporation. Stakeholder analysis is a
method for measuring the value of individuals, groups of individuals, or any other organization
in the successful completion of the project. Identification of key stakeholders, investigation of
their responsibilities, topics of concern, and motivation to contribute are all important aspects of
stakeholder analysis. Stakeholders can be classified into four types, which are listed below:
Primary Stakeholder
Primary stakeholders are those who have a direct stake in the performance of a company or
organization. That those who invest directly in the firm are considered major stakeholders.

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Secondary Stakeholder
Secondary stakeholders, although being less essential and relevant than major stakeholders, are
excited about the project or solution. These secondary stakeholders are considered to be
"indirectly influenced" by the result.
Tertiary Stakeholder
Tertiary stakeholders are frequently excluded from the analysis and evaluation of projects as well
as outcomes because they are so far removed from the operation.
Facilitating Stakeholder
These are the employees who are in authority of establishing and sustaining a company's system.
Assisting stakeholders in this project are Amit Thakur, Anup Gautam, Dinanath Dahal, and
Prajwal Ghale. 

2.1.1 Selection and Justification of Stakeholder

Stakeholders are accountable for direct and indirect effects in any company, as seen by all of the
previous justifications. As a result, any investor must be carefully selected. The follows are the
actions we used to examine our stakeholders:
Identifying the stakeholders:
The most crucial step is deciding who our potential or ideal stakeholders are. At EATMORE, we
select our stakeholders while keeping the proposal's overall impact in consideration. We compile
a list of possible stakeholders or choose the ones who are the perfect suited for the business. This
procedure entails identifying and documenting all project stakeholders, as well as their
motivations, affects, and any negative impacts on the work.
Planning process should begin as soon as possible and continue throughout the development
lifecycle.

Prioritizing our stakeholders:


A list of users who can have an impact on the global project is categorized according to their
impact, motivation, and degree of involvement in the process.

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There are four groupings that can be characterized as follows: Low power-low interest, low
power-high interest, high power-low interest, and high power-high interest & low power-low
interest.
Factoring the above clusters, Consideration is schematically shown below:

2.2 User Profiling


User profiling is the method of classifying users into different groups based on their preferences
and personal information. In simpler words, user profiling can include personal details as well as
information about the user's interests. User profiling is crucial as it stores user data and allows
for the system development process that maximizes productivity and simplicity of use by
focusing on each user's particular requirements.

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Users and user profiling are diverse in EATMORE.  Being a crowdsourcing site, the client can
be a large group of people, and user segmentation assists in managing such a population with a
suitable UX.
2.2.1 Use of User Profiling
User profiling is terminated to:
• Understand your audience.
• Create a system that fits the needs of the users.
• Collect personal details.
• Collect appropriate guidance and keep records of it in order to improve the system.

2.2.2 Attributes of Users


In UI/UX configuration, user characteristics are absolutely critical. The primary objective of user
attributes is to achieve a nice and simple experience for users. The following are some of the
most similar features of users:
Physical Features: This is among the most basic and significant user attribute needs. It contains
personal details such as the user's name, age, gender, as well as address.
Background: User properties that aren't specifically correlated to the system domain are referred
to as user background. The user's background skillsets of the system domain are also key aspects
of the user account.
Skills: The user's abilities or understanding of the system are major elements of the user profile.
Users are classified as specialists, intermediates, or learners by some applications, therefore
understanding of the area is the most vital skill that clients can possess.
Interaction Preferences: This is a significant step, amongst many others, because it gathers
information about the user experience and allows the productivity of any user to be evaluated
rapidly and effortlessly.

Classification of Users
Novice Users: A novice user is someone who has never used the platform before. Pioneers or
new members who require a simple system and layout are referred to as novice users. They have
limited experience with fundamental computer operation and system functioning; therefore, the
system makes its way for them. Because novice users' memorization is limited, the system they
utilize needs more information as well as time.

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Intermediate Users: These are users who have a comprehensive understanding of computer
systems and user interface ideas. Since they don't have enough expertise in the system, irregular
users may have problems sustaining it.
Expert Users: Expert users have quick reaction times and a comprehensive understanding of the
system and interface. They are really in system and user interface ideas. These users require
immediate feedback and expect their work to be completed fast. As per the sophisticated design
concept, certain users may arrange their info.

Impact of User Profiling:


The consequence of user profiling can be categorized as follows: 
 User Satisfaction is Achieved.
 End-user preferences can be widely implemented.
 User Interfaces and Functionality can be adapted to the specific of the user.
 End-users can be given advice.

2.3 Data Gathering & Analysis


Method of data collection
The efficient way of collecting information using various skills to increase the business is known
as data gathering method, which utilizes many instruments such as questionnaires, paperwork,
and interviews, among others. The effective steps are used in the sampling procedure, which are
separated into two types:
Qualitative Data
Quantitative Data

2.3.1 Data Gathering Techniques


Data is collected using a variety of approaches, some of which are described below:
A. Interview:
An interview can also be regarded as a data-gathering event, assembly, or seminar. Typically,
interviews were held eye to eye as well as face to face, while there have been improvements.
Interviews almost also include a conversation among at least two people, and meetings between
two people can also happen. There are two primary kinds of meetings, which are as follows:

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Structured Interview:
Structured interview is a type of interview in which the interviewer performs an investigation
given a fixed and uniform set of questions.

Unstructured Interview:
Unstructured interview is a kind of interview in which the questions are asked casually rather
than in a set or reasonable way, and it is predicated on the exploring purpose of the subject.
Thus, the presenter can openly say his thoughts in section a of the questionnaire, which can be
produced on the scene.
B. Observation:
The way to acquire remark, criticism, or analysis that the project offers during the scheme
proposed is an observation in data gathering. These data capture procedures are the most
accurate and effective strategies for obtaining information.
Assuming that you can observe all of the portions of work being done by the user, observation
can be a very valuable and successful information gathering tool. Observation has a number of
benefits, including the following:
 The data gathered through observation can be extremely compressed and helpful.
 Because a complicated operation is tough to describe in language, the assignment that has
been omitted or wrongly expressed can be discovered via observation.
 When compared to other techniques, observation is highly imprecise.
Some of the big obstacles or mishaps experienced during the reality process, for example The
following is a list of opinions:
 The task that is being recognized is reliant on diverse types of rudeness and interruption.
 Some tasks may not always be performed in the manner that is intended.
 The viewer can only focus on the still, not the past or the tomorrow.

C. Questionnaire:
The way to obtain data as a main source by presenting a set/list of queries. It assists in gathering
factual data from the interviewee regarding the project, something, or someone. This supports the

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producer in keeping the design process, as well as identifying defects and user needs. The
following are some of the advantages of a questionnaire: 
• It serves in the recording of opinions or evaluations.
• It aids in the monitoring of qualitative research. 
• It provides responses to various ideas.
• It aids in the detection of the clients' agreement or disagreement statements.
The below are some of the drawbacks of questionnaires: 
• These forms of data collection approaches are restrictive.
• There could be a genuine tendency.

D. Survey:
After generating and presenting them to clients, an online google forms-based form is
broadcasted to them.

Age group of people is 18 to 45 according to our survey. 

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People sometimes use food mobile applications. 

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Mobile food ordering application is 100% beneficial to the people as from our survey. 

71.4% people are satisfied with the online ordering experiences according to our survey. 

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2.4 Task Analysis
Task analysis is most commonly used to examine a present predicament instead of predicting
innovative products. Task analysis is a broad term that refers to ways for examining cognitive
functions and movements that are both generic and specific, receiving mixed feedback.
Hierarchical Task Analysis is the most frequently used and acclaimed.

2.4.1 Hierarchical Task Analysis


Human activities created a comprehensive, analytical approach called hierarchical task analysis
to characterize the execution of users' responsibilities. Hierarchical task analysis offers customers
an overview of the tasks required to achieve specific objectives. These works can be subdivided
into subprojects on multiple levels. You can use hierarchical task theory to analyze the
relationships between both the user and the application software in the user engagement. This
helps you to examine several areas of investigation to complete the same goal when introducing
a unique solution. It can support you in improving certain exchanges while reviewing a current
structure.

Cognitive Task Analysis


The goal of cognitive task analysis is to grasp tasks that involve judgement, problem-solving,
memory, as well as concentration.  Identifying the skills required for effectiveness is part of the
analytical phase. Although there are multiple methodologies for recording this achievement, ISD

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usually only includes physical task analysis; nevertheless, many processes are hidden and non-
procedural in character, needing cognitive task analysis. Instead of just the outmoded linear
approach, some people believe in the ISD or ADDIE model since it is more flexible.

3 Stage 2: Usability goals, guidelines and Competitive Analysis


Usability Goals
Usability, as the name implies, refers to the ease with which a product or service may be utilized.
Usability is the aspect that determines how easy, effective, and efficient a product is in achieving
its stated objective and fulfilling its purpose in terms of User Interface design. Usability
considers not only the convenience and efficacy of a system, but also the level of user happiness.
As a result, the following factors were evaluated in order to obtain a greater level of usefulness.

3.1.1 Selection of Usability Goals

Error Tolerance
This component of usability objectives is concerned with the frequency of errors and how they
are handled. There should be no design faults in a decent user interface that cause confusion and
make it harder for users to grasp. If a functional or network issue occurs in EATMORE, the UI
design shows an error message box and allows the user to return to the prior state after the error
has been fixed. The recovery procedure is fluid and automated, making it much easier for
consumers because they don't have to manually adjust every little detail. There are also suitable
button placements so that the user does not make a mistake and commit an error.

Efficiency
Users may do the target function with minimal effort and with ease if they are efficient. To
guarantee that the design is as efficient as possible, the webpages are divided into distinct
functions, and the tasks that the user may perform are not duplicated over several web pages. The
buttons have distinct roles and do precisely what their names imply. There are pictures and
interactive buttons all over the place, allowing the user to complete tasks quickly by just clicking
on them. Instead of having to seek many places for a little activity, SmartConnect helps and
assists the user in completing their intended action.

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Learnability
Learnability is indeed an essential feature of UI design since the time spent learning systems
might be better spent in a far more productive situation. In order for users to become acquainted
with the system, SmartConnect has employed simple language, large buttons and menus,
graphical information, and help navigation. The design components are highly comprehensible if
the client has basic language skills, and it only needs one- or two-page visits to comprehend the
work and execute the needed activity. Within the system, there is a blog in which the website's
use scenarios are briefly detailed.
Satisfaction
User happiness is critical since dissatisfied consumers are unlikely to continue to use the website.
The practical and creative parts of the site are well-connected, making it simple to explore. Aside
from that, the design aesthetics, color schemes, and visualisations are all appealing. In the layout,
the customer is not disturbed. The button locations are perfect, and the method is both simple and
effective to operate.
Engaging
The web is useless if it operates on its own, and it is also worthless if it has too many aspects
with which visitors must engage in order to complete a task. As a result, there are menus and
buttons that serve certain purposes in order to preserve the equilibrium and keep people safe.
There are components on the website wherein customers have had the ability to express their
requirements and so connect with one another, such as posting a work, applying for the task,
asking for a fee, and contacting the original author.

3.2 Design Principles


A user interface should not be designed in a random and arbitrary manner. This is where design
philosophy comes into play. A decent UX design is impossible to achieve alone without the right
use of design concepts. Design methods, in basic terms, are the foundation upon which a
successful design may be created.
The goal of design principles is to optimize the features that users engage and within order to
provide for an interoperation between them and the system. We used the below design concepts
when creating our "EATMORE" scheme:

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3.2.1 Selection of Design Principles

Visibility
The ability to see the system's primary functions is critical when creating. Users should be able
to find the things they need and complete the task they set out to achieve efficiently. The features
must be carefully controlled, either by concealing unneeded sections and cleaning the website, or
by adding a few buttons to facilitate navigation. The color scheme of Khanpin.com is
straightforward, with two colors of white and two shades of red used to properly differentiate the
elements. The text that can be clicked has a red background and is immediately recognized.
There are also placeholders that indicate what should have been typed inside the input field.

Feedback
Giving users feedback implies informing them of what their command has accomplished or how
the systems have significantly changed their order. A very good website includes a variety of
feedback replies. We have a green box in our systems that starts approximately and they're on a

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certain page. When a user completes a task, the finished status is also shown. Aside from that,
when the button is pushed, it animates, and the login and sign-up pages display an error if
incorrect or incorrect passwords are submitted.

Constraints
Users are restricted or limited in their ability to accomplish specific tasks and interactions due to
constraints. There are elements on the screen that may be in conflict with one another, such as
the true or untrue button. Customers should never be able to press both true and false at the same
time in such instances. Users may also be restricted from accessing other functions when an asset
activity is being completed. Restrictions are implemented in our system by not displaying the
sign-up button until the data is submitted correctly. Also, until a freelancer has consented to the
job author's conditions and terms, the employment author's direct contact details are not
displayed. Posting spam is avoided as a result of this.

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Mapping
The positioning of a key as well as the operation that key performs are referred to as mapping.
When the pieces are mapped according to their usefulness, the design is effective. The ranking in
diamonds is an instance of mappings in our systems, since hovering the mouse over the star
rating clearly indicates the green hue as the rating. Users may also alter the local location filter to
sort the job or service marketplaces using the sliders.

  

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Consistency
Consistency refers to how similar things are across a whole system. It may entail having a
comparable set of functionalities for certain keys, or using the slide tab in the same way
throughout the page, for example. Internally or externally consistency is possible. Internal
reliability refers to a system's consistent set of design or functions, whereas exterior consistently
refers to comparable functionalities among apps of the same sort. Color coding is used in our
system to ensure uniformity. It doesn't change much and remains constant across all pages. The
menu bar is another constant design characteristic, as it displays in the very same place on every
page and has nearly the same purpose.

Affordance
Affordance is a product's property and characteristics that specifically states how to utilize the
component and what function it does. This might take the shape of design elements like color
coding, border, shade, or even plain text. The text input gap fillers are a good illustration of
affordance in our system. The placeholder with the somewhat darker text indicates what must be
entered in that text field to the user. In addition, the info icons are positioned in various locations
to allow users to touch on them to see what each component performs and to obtain brief
information about it. Also, there are links in various locations that are distinguished by a blue
underlining and a blue tint.

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Competitive Analysis: EATMORE
Competitive analysis, also known as competitive analysis, is the process of analyzing and
identifying current rivals inside the marketplace, as well as their objectives, goods, activities,
roles, business strategies, and etc., in order to identify future prospects. Competitive analysis aids
in the modification of our product or company concepts so that we can exceed our competition. 
There still are significant rivals for EATMORE at the moment:
I. Foodmandu
Foodmandu is the quickest, simplest, and most convenient way to eat the greatest cuisine from
your favorite restaurants from the comfort of your own home, workplace, or anywhere else.
Visibility
The primary functionalities are shown correctly on Foodmandu; however, the site has a lot of
buttons and easy navigation, forcing the developer to construct a lot of fall menus, horizontally
scrolling, and slide content.

                   

Feedback
When the mouse is hovered over the top, the icons brighten up. When you go through one
picture pattern to the other, the color of the site changes.

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Constraints
If the user enters incorrect information, the site will not enable them to join.

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Mapping
Foodmandu features excellent button mappings in a variety of locations.
They contain a down arrow to indicate a dropdown menu, as well as on/off toggle switches and
scroll arrows that function just as the graphical components do.

Consistency
For consistency, Foodmandu uses the same color schemes on multiple pages with little
variations. Every page has the same location for the menus.

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External consistency is also preserved, such as a same UI to link to Facebook, Google, and other
services, as is the case with all other sites.

Impact
The comparative analysis shows how unlike or similar the competing sites are to ours. By
achieving the design principal goals, it allows us to focus on the parts that are most important for
the site to be up and operating. Aside from that, we can improve the user experience and user
interface by examining what other sites lack and how little holes may be addressed efficiently.
The competition analysis resulted in a design that is more user-friendly, consistent, and
successful in the end. There are features on our site that other rivals lack, such as the option to
recruit in the service marketplace for both freelancers and businesses. This site's design aspects
are expressed in accordance with design principles.

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Furthermore, the following are the standards that the site must meet, which "EATMORE" has
included:
 The wording is straightforward, and the buttons are exact in terms of what they tell you
and how they work.
 The layouts and color combinations, animations, mappings, and key placements all
contribute to the overall encounter by meeting usability objectives.
 The material on a single page should not be crowded or forced into place.
 As a result, similar-functioning pieces are clustered collectively, and comparable
websites are maintained in the same way.
 The design provides adequate feedback and enhances the immersing and interactive
nature of the experience.

4 Stage 3: Design & Prototype


Following collecting and analyzing data, any interface's design and development begins. Because
practically all users interact with the user interface, design is a major aspect of any software. This
project's entire design is based on information gathered from employees, stakeholders, other UI
experts, other UIs of similar software, various technical and non-technical users, and other
interests.
Trying to design is the practice of picturing and glorifying any type of software based on
research data and the designer's guidance to outline how the program will seem after it has been
developed. During construction, software architecture will aid developers in coding and UI
engineers in analysing the system. A prototype is a pre-production mockup of software or any
other program that creates a virtual how the system will execute tasks and how easy it will be to
navigate. Even before manufacturing begins, the prototype will accurately depict the ultimate
product, making it very useful for making important decisions, capacity building, and so on.
To develop the smart connections web service, we (all team members) first visualized the ideas
and sketched them out on a piece of paper with a pen. After that, we compared our concepts and
decided on some of the page's UI features and design language. A competitor evaluation was
carried out after conducting a search for relevant websites. Following that, we gathered some
new suggestions from rivals, but after some debate, we incorporated several improvements.

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4.1 Storyboard of EATMORE

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4.2 Prototype
4.2.1 Home

This is the homepage of the EAT MORE application. The site is created using accurate facts
about the target users. The users have been correctly defined. The most significant features of
this page are the navigation menus, search form buttons. 
The button has a backdrop shadow that separates it from the other components, allowing the user
to take action there as well.

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4.2.2 Login Page

This is the login page of the application. You can order if only you are login. All of the forms, as
well as the square base, are kept in the center of the screen.  

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4.2.3 Signup Page

This is the signup page for the new users to login into the EATMORE food delivery to order
food online. They can use any online platform like google account, Instagram, Facebook, twitter
to sign up to the food ordering.  

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Footer

This is the footer section of our application. You can login through different social accounts. The
background darkness draws attention to all menus, and the categorization of menus clears the
user's vision.

4.2.4 User Profile

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In user profiling, the user can see their full details like name, Gmail id as well as the phone
number and user can also access to edit their profile. They can see their order history and also
change their password easily. 

4.2.5 About Us Page

This page is about us where users can learn the facilities provided by the EATMORE food
delivery system. 

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4.2.6 Contact Page

This page contains all of the information pages and other fundamental page structures. This page
is essentially the contact us page, however the about us and other details pages will be designed
similarly. All pages will be included in the prototype. Background shadows, fonts, font size,
color, and so on were all meticulously selected.

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4.2.7 Add to item

This page is for adding the item. Users can choose items according to the suitable prices.
Customers can order the foods as they choose. Background shadows, fonts, font size, color etc.
were chosen carefully.

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4.2.8 Payment

This prototype is for setting the addresses, delivery date and time as well as the payment
methods. Users can use any payment system through different digital wallets like e-Sewa, IME
pay, or Debit/ Credit card.

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5 Stage 4: Testing and Evaluation
5.1 Formative Evaluation
One of the most essential factors of developing an online page, and also software components, is
evaluation. Which gives the perfect guidance and advice for the tasks at hand. This is the process
where testing is accomplished, to decide the functionality, activity, as well as prerequisites that
are needed to be done, which is preceded by persistence, coordinating the data, assessing the
necessity, and conducting the final challenge, to verify the weaknesses that are seen during the
various phases of design and manufacture.
Types of evaluation for testing usability
Commonly, there are two sorts of evaluation metrics used for development, which are dependent
on the resources, abilities, frequency, and accessible end users.
a. Summative evaluation
The procedure for evaluating and grading ideas and designs in relation to the case study and
deciding whether the design may be utilized or not? by emphasizing on the overall entity It also
refers to the learning assessment, which describes the design development process and how it is
performed. It implies that the design can be used to determine the general functionality.
Validation and testing are ways of describing the process of confirming and verifying tests.
These stress the user's goal for design and then check it by delivering it to the user. The consent
of the newer member is verified. The assessment is usually performed after we develop fully or
distribute the goods to the buyer, and the user executes duties with the item on their own, just as
if they would in real life. And they rate their experience based on the system's quality on a
predetermined basis and against predetermined parameters, such as pleasure, simplicity of use,
reliability, and etc. Representative population sampling could provide accurate rankings and help
the group learn how your variations correlate.
b. Formative evaluation
The method of continuing or frequent assessment to examine the product in a non-threatening
and supportive atmosphere. It happens during each unit, phase, and level of action, with the
user's operations or needs in view. Unit testing is the ideal technique for formative evaluation
because it concentrates on each part of the designing process, where action is required if a
problem arises and the structuring is modified simultaneously. The below are some of the
features that can be detected in the formative evaluation: 

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 It checks the user's ability to use the functionality and activity in the design
methodology. 
 Users' needs are mostly fulfilled.
 It can be taken out at any point during the design phase.
The formative evaluation process attempts to determine testing of different kinds of unit setups
to work for visibility of the template, activity planning, good workability in all methods, client
authority for unit step proposals, recognition of earnings of particular tasks, and critical analysis
to investigate modelling. We are now using an incremental testing procedure due to our
produced service.
Iterative testing is a type of testing that includes a step-by-step review of the entire item. Iterative
testing is considered as a measure of each concept and the complete prototype process before the
items and goods are developed. Here, all of the pieces are integrated & deployed continuously,
leading to deliveries at the end. By misusing iteration testing by categorizing or organizing from
the beginning of the presentation for the initial modelling item, the item is finally built to provide
varied yields with the goal of further exploring the varied rewards for analysis. The
responsibilities are then modified over time to yield the best effectiveness and layout assessment.

                                Fig: objective of iterative evaluation 

The evaluation is kept throughout the entire process, but also after the product has been designed
and completed. The product design process includes evaluation approaches such as plan, test,

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and improvement, which are based on a set of aspects of review and aims. These criteria include
inspections that are brief, comprehensive, or that connect individuals to evaluate on. A few of
these requirements are listed below:
 Rapid and rough testing: Plain examination and the basic proposal of evaluating the
plans of the item with necessary information and outcome of the workout into the
development lifecycle is known as rapid & rough testing.
 Field study: Field research is a theory that aids in the assessment of plan components in
normal circumstances and in a realistic environment of the client's comparison to the
application plan. Field examinations are careful, yielding a large number of records for
analysis. Plans are changed and modified, so be mindful where you put them. Customers
who operate as they should be noticed by assessors in the area, who give significance to
specific movements and continuously present client queries.
 Predictive Evaluation: Predictive Evaluation is the most precise method of evaluating
an object, such as an irritating strategy, although it is completed by experts without much
use. They are largely led by a heuristic technique for identifying and depicting issues that
may be reported and used later.

5.2 DECIDE Framework 


The DECIDE model is a framework that aids in determining the aims that have been handled
from assessment and exploring the response chosen from paradigmatic scientifically recognizing
various topics by establishing ethical concerns, assessing the disturbance, and presenting the
facts or design. It uses fragmented testing on all aspects of the item to connect client basics and
verify each unit of capability. Different metrics and objectives indicated in the decision
framework should be observed when developing and producing the final item, which are studied
and implemented during our Khanpin.com designing products.

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A. Determining the Goals
We should be able to test the ease of use for the development of the khanpin.com mobile
application from the perspective of a client who is new to the framework and has only recently
used it. By focusing on first look, content introduction, and consumption, we should be able to
know and assess the feasibility of material introductions that are presented in the application.
What do we hope to achieve as a result and what is the major focus of our project?
B. Exploring the question
This framework investigates the basic information regarding a client's likelihood of using the
khanpin.com framework, such as the education or skills required to use the system. Also, what
are the issues that clients have when using the framework? Is the application failing to respond?
C. Choose the evaluation approaches and methods
The platform's choice of guidelines and requirements for examination is critical to its unfolding
events. These standards represent how much attention has been given to the program and how
frequently it has been updated. We chose the simplicity of use check and, as a result, had our

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plans reevaluated and duplicated in order to create plans that could be adjusted and implemented
to the end clients. In order for the product to be successful, we had to survey prospective users in
LBEF as part of the estimation technique.
D. Identify the problems
Dissimilar evidence is the end result that may be accomplished and carried out after the
conclusion of viewpoint abuse in various levels of the organizing method. This also identifies
users who are new to the system and are having difficulty using it efficiently. This is where the
designs are tried out, and then sections are given to explain and verify any concerns that may
obstruct the application's accommodation, whether due to a new customer or a user with low
abilities.
E. Decide and deal with the ethics
This is an important component of the design process because it concerns morality and
determines whether or not the supplied architecture fits the requirements. This application aids in
the explanation and information processing in preparation for the examination. This also protects
the privacy of participants and their personal details, as well as the user's right to information.
This improvement in plan evaluation is what restricts the developer's ability to stay in humanity
and respect the rights of members and business visionaries in the improvement process.
F. Evaluate, analyses, interrupt and present the data
Evaluation and information, also known as data presentation, is the process of completing a setup
and delivering your product achievements to people of the planning cycle using the testing
procedure. The data should be clear, understandable, reliable, and unaffected or tainted by
previous findings. It is the main cycle of weighing, checking, presenting, and granting the goods
to the clients.

5.3 Usability Testing


Clients are observed while performing tasks with tools or programming frameworks as part of
usability testing. A paper sketch, a wireframe, a storyboard, a demonstration model, a developing
item, a functional model, or a completed item could be the object. Feasibility testing can also be
conducted on critical products to determine their strengths and weaknesses. It is the most precise
and feasible in all situations, based on the number of perfect models and testing the object. as

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modest consumers and experts estimate the trouble of inspecting the program's fundamental
limits and failings.
This testing is an evaluation viewpoint that focuses around functioning with control limits and
plan norms as a function of logs and tasks. This testing is competent, clear, and systematic in its
approach. The records are precise and published in accordance with the performance, phase, and
combination in the setup, as well as the user's restriction.

5.4 Heuristic Evaluation


Heuristic Evaluation is a method for identifying plan flaws in terms of ease of use by making a
judgement about it in comparison to accepted standards for what makes a user interface simple to
use. The 10 most important of these principles are known as the convenience heuristics, and
heuristic evaluation is based on them. It also refers to "rules of thumb," which refers to a broad
set of design guidelines that may be applied to a wide range of user interfaces. If the designer
believes the product contradicts any of the top 10 ux criteria, user testing should be conducted
several times. It means that the UI's worth requires theoretical application of knowledge and data
from a single master who will study plans and close what has been going wrong or correctly
based on previous events, adoptive families, and hypothetical investigation and suitable
development. The specialist considers additional existing frameworks as a source of well-
thought-out specific hypotheses that have been working correctly. These evaluations can be
made at any time, from the fundamental organising strategy to the final delivery progress.
Framed by these tactics, Nielsen's heuristics explain and demonstrate themselves as the most
quantifiable, as well as being able to be used at any level of the planning process.
The following are some of Nielsen's heuristics principles that have been accompanied:
A. Visibility of the system status
B. Simple design
C. Real world Vs. The system
D. Control over the Design
E. Consistent Standards
F. Maximum use cognitive
G. Efficiency and Flexibility
H. Minimum errors

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I. User recognition on errors
J. Help and documentation/affirmation

6 Conclusion
EATMORE documentation includes analysis, design and implementation project specifics.
EATMORE is a marketplace that focuses on services. We conducted various research for this
paperwork. Both quantitative and qualitative research used interviews and surveys as key
research methods. User profiling and strategic plan were completed. Data collection and analysis
are also carried out so that we can create a prototype that is user-centered and adheres to a
number of design standards. 
EATMORE usability goals have been established. Design considerations, mapping and
competitive design analysis are carried out, resulting in more customer design. Finally, based on
the prior analysis, multiple parallel designs were built, with the best design being picked based
on peer-to-peer rating. A survey and recommendation session were held for the participative
design challenge, which provided greater clarity and diverse sorts of ideas to execute. Prior to the
formative evaluation, we created a prototype of the system that follows design principles and
gives good customer experiences.

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