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Kariebi Jonathan

A Project Plan
COMPONENT 1: Exploring User Interface Design Principles and
Project Planning Techniques
LEARNING AIM B: Use project planning techniques to plan and
design a user interface.

Introduction
My project plan is to create a user interface that not only looks nice and easy for the users to use but
also look appealing visually. The user interface will be used in the “Neoteric Stadium.” The system
will be put in front of the chairs that spectators of the matches being played will sit on. The
spectators will be able to watch the match in different angles, order drinks as well as chat with other
spectators within the stadium.

My project plan will outline what I plan to do concerning how the user interface will look and feel as
well as how I will achieve the product. My project plan will also contain a contingency plan which will
function as a plan B in case the original plan fails. Most project managers focus on creating a clear
and easy-to-follow project plan to achieve greater results. A good project plan leads to easy
production and completion of the project.

I will use a mood board to show my ideas. My mood board will put carefully and well thought out
images, materials and text that is meant to show the concept and design of my user interface.

The PERT chart is a visual tool used to put a timeline in my plan. It will help to make me know when
to do what.

A story board will be added to my plan to put my ideas and designs in a way that I can imagine how
it will look like in real life. It will show how the user interface will act and operate from beginning to
end and it will show the way the interface will work.

Task List

1. Meet the manager and understand what he requires.


2. Design a mood bard for the project.
3. Search and find images that fit the users.
4. Configure the storyboard for the screens.
5. Show my designs to the manager and receive his criticism.
6. Improve the design as much as possible.
7. gain feedback from users
8. make improvements.
9. show the manager the end design.

Meet with the manager and understand what he wants - I would need to do this to know
what kind of user interface I am going to make. I will need to meet them in their office. This
is especially important because if I do not meet the manager, I would not even know what
to do. I would know if I were done with this step when I am done with the interview. The
end goal of the interview is me leaving with knowledge on what I am going to create, this is
very achievable. This step aligns with the rest of the steps a lot because it is the first step,
and it is important to know what I am about to do. I am the best person to go and meet the
manager because I am the only one at that point, along with the manager, which knows
what I am planning to do.

Design a mood board for the project – me and my team would create a mood board. The
mood board will be created in my office. This goal is important because I need a mood
board to understand what I will be making and the feel of the user interface. I would know I
am done with the mood board when I have a finished mood board that clearly shows the
ideas of which my team and I have thought. This step is achievable because it is not hard to
gather ideas.

Search and find images that fit the users - the next thing I would do is find images that
would look nice and easy to use for the users. I would be doing this step in my office. This is
important because the kind of images I use will affect the quality of the user interface. I
would know that I am done with this step when I am satisfied with the quality of the images
and how well the images fit with each other. The end goal of this stop is to get or create
proper images to create my user interface that would be simple and easy to use. This step is
achievable because despite me not knowing how to create images, I can find and hire
people that can do it to design the images for my user interface. This step aligns well with
the other steps because these are the images that I need to create the user interface. The
person to achieve this step is a team of graphic designers which I would pay to create the
perfect images for the user interface.

Configure the storyboard for the screens – I would need a story board to visualize what I am
going to be creating. This step would be done with me and the team of graphic designers
from the previous step. This goal is going to take place in my office. A story board is
important because I need to know what I need to be able to visualise how my user interface
is going to look like and how it works before I begin making it. I would know I am done with
this step when I have a clear storyboard that clearly shows how my user interface is going to
operate. The end goal of this step is having created a mood board. This step is achievable
because it is not hard to imagine how my user interface is going to work and operate.

Show my designs to the manager and receive his criticism – after I have finished gathering
my images and making my mood board and story board, I would go back to manager to see
what he has to say about my progress so far. I will do this step. Doing this is important
because the manager needs to know what I have done so far and make corrections. I would
know that this step is done by the time I have finished the meeting with the manager. The
end goal of this step to have a corrected mood and storyboard, corrected by the manager.
Another way to know if I am done with this step is when the manager has said that the
work, which I have done, does not need any further correction. This step is achievable
because it is not hard to go to the manager.
Improve my design as much as possible – after I finish my meeting with the manager, I will
start with improving my designs, this is assuming that the manager does not like some
aspects of the design. This step is important because it is the manager himself that said I
should change the parts that are underwhelming, this means that the parts that need
improvement are bad. I would know that I am done with this step when all the parts the
manager said I should improve in have been taken care of. The result of this step is to have a
further improved design. This step is achievable because I have been able to do these steps
before, so it is not had to do it one more time but better.

Gain feedback from users – after the user interface has been created, I would need some
feedback on it. So, after some time I would ask users about how I feel about the user
interface. This is especially important because if the users do not like the interface, the user
interface would be useless. I would know that I am done with this step when I have gotten
data on the users’ opinions on the user interface. The result of this step is having a lot of
data on the users’ complaints and compliments on the user interface. This is achievable
because it is quite easy to gather data on the users’ opinions in a graph.

Make improvements – after I get my data, I would start to make improvements on what the
users do not like. This is important because improving would help get the users to enjoy
using the user interface easily and smoothly. I would know that I am done with this step
when I have fixed any part of the interface that the users did not like. The result of the step
is having a good user interface that appeals to every user in the stadium. This is achievable
because I have all the complaints that the users have so it would be easy to know what to
fix.

After these steps I would show the manager the end design

Pert chart

PERT charts, also known as PERT diagrams, are project management tools that are used to plan,
organise, and coordinate work inside a project. It shows a graphical representation of a project's
timeline, allowing project managers to break down and analyse each individual activity.
The PERT chart template employs nodes to indicate events and milestones throughout the project.
Nodes are created as rectangles or circles. The nodes are linked by vectors, which are shown as lines
and indicate the many jobs that must be done.

Project managers can use PERT charts to estimate the amount of time it will take to complete a
project. Managers can also examine the work breakdown and task relationships, as well as estimate
the project's risk.

My pert chart goes from up to down with no cuts, this is because I am using a waterfall
methodology.

Gantt chart

A Gantt chart, which seems widely used in construction project, one of the most popular ways to
illustrate events (tasks or events) against time. A list of the activities may be found on the left side of
the chart, and a suitable time scale can be found along the top. Each transaction is represented by a
bar, whose location and length indicate the activity's start, duration, and end dates. This allows you
to quickly see:
What are the tasks?

When each function begins or ends

How long each activity intended to last.

Where activities overlap each other, and how much they overlap.

The project's start and finish periods.


Mind map

improve
show designs
designs

configure
gain feedback
storyboard

design the make


mood board improvement

Designing a
user
meet the show the
manager interface for manager
the neoteric
stadium
Contingency Plan
A contingency plan is also known as a “Plan B.” it is used when the original plan
fails.

Scenario Risk Trigger point End plan trigger


level
Bugs high User interface was not made Fix the bugs
properly
Sentences are Low I was rushing when typing Fix grammatical
not errors
grammatically
correct
Mis-translated medium Google translated wrongly Fix the mistakes
sentences
Project requirements

User requirements

The user requirements are what the user needs to use the user interface. It is what the users want
the user interface to contain:

1. the style of text that they want to use.


2. the colour choices
3. the methods of interaction
4. games on the interface

the way I would get these requirements is through user feedback.

Output requirements
Output requirements are what the systems would need to show for the users to look at, hear or feel.
The way users will feel about the interface depends on this.
The different methods of output:

METHOD DESCRIPTION
VISUAL What the users will see on the screen
AUDIO What the users will hear on the speakers or
headphones
HAPTIC What the users will feel like vibrations

Input requirements
Input requirements are what the user interface will allow the users to put inside using different
devices.

METHOD DESCRIPTION

TOUCH This will enable users to touch the screen and


pick things to do
KEYBOARD This will enable users to put text into the
computer

Software requirement

Software requirements are the tools that the software should have to allow users to understand and
easily use the interface.

The first thing I would do is check if the user interface works on the device that the interface is
meant to work on.

If it does, I would find the best tools and settings I would put to allow users use the interface easily.

Hardware requirement

The hardware requirements are the tools that will allow the users to access the user interface. This
includes the screens.
Storyboard
I made my welcome screen as simple as possible because it is quite nice to look at than a welcome
screen with a lot of images and colours.
I put images on this screen to show people what they can pick while keeping the minimalistic design.
A minimalistic design is easier to read and looks nice.

The food ordering screen contains all the food that the stadium has to offer. The prices are not
mentioned here because it is assumed that all the payments have been done in advance, like a
buffet.

The map screen has just the map and only the map because I did not want to put unnecessary
information and enable the users to see as much of the map as possible.
This slide is used to describe my project as well as reference all images in the slide notes.

This screen lets the user know that their food is on its way.
The settings screen has language options.

Feedback

Ben Sock – She said that she did not like that there was no French in the languages, so I added
French.

Brandon Bob – She said that the colours I chose originally, white, and yellow, were too bright and
hard to read so I chose grey and black to make it easier to see.

Little Wayne – how said that it was annoying that the time was not showing in all the slides, so I
added time to all the slides.

Bobby Smith – he said that he wanted a welcome screen, so I added one.


How do I refine my interface?

After reading my feedback I realized the font I used did not fit with the image I used, and it does not
look nice to people using the interface. So, I decided to make it tidier and more professional.
My original plan for the design

I wanted to use a lot of images on my user interface. At first, I thought that this was a clever idea,
but I realized that a lot of images may not look nice or as clean.

.
Strengths of my project planning and user interface
I made my user interface with colours that are easy for most people to read. I also included images
and icons instead of words so that it looks cleaner. Even though I used mostly images, the images are
quite easy to understand. I used a to-do list at first to know what I would do in an algorithm. Then I
made a gant chart that helps me know what tasks I have, the exact time I will be doing each step,
how long I will be doing each step and when the steps I do will overlap each other. I made a
contingency plan that will be used to have a second chance when the first plan goes wrong. Also
added my project requirements that included my user, output, and input requirements. The
requirements help me know exactly what I need to use to make my user interface as well as know
what the users will need to create the user interface. I also added a storyboard that will be able to
help me have a visual representation of what I will be making.

My user interface has a limited palette so that those who have trouble focusing on a lot of stuff will
be able to use it comfortably. I also used a lot of icons instead of words to make it obvious to those
having reading disabilities to use. I used dark colours such as grey and black so that it is easier to see,
and it is not blinding to people using it in the dark. My user interface has a lot of back buttons
because it will enable users to reverse a mistake or miss click, they have done without having to
restart the app. The interface does not have a lot of assets so loading times are very quick.

Weakness of my project planning and user interface


Despite having a plan to follow I found myself going another direction and not doing what I intended
to do. I barely even used the Gantt chart. The times shown on the Gantt chart are earlier than the
actual time I did the steps. My plan included designing a mood board but I decided later that there is
no point of me making a mood board, so I did not. This means that the plan had unnecessary steps
that I did not need.

My user interface has nothing to guide the visually impaired. I should have been able to add a
personal assistant but unfortunately, I did not have enough time. Because I had no personal
assistant, people with motor issues would not be able to use the interface properly.

How I overcame the project construct


I overcame my project constraint by managing my time so that I can do all the steps I had as soon as
possible. I also took criticism and feedback from people that evaluated my interface and worked on
the things that they said I should work on. I also managed to make my interface genuinely nice and
clean, so I was happy with what I had.

Conclusion
In conclusion, I was able to make a functioning user interface despite having setbacks and flaws in
my planning

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