100% satisfaction guarantee Immediately available after payment Both online and in PDF No strings attached 4.2 TrustPilot
logo-home
Exam (elaborations)

INF3720 Assignment 2 2024 | Due 2 August 2024

Rating
-
Sold
1
Pages
17
Grade
A+
Uploaded on
26-06-2024
Written in
2023/2024

Question 1: 13 marks Question 1.1 Many software products suffer from interaction design errors that are annoying to users because they do not follow fundamental design principles. As an interaction designer, how can you ensure that software products are designed to provide a good user experience? (2 marks) Question 1.2 There is a fine line between an interaction that works and one that is usable. Designing interactions that work and are usable is achievable if design principles are appropriately applied. Discuss the design principles that guide interaction design. (5 marks) Question 1.3 Identify and discuss five usability goals. Also, provide one positive or one negative comment regarding the usability of myUnisa that you have experienced for each of the goals. (6 marks) Question 2: 19 marks Question 2.1 Assume that you are involved in developing a new mobile learning site for a high-school mathematics course. Suggest ways to apply the user- centred principles in this task. (9 marks) Question 2.2 As an interaction designer, assume that you developed a mobile application for managing recipes for everyday cooking. Discuss what could have inspired you when designing the application? (5 marks) Question 2.3 When following a user-centred approach in interaction design, there is a principle of ‘focus on users and tasks early’. This is one of the principles that make it easy and useful to use a computer system. Name and explain the five sub-principles that explain the meaning of the above statement. (5 marks) Question 3 (9 marks) Loadshedding is a problem in South Africa. As an interaction designer, your local municipality approached you to design a load-shedding application that runs on a smartphone. As the first step in designing the load-shedding application, apply the core components of the conceptual model to answer the following questions. 3.1 For each component of the conceptual model (4 marks): • Provide a metaphor and analogy that you are going to use when designing the load-shedding application. • Provide concepts to which people will be exposed through the app. • Provide examples of relationships between concepts. • Provide the mappings between the concepts and the UX the product is designed to support. 3.2 Draw a conceptual model for the load-shedding application. (5 marks) Question 4 (10 marks) Visit myUnisa and familiarise yourself with the discussion forums. Your task is to evaluate discussion forums and not to vent your frustrations about your e-tutors or the lecturer. Focus on evaluating the discussion forum. Evaluate the discussion forum from the perspective of social interaction of distance learning students and discuss people’s social disposition, the ideal of face-to-face conversations and the challenges. Discuss remote conversations and co-presence of distance learning students. (10 marks) Question 5: 15 marks As an interaction designer, you were hired to develop an app that tracks eating habits. The app helps users monitor their nutrition, calories, and daily activities. Similar apps exist; however, the app you are designing must support South African adult users. Answer the following questions. 5.1 Explain the strategies for ensuring that the designed app is persuasive. (3 marks) 5.2 How are you going to design an interface that is believable and trustworthy (3 marks) 5.3 How are you going to eliminate the possibility of creating an annoying interface (3 marks) 5.4 How are you going to make the app aesthetically pleasing to users? (3 marks) THEORY APPLICATION 4.1 People’s social disposition 4.2 In-person face-to-face conversations 4.3 Challenges for Discussion Forums 4.4 Remote conversations 4.5 Co-presence 5.5 What technologies are you going to use to detect the emotional states of users (3 marks) Question 6: 10 marks There are gadgets on the market for reading e-books, watching movies, or viewing pictures. The exact design differs between models, but they support book reading in a way as comfortable as reading a paper book. The developer of a new electronic gadget wants to find out how appealing it will be to young people under 18 years of age. You were contracted to carry out interviews by the developer. Answer the following questions in preparation for the interview: 6.1 What is the goal of your data-gathering session? (2 mark) 6.2 List any three techniques that could be used to capture the interviews. (3 marks) 6.3 What are the disadvantages of taking notes during interviews? (2 marks) 6.4 Suggest any three unstructured interview questions. (3 marks) Question 7: (9 marks) School of Computing has a small library not associated with the university’s main library. The library has a collection of information systems textbooks and computer science journals. The library uses an Excel spreadsheet to manage the library, and the challenge is that when borrowers get books from the library, they return them late or sometimes never return them. The borrowers include students and all school computing staff. You were approached to write a software program to track late returns and non-returned books. 7.1 Identify two common types of requirement discovery in the context of the library system (2 marks). 7.2 Create any 2 functional requirements of the library system (2 marks). 7.3 Choose one functional requirement of the library systems and present it as an atomic requirement. Use the Volere template (refer to the prescribed book). (5 marks) Question 8 (15 marks) Go to myUnisa under Additional resources and download the file “Case study – Academic library. pdf”. Read the case study and answer the following questions. 8.1 What was the purpose of the usability evaluation? (1 marks) 8.2 What challenges were encountered in performing the usability testing of the website? (4 marks) 8.3 What data collection methods were used to collect data? (5 marks) 8.4 List five issues discovered by usability testing. (5 marks)

Show more Read less
Institution
Course










Whoops! We can’t load your doc right now. Try again or contact support.

Connected book

Written for

Institution
Course

Document information

Uploaded on
June 26, 2024
Number of pages
17
Written in
2023/2024
Type
Exam (elaborations)
Contains
Questions & answers

Subjects

Content preview

, PLEASE USE THIS DOCUMENT AS A GUIDE TO ANSWER YOUR ASSIGNMENT


Please note that the author of this document will not responsibility for any plagiarizing you
commit.

 Question 1

1.1. Many software products suffer from interaction design errors that are annoying to users
because they do not follow fundamental design principles. As an interaction designer, how can
you ensure that software products are designed to provide a good user experience?

To ensure that software products are designed to provide a good user experience, it is essential to
reduce negative aspects like frustration and annoyance while enhancing positive ones such as
enjoyment and efficacy. This involves developing interactive products that are easy to learn,
effective, and pleasurable to use from the user's perspective.

Key strategies include:
 Understand User Needs: Conduct thorough user research to understand the needs, preferences,
and pain points of your target audience.
 Implement Usability Principles: Adhere to usability principles like consistency, feedback,
and error prevention to create intuitive and predictable interactions.
 Iterative Design and Testing: Employ an iterative design process, continuously testing and
refining the product with real users to identify and address usability issues early.
 Accessibility: Ensure that the product is accessible to users with varying abilities, following
guidelines such as WCAG (Web Content Accessibility Guidelines).
 Aesthetic and Minimalist Design: Avoid unnecessary elements and focus on clean, aesthetic
designs that enhance user satisfaction and usability.

(Rogers et al. - Page 2)

1.2. There is a fine line between an interaction that works and one that is usable. Designing
interactions that work and are usable is achievable if design principles are appropriately applied.
Discuss the design principles that guide interaction design.

 Visibility: This principle ensures that users can easily see what functions are available.
Controls, options, and information should be visible and easily accessible. Effective visibility
reduces the user’s cognitive load and helps users understand what actions are possible at any
given moment. For example, buttons and icons should be clearly labeled and easily
identifiable.

 Feedback: Providing feedback is essential to inform users about what action has been
performed and what result has been achieved. Feedback can be visual, auditory, or haptic. For
example, a button click can be accompanied by a visual change, a sound, or a vibration,
indicating that the action has been recognized and processed. Timely feedback helps users feel
in control and understand the system's status.

 Constraints: Constraints guide user actions by limiting the options available, thus reducing the
chance of error. There are different types of constraints, including physical (e.g., a slider that
can only move within a certain range), logical (e.g., graying out unavailable options), and

, cultural (e.g., using common symbols and conventions). Constraints help users navigate the
system more easily and prevent unintended actions.

 Consistency: Consistency involves using similar design patterns and behaviors across different
parts of the application. This makes the system predictable and easier to learn. Consistent use
of colors, fonts, terminology, and layout helps users transfer knowledge from one part of the
application to another, enhancing usability.

 Affordance: Affordance refers to the design elements that suggest how an object should be
used. For example, a button looks like it should be pressed, and a slider looks like it should be
dragged. Affordances help users understand the actions they can take without the need for
additional instructions. Good affordances align with users' prior experiences and expectations.

(Rogers et al. - Page 27)

1.3. Identify and discuss five usability goals. Also, provide one positive or one negative comment
regarding the usability of myUnisa that you have experienced for each of the goals.

Effectiveness
 Definition: Effectiveness refers to the accuracy and completeness with which users achieve
their goals using the system.
 Comment: Positive - myUnisa effectively allows students to access their course materials and
submit assignments, ensuring that their educational tasks are completed accurately and
comprehensively.

Efficiency
 Definition: Efficiency measures the resources expended in relation to the accuracy and
completeness of goals achieved. It often involves time and effort.
 Comment: Negative - Navigating through myUnisa can sometimes be cumbersome and
time-consuming due to slow page load times and a complex menu structure, reducing overall
efficiency.

Safety
 Definition: Safety involves protecting users from errors and ensuring that the system prevents
catastrophic failures.
 Comment: Positive - myUnisa has effective error prevention mechanisms, such as
confirmation dialogs for critical actions like assignment submissions, which help to ensure
safety and prevent accidental data loss.

Utility
 Definition: Utility refers to the system’s ability to provide all the necessary functions to
perform the tasks effectively.
 Comment: Positive - myUnisa offers a wide range of functionalities, including access to
lecture notes, discussion forums, and communication with lecturers, providing high utility for
students' academic needs.

Learnability
 Definition: Learnability is how easy it is for users to accomplish basic tasks the first time they
encounter the system.
 Comment: Negative - New users may find myUnisa difficult to navigate initially due to its
extensive and somewhat unintuitive interface, which can hinder learnability.

Get to know the seller

Seller avatar
Reputation scores are based on the amount of documents a seller has sold for a fee and the reviews they have received for those documents. There are three levels: Bronze, Silver and Gold. The better the reputation, the more your can rely on the quality of the sellers work.
Aimark94 University of South Africa (Unisa)
Follow You need to be logged in order to follow users or courses
Sold
6576
Member since
6 year
Number of followers
3168
Documents
1328
Last sold
4 days ago
Simple & Affordable Study Materials

Study Packs & Assignments

4.2

520 reviews

5
277
4
124
3
74
2
14
1
31

Recently viewed by you

Why students choose Stuvia

Created by fellow students, verified by reviews

Quality you can trust: written by students who passed their tests and reviewed by others who've used these notes.

Didn't get what you expected? Choose another document

No worries! You can instantly pick a different document that better fits what you're looking for.

Pay as you like, start learning right away

No subscription, no commitments. Pay the way you're used to via credit card and download your PDF document instantly.

Student with book image

“Bought, downloaded, and aced it. It really can be that simple.”

Alisha Student

Frequently asked questions