Updated October XXXXXXXXXXof 6 De pa rt m en t o f C om pu te r S ci en ce TABLE OF CONTENTS Main Objective of the assessment...

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please take reference from the group reference report and this is my prototype you need to paste in the report.Thanks.


Updated October 2019 1 of 6 De pa rt m en t o f C om pu te r S ci en ce TABLE OF CONTENTS Main Objective of the assessment ........................................................................................................................ 1 Description of the Assessment .............................................................................................................................. 1 Learning Outcomes and Marking Criteria ............................................................................................................. 2 Format of the Assessment .................................................................................................................................... 4 Submission Instructions ........................................................................................................................................ 6 Avoiding Plagiarism ............................................................................................................................................... 6 Late Coursework ................................................................................................................................................... 6 Assessment Title Usability Engineering Report Module Leader Dr Mark Perry Distribution Date 08 November 2019 Submission Deadline 1. Group ‘reference’ report and video: 06 March 2020 11:00 UK time (unassessed) 2. Individual assessed report: 20 March 2020 11:00 UK time Feedback by 15 May 2020 Contribution to overall module assessment 100% Indicative student time working on assessment 100 Hours Word or Page Limit 3,000 words and no more than 8 pages (not including title page, Gantt chart or references) Assessment Type (individual or group) Individual MAIN OBJECTIVE OF THE ASSESSMENT You will conduct a usability engineering task around an application or device developed as a group project and written up in the form of a report. This assessment is intended to examine all of the cs2003 learning outcomes, as specified in the Learning Outcomes and Marking Criteria section below. DESCRIPTION OF THE ASSESSMENT For the assessed part of cs2003, you are required to write a usability engineering report for a prototype application or device that you will develop as a group activity. The group task will be set from a range of design concepts which will be published on Blackboard Learn in advance. In this assessment, you will plan the design process, prototype the application or device, and iterate and evolve the design using evaluation to get feedback on its usability. All of this will be done through following an appropriate usability engineering (otherwise known as user-centred design) lifecycle. This task involves group work, but it will not be assessed as a group. You will work in your existing Level 2 groups for cs2001, but the assessment will be different to this. Working in the same groups will allow you to build on the relationships and skills that you have already developed together, and you will be able to deploy some of the learnings that you have already used in this project. However, the task that you will undertake is different: each group will be allocated a project type by the module leader. This will include a system specification and basic details of its intended operation. Beyond this design remit, you will be free to interpret all other aspects of the system specification. While the group design project will be performed as a group with a group submission report, your mark will be based on an individual report of this activity. This will include elements of your own personal research or usability evaluation activities, as well as a reflective discussion of your decision-making process, data analysis, and design choices. Any changes to group membership will need to be fully justified, discussed with the module leader, and agreed in writing. To pass the coursework, you will devise a plan on how to identify user requirements, then design and evaluate prototype applications or devices. You will need to think about and reflect on the methods, techniques and tools that you will use to carry out the coursework, and then implement these. To do this, you are expected to draw from the material covered during the module. This assignment should be written up in the form of two reports, as outlined in the Format of the Assessment section below. CS2003 Usability Engineering Assessed Coursework for 2019/20 Updated October 2019 2 of 6 De pa rt m en t o f C om pu te r S ci en ce You are strongly advised to begin this assignment as soon as possible, not only to ensure that you meet the submission deadline, but also so that you may attempt to complete the assignment to the best of your abilities. This will make the coursework more manageable for you and your team, and far less of a burden when set against the rest of your other assessments. LEARNING OUTCOMES AND MARKING CRITERIA The learning outcomes for this assessment are the same as those for the module, namely that you should be able to: 1. Identify and describe relevant usability engineering principles used in the context of the usability evaluation scenario with references to the appropriate research literature; 2. Explain and justify the role of the appropriate usability engineering methods and techniques used within the context of the usability evaluation scenario; 3. Design a usability engineering cycle (i.e. programme of work) for the evaluation of the prototype application. The following two tables describe the way that assessment and feedback will be used in the module for the individual assessed coursework report. Table 1 covers the threshold learning objectives (LOs): you need to pass all of these to pass the module. In this table, each LO is mapped to its individual assessment criteria, so that you can determine what is required to a pass (and what may result in a fail). Table 1 also provides guidance beyond the threshold nature of the LOs which can be used to help you understand the sorts of content that would be expected of you in your answers that relate to these LOs, and which will help contribute to higher overall grades. Table 1, however, is not used to directly calculate your overall grade, as it deals with each individual LO
Answered Same DayMar 17, 2021CS2003

Answer To: Updated October XXXXXXXXXXof 6 De pa rt m en t o f C om pu te r S ci en ce TABLE OF CONTENTS Main...

Shikha answered on Mar 19 2021
145 Votes
Student Name
Student ID        2
Usability Engineering
(Book Recommendation System)
Submitted By
Course
Dr. Mark Perry
Date
Introduction
Usability engineering can be defined as the process of developing a system with improved human-computer interaction ie HCI. The main objective of usability engineering is to develop a system that is user friendly and has safety measures in the intended context of use. The user is not required to read, understand as well as remember the instructions before using the system. Applying usability engineering approach while designing a system is the best way to develop
a system that is user friendly and which leads to the success of the system. The system developed by considering some safety instructions and human factors principles is easier to use (MHRA, 2017). In this report, we are considering the user interface of Book Recommendation. The main aim of the report is to analyse usability engineering principles that can help in developing user interface for the users.
Usability Engineering Life-Cycle
Usability engineering is the process of developing a system by integrating the HCI approach in the development process. The concept mainly focusses on testing various components at different stage of the development process (Interaction Design Foundation, nd). The main approach used for developing the interface are as following:
Step 1: Requirement Analysis – In this phase, all the users’ requirements are gathered. In our system, we have used the approach of interviewing users and analyse all existing documents. In this process, we will analyse the type of users who will access the system. In this step, we have designed all the use cases and other UML diagrams. The main usability goals of the developed prototype is that the design must be user-friendly. The barcode data must be retrieved within just few seconds. It will define the system efficiency.
Project Scope – The main scope of the project is to develop an application that can help in searching the required book and then if he wants to buy, he can by making online payments.
Design Guidelines – The design is web based and will be easy to access by the users. Users can easily search the desired book and can purchase by making online payments. Also, this design will be AR (Augmented Reality) based.
Step 2: Design Phase
After analysing all user requirements, the first attempt towards design phase is developing conceptual design which is important towards improving next iteration.
The first step in design phase is work reengineering which implies that the design must be flexible as well as optimal. All the requirements will be reengineered for the automation process. In conceptual model design, we are will develop user interface design. A prototype is defined towards design phase. The user mental model is developed which is the approach by which users will interact with the system. The conceptual design is then, converted into conceptual model mock ups.
Step 3: Implementation and Testing
In the third step, after complete design analysis, all the functional requirements of the system will be incorporated. All these functional requirements must be accessed through user interface. After implementation phase, the next step is to perform usability testing. All the user evaluation of the user interface/ prototype is done at this stage. We have used heuristic evaluation in our scenario.
Step 4: Deployment
In this step, all the required resources are used in the deployment of the user interface.
Step 5: Evaluation
The evaluation process continues as per the requirement. In our case scenario, we have used Neilson’s heuristic evaluation model and Cognitive walkthrough to evaluate our prototypes (Qureshi, S., A. and Durrani, 2018).
Tools used in Usability Engineering
We have used proto.io tool for developing prototypes. Proto.io is mobile/ web app that is comprised of many functions. Proto.io helps to speed up the design process by incorporating some UI components for iOS or Android platform. The design can be easily imported from Photoshop to Proto.io. We have used proto.io as the prototype design can easily be shared with other group members and will the opinion of other members, the change in design can easily be incorporated. The user feedback from many users can easily be organized as well as visible in proto.io tool. This tool uses 128-bit encryption that helps in locking client-server communication in the cloud environment. Hence, in terms of security, the app is best tool for developing prototypes (Piperides, 2016).
The main limitation of using proto.io in prototype development is its interface is bit cluttered, which implies that the space for design is less on screen. It took some additional time in development process as screen became confusing and complicated by including all components (Singh, 2020).
We have gathered user requirements by interviewing few users who will further use this application. We have interpreted these requirements on the proto.io app and then, used these requirements in developing the prototypes. After receiving feedback, we have implemented this into the app.
Applications of Usability Engineering Principles
The system’s usability is measured in terms of following point:
Usefulness – The usefulness of the system is measured when it provides all functional requirements and is easy to use. Our book recommendation system is easy to use and fulfils all functional requirements.
Efficiency – The usability of the system can be measured in terms of efficiency. It implies that by making users skilled in the system, the purpose from the system can fulfilled in just few seconds.
Effectiveness – It is used to measure the system behaviour as per the user requirements. The system is rated according to the efforts required by the users.
Learnability – The system can only be successful if a user is trained to use all its sub-options. In our case, all the users will be able to learn all its options whether its about augmented reality or barcode...
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