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GROUP ASSIGNMENT

INTERACTIVE APPLICATION
CT026-3.5-2-HCI
HUMAN COMPUTER INTERACTION
NP2F1701IT
HAND OUT DATE: 27 August 2017
HAND IN DATE: 7 November 2017
WEIGHTAGE: 50%

Sunil Aryal (NP000065)


Kiran Thapa (NP000034)
Rajat Gurung (NP000052)

INSTRUCTIONS TO CANDIDATES

1. Submit your assignment to the administration counter.


2. Students are advised to underpin their answers with the use of references (sites
using the Harvard Name System of Referencing)
3. Late submission will be awarded zero (0) unless Extenuating Circumstances (EC)
are upheld
4. Cases of plagiarism will be penalized
5. The assignment should be bound in an appropriate style (Comb Bound or Stapled)
6. Where the assignment should be submitted in both hardcopy and softcopy, the
softcopy of the written assignment and source code (where appropriate) should be
on a CD in an envelope/ CD cover and attached to the hardcopy.
7. You must obtain 50% to pass this module.
Acknowledgement

Around a period of two months we were working hard to achieve our goal. We are strived hard
to complete our assignment. Now after the completion of our group assignment we are happy to
see the best results. Our goal was to give an outstanding and appreciating performance. Though
there were lots of problems we had to face but we all worked together and moved on and on.
Today we are out with flying colors. First, we would like thank to APU to provide us the
opportunity to enhance our inner creativity. Last and but not the least, we want to acknowledge
all my friends and colleagues who supported us in our assignment.
Table of Contents
Introduction......................................................................................................................................1
User Requirements...........................................................................................................................2
User Profiling...............................................................................................................................2
Process of User Profiling:.............................................................................................................3
Actual User Profiling Performance..............................................................................................6
Stakeholder Analysis....................................................................................................................9
Data Gathering Technique.............................................................................................................11
A. Interview.........................................................................................................................13
B. Questionnaire..................................................................................................................14
C. Observation.....................................................................................................................20
D. Focus Group....................................................................................................................21
Task Analysis.............................................................................................................................24
Usability Goals and Competitive Analysis....................................................................................38
Design Principles........................................................................................................................38
Usability Goals...........................................................................................................................39
Design and Prototype.....................................................................................................................44
Card Sorting...............................................................................................................................44
Parallel Design Sketches............................................................................................................47
Participatory Design...................................................................................................................49
Prototyping.................................................................................................................................50
Storyboarding.............................................................................................................................50
Testing of Design...........................................................................................................................59
Formative testing........................................................................................................................59
Bibliography..................................................................................................................................62
Introduction
The Term HCI stands for “Human Computer Interaction”. It is the study of interaction between
user and Computer. HCI is concerned with the design, evaluation and implementation of
interaction computing Systems for human is and with the study of major phenomena surrounding
them. HCI is a very broad discipline that encompasses different specialties with different
concerns regarding computer development.

As a group we are decided to develop an attractive and user friendly “LIBRARY


MANAGEMENT SYSTEM”. It is one of the popular sites that can be seen by everyone. It has
become the necessity of every college and school.

As this site is mainly used by student and library faculties, we are going to introduce a new
interface which will be helpful to every computer user and it would not provide the major-
functionalities but would also provide the user with the simplest interface and easily navigation
to menus and sub-menus.

The Site is being developed by keeping the following considerations in mind such as:


Effectiveness, Efficiency, Usability and Simplicity.

Understanding the key issues in the field of Human-Computer Interaction.

A System that can be easily understandable and navigated by the kids.

Designing and evaluating interfaces on the basis of relevant knowledge and appreciation
of human capabilities.

(Alan Dix.Janet Finlay, 2004)

1
User Requirements
User Profiling

The Process or act of “establishing and collecting the knowledge about the users related to any
specific system of all the users who are expected to use the system and also of what these users
want to do” can be termed as user profiling. In other words we can say that the user profiling is
the activity of gathering data regarding intended user, either individuals, novice or casual or
expert ones. Just designing appropriate would not help, since, users attribute may vary from
place to place and may other factors too. User Profiling involves identifying user attributes like
physical proximities, background, preferences and skills, which may help in co-coordinating and
prioritizing user requirements.

Purpose of User Profiling

The purpose of user profiling is to gather information about the requirements from the users. We
do user profiling to identify the interest of all the stakeholders who may affect or be affected by
the system. Another Purpose of user profiling is to give adequate feedback or just to make the
system enjoyable and satisfaction. We need to find out the demands from the user to achieve the
goal of the system.
User profiling plays a vital role in framing the system usable which is easy to learn, remember
and easy to use. User Profiling is done so that it can aspire to the system to match the user’s
tasks and to meet the user requirements. Without proper User Profiling, the interface will fail if
it does not know what the actual user require. The system will fail if it is not as per the
requirement of user. In order to make the system, it is important to understand the capabilities
and limitations of those we are designing for our users.
(Scribd, 2017)

2
User Profiling

Users

Goals

Tasks

Figure 1: User Profiling consists of three main things

Process of User Profiling:

1. To identify the end users.


2. To know where is the task performed.


3. To know the relationship between the user and the data.


4. To know how often the tasks are performed.


5. To know the Time constraints.


(Sumitkumar Kanoje, 2014)

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1. To identify the end users.

Under this we have all the features related to the user like how the user look like, their
background, skills and all.

Identifying attributes of users

Physical Characteristics: It is related to the outer appearance of the user, like how the user
looks like. It also signifies the age of the user. The user’s ability and users disabilities like is the
user is having any eye sighted problem for which he/she uses glasses. It’s all related to the user
outer appearance.

Background: Here it means the educational background of the user which shows up to what
extent the user can understand the things, the social and religious background of the user which
helps a lot in making the system.

Skills: In this we get a fair idea about the skills and task experience of the user. We get to know
what the user knowledge and experience is and what kind of task the user can perform.

Preferences: Under this we can get to know how efficient the user is and how efficiently
she/he uses the system to meet his/her requirements.

2. To know where is the task performed.

Under this we will have an idea about the place and the situation where the system has to work
and according to which the system has to design because surrounding environment matters a lot
in working of a system.

While standing, while sitting, in a crowded place, where the system is going to be used.

Are users under stress or they are in absolutely light mood while using the system.

Check confidentiality required or need to hide some information.

The working space of the user, what kind of lighting do they work under, the kind of
place they sit and work .All the things related to their surroundings.

Surrounding noise.

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3. To know the relationship between the user and the data.

Under this we can collect the information about relationship between the user and the
data:
Personal Data: Is the data always accessed at same machine and personal to the user or
not. Can anyone else use the same data or not. Do users move between or work on the
same particular machine.
Common Data: It is the data being used is personal to a user or common to all the users.
The data passed sequentially between the users.

4. To know how often the task are performed.

Under this we get to know the about the frequency of using the system to perform any
task:

Frequent users remember more details so no much assistance is required for them. So the
system is designed in same manner.

Infrequent users may need more help even for simple operations. Thus more and more
steps and guidance is given for such types of users in the system.

5. To know what are the time constraints.


Mainly time constraints deal with these Points:
What functions will users be in a hurry for and which functions can wait, positioning of
functions as in the same manner so that will easy for the user to perform his/her task per his/her
need.
Is case of relationship between the tasks like if this task is performed then within this much of
time span the another task has to be done otherwise there will be time out or the page will expire.
This all have to decide while designing the system.

(Researchgate, 2017)

5
Actual User Profiling Performance

Classification of user on the basis of domain knowledge and expertise


The entire user domain can also be divided on the basis of knowledge possessed by the intended
users. They can be categorized as under:

Novice User

These are the users who has either no or limited knowledge of the occupational task to be
performed, and of computers and interface concepts. They are very new to the system and will
need a simple and basic interface. They may include that domain of users that has no prime
knowledge of basic computer handling and software handling. But this domain will constitute
very less numbers of users involved in present era of technology.
Guidelines for Novice User:

1. All initiative should come from the computer- the novice may not know what is to be
done.
2. Each required input should be brief- the shorter it is more likely it is to be remembered.
3. Input procedures should be consistent with user expectations-humans search for patterns
and will generalize.
4. Help should always be available-online.
5. I here should be sufficient feedback-closure.

Knowledgeable Intermittent Users

These are the users who understand the main concept of the task. They also have a broad
knowledge of computers and interface concepts. These users may have problem in maintaining
the system as they don’t have a deep knowledge of the system. The users in the group come
under the less frequent users group and hence may sometimes feel some problems in dealing
with the system.

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Expert Frequent Users

These Users may include computer geeks. This user force may include the developers and

engineers who all are often involved in developing computer applications. They are termed as

frequent users, due to their tendency of maintaining close relations to computer world. These

mostly use shortcuts to accelerate the works faster.

Where the task is performed?

Library management site is such a demanding site for different type of user such as student,
faculty, general, people and adult person. This task can be performed easily anywhere, where
internet can be accessed easily. They are widely used in the places like:
 Internet cafes.
 Personal use at home.
 Business work places.
 schools and colleges
 Shop
 Office
Relation between Users and Data
We have divide relations into two types:
1. Personal data- This site will always perform according to users need. It can be accessed
any time on any machine either it is same or different. The data can be locked and only if
the user wants it can be accessed.
2. Common data- Common data such as profiles, books, photos, etc. can be simply
accessed. It is only depend upon user to decide if he/she wants certain things to be
accessed as a common or personal. Photo gallery and book menu is such information
which is available to all the users.
 Data accessed is restricted users.
 Data used concurrently.
 Data that is passed among users sequentially.
 Our system is so designed that it fulfills both the requirements to the user’s expectation.

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Impact of User Profiling

Now the developer is able to conclude that with user profiling it will help developer in
identifying the different attributes and need of the users. After performing the comprehensive
analysis of the various data and information gathered from data gathering techniques such as
questionnaires and naturalistic observation developer found the choices of the users.

Keeping the feedback of users in mind we conclude the following:


 The library management system according to the user's tasks and fulfill all the
requirements which are need.
 Provide sufficient feedback from user.
 The library management system would be easy to use and easy to learn.
 Proper metaphor is used to make it more simple and easy to use the system for
different type of user who wants to use the system.

(scribd, 2017)

8
Stakeholder Analysis

Stakeholder analysis is a technique we can use to identify and access the importance of key
people, groups of people, or institutions that may signifies influence the success of our activity or
project. The technique can be used alone or with team members. The Stakeholder concept was
first used in a 1963 internal memorandum at the Stanford research institute .It defined
stakeholders as “those groups without whose support the organization would cease to exist”

The four main categories of stockholders affecting are listed below:

1. Primary stakeholder: These are those who directly use the system and here the primary
stakeholders are the librarian, student and faculty as they for whom the whole system is
going to be developed.
2. Secondary stakeholder: These are the people who don’t use or work on the developed
system but they want the reports after every certain period of time and here for library
management system the secondary stakeholders are director and accountant.
3. Tertiary stakeholder: These are the people who tell the developers to develop the
system and here APIIT is the owner of the system who is paying the developers to
develop the system.
4. Facilitating: These are the developers who develop the system and maintain the system
and here the students namely Sunil, Kiran, Rajat are the developers.

(Businessdictionary, 2017)

9
Selection and Justification of the Stakeholder:

We already discussed above that stakeholders are the people that are directly or indirectly
affected by the organization action, objective and policies. Following are the steps we took to
analyze our stakeholders:

1. Identifying the stakeholders

In this step we determined all the people who are affected by our work, who have influence or
power over it, or have an interest in its successful or unsuccessful conclusion. The identified
stakeholders are librarian, students, and teachers.

2. Prioritize our stakeholders

All the above mentioned people are somehow linked with our system in one way or the other.
We can divide them into smaller groups on the basis of the power they have over the system and
the interest these people have in our system. This way we created 4 groups with people having
low power-low interest, low power-high interest, high power-low interest and high power-high
interest.
Thus the system can have following prioritization for their stakeholders:

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Figure 2:Co-ordinates illustrating Prioritization of Stakeholders
(Comindwork, 2017)

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Data Gathering Technique
Data collection is the process of gathering and measuring information on variables of interest,
in an established systematic fashion that enables one to answer stated research questions, test
hypothesis and evaluate outcomes. Data gathering is also defined as a type of tool that is used
to gather information from particular company, organization or any sort of a resource.
Data gathering techniques can be divided in to two categories, qualitative and quantitative
research.
Qualitative research- Qualitative research is used to explore and understand people‟s benefits
experiences, attitudes and behavior and interactions. It is the most efficient and must be used
whenever possible. Quantitative methods are most used in focus group and observation, where
direct reference to the people is required.
Quantitative research- Quantitative research refers to the data that can be represented with
numerical values. It generates numerical data or data that can be converted into numbers. for
example the national census, which counts people and households.

Qualitative Quantitative

All research ultimately has a qualitative There is no such thing as Qualitative data. Everything

grounding. is either 1 or 0.

Recommended during early phases of research Recommended during latter phases of research

projects. projects.

Qualitative data is more “rich”, time consuming, Quantitative data is more efficient, able to test

and less able to be generalized. hypothesis, but may miss contextual details.

Data is in the form of words, pictures or objects. Data is in the form of numbers and statistics.

(Deverism, 2017)

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Steps in Data Gathering

1. Schedule initial visit to user site.

2. Gather and read background materials.

3. Establish data gathering objectives.

4. Determine what data gathering techniques to use

5. Identify contact persons.

6. Schedule data gathering activities.

7. Assign to data gathering teams.

8. Identify deliverables.

Data Gathering Techniques Used

There are various ways of data gathering techniques. We discussed about four techniques for our
digital library.

A. Interview
B. Questionnaire
C. Observation
D. Focus Group

(Roger Sapsford, 2006)

13
A. Interview
Interview is one of the most important ways to gather information and create contents for a story.
Interviews are conducted on one-on-one or small group of people. The purpose of an interview is
to become familiar with different types of interviews, to understand when interviews might be
useful for the evaluation, and to identify the components of a good interview.

Types of Interview Used

1. Structured Interview

2. Open-Ended Interview

3. In-Depth Interview

1. Structured Interviews
-
Suitable for short, non-sensitive topics.
-
Can address program processes and subjective response to program outcomes.
-
May be useful for needs assessments and satisfaction surveys.

2. Open-Ended and In-Depth Interviews


-
Used to gather detailed information, opinions and experiences and
to thoroughly document processes.

-
Help to make connections between the program impact and other aspects of
participants‟ lives.

Advantages of Interviews:

1. Enables us to learn about things that can-not be directly observed.

2. Add an inner perspective to outward behaviors.

3. Increase Accuracy of response.

4. Respondents can raise concerns.

5. The interviewer can probe deeper into a response given by an interviewee.

6. Enables Modification to lines of inquiry.

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B. Questionnaire
Questionnaire is a document containing a set of questions regarding the information that needs
to be gathered, and it allows the analyst to collect information and opinion from respondents.
The purposes of a questionnaire are to understand the survey would be useful for the evaluation
and to learn about the components of a good questionnaire/survey.

Closed-Ended Questions: Question that give the respondent a choice of answers to select
from.
Open-Ended Questions: Questions that allow the respondent to write an answer in his/her own
words.

Advantages of Questionnaire:

1. The responses are gathered in a standardized way, so questionnaires are more objective,

certainly more so than interviews.

2. Generally it is relatively quick to collect information using a questionnaire. However in

some situations they can take a long time not only to design but also to apply and

analyze.

3. Potentially information can be collected from a large portion of a group. This potential is

not realized, as returns from questionnaires are usually low. However return rates can be

dramatically improved if the questionnaire is delivered and respond to in time.

Limitations of Questionnaire:

1. Questions may be misunderstood by respondents.


2. Responses to closed-ended questions provide limited depth.
3. Quantitative analysis is less meaningful when the sample size is small.
4. Survey use requirements an understanding of survey design and statistics.

15
Since we have to design a digital library management system project for College, Our project
includes large number of users from places which are geographically as well as culturally apart.
In this situations questionnaire s can be good option for collecting valuable data.
We will prepare printed as well as online questionnaires in order to reach large community.

Here’s a small sample of our questionnaire

1. For how many years are you using your current Library management

system?

a) 0 year

b) < 1 year

c) 1-5 year

d) > 5 Year

2. How do you grade performance of your present Library management system?

a) 100%

b) 50%-70%

c) 70%-99%

d) can’t say

3. In the Past 10 Years, How many times did your library go through

LMS Migration?

a) 0 time

b) 1 time

c) More than once

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4. Why did your library take a decision to migrate from earlier Library Management

System?

a) Cost Factor – Maintenance

b) Quality Improvement

c) Administration reasons

d) Economic Reasons

5. Are you agree, that there must be some facility for the disable person in Library

management system?

a) Yes

b) No

c) Not Sure

9. Are you comfortable with the library catalogue system?

a.) Most comfortable

b.) Comfortable

c) Comfortable to a little extent

d) Not at all comfortable.

Questionnaire Analysis

Conclusion on questionnaire

After analyzing the resultant data of the user we find that we should create the online
library management system for the students and the faculty. The language of the online
library management system should be in English and the user must want their personal
account in which they can easily view the details of him/her. In online library management
system there must be something for the disable person through which they can easily use
the online library management system, like as for a blind person there must be sound. We
change the current library management system from older to newer one only because of
Quality Improvement.

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Impact on Design

For how many years are you using your current Library
Question 1 Management System?

10%
15%

0 Year
15% < 1 Year

1-5 Year
>5 Year

60%

Figure 3: Result about use of LMS

Question 2 How do you grade performance of your present Library

management system?

10%
10%

10%

100%
70%
50%-70%
70%-99%
Figure 4: Performance of current LMS
Can't say

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Question 3 In the Past 10 Years, How many times did your library go through
LMS Migration?

10% 10%

80%

0 time
1 time
more than once

Figure 5: No of use of LMS Migration

Question 4 Why did your library take a decision to migrate from earlier
Library Management System?

5%
5%
5%

15% Cost Factor


Quality Improvement
Economic Reasons
Administration reason
Any Other

70%

Figure 6: Migration from LMS

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Question 5 Are you agree that there must be some facility for the disable
person in Library management system?

10%

20% 70%

Yes
No
Not sure
Figure 7: Facility for disable person

Question 6 Are you comfortable with the library catalogue system?

10% 8% Most Comfortable


Comfortable
Comfortable to a little extent
60%
Not at all Comfortable
30%

Figure 8: Comfort level of catalogue system


C. Observation

Observation method is a technique in which the behavior of research subjects is watched and
recorded without any direct contact. It is a qualitative method that provides descriptive
information about what happens in a program event, Including the environment or context,
activities, processes and discussions.

Types and Using Observation methods

This method can be independently or in combination with other methods of a job analysis.
There are three methods of job analysis based on observation, which are:

Direct observation: This method observes employees in the performance of their duties,
recording observation as they are made.

Work Method Analysis: This method is used to describe manual and repetitive production jobs
and is used by industrial engineers to determine standard rates of production, to set pay rates. It
includes time and motion study and micro-motion system.

Critical Incident Technique: Though they employ the same method, these methods differ
in terms of who the observing.

Advantages of Observation:

1. Firsthand observation.

2. Simple to use.

3. Verifies data from other sources.

4. Useful for manual and psycho-motor tasks.

(Qualitative-research, 2017)
D. Focus Group

Focus groups present a unique opportunity to a group of end-users to discuss their needs,
objectives and perceptions in an interactive environment. The opinions and statements of the
respondents enable one to derive strategic information and draw interesting conclusions.
Conducting a Focus Group

The seven basic steps for conducting a focus group are:

1. Determine research objectives

2. Develop a discussion format

3. Choose and screen participants

4. Select a moderator

5. Convene the focus group meeting

6. Collect and analyze the data

7. Make a presentation

To improve the effectiveness of the focus group, a special facility, consisting of a meeting room
with a round or oval table to enhance communication among the respondents, should be used.

Desirable Qualities of moderator

The moderator must lead the discussion and ensure that all the predetermined objectives of the
interview are met, while making sure that no personal bias affects the course of the interview.
Some of the desirable qualities are
 Must be well-informed in the nuances of the industry being discussed for a better
understanding of the discussion.
 Must be able to encourage members of the group to discuss concepts in greater detail.
 Must be able to encourage a debate among the respondents to generate deeper
discussions. However, he/she must not allow the interview to degenerate into an
argument.
Advantages of focus group

1. Opinions or ideas of the individual group member can be taken and defined by the
group, resulting in more accurate information.
2. A snowballing effect can occur, causing the ideas of individual members of the
group to be passed around the ground, gathering both momentum and detail.
3. Focus group interviews are generally more interesting to the respondent than
individual interviews. As a result, answers are likely to be longer and more
revealing.
4. As the questions of the moderator are directed at a group rather than individuals, the
degree of spontaneity of resultant answers is often greater in a focus group
interview.

Disadvantages of focus group

1. Structuring a random sample is a complicated task. The responses of the participants


in the interview are likely to be different from those that did not participate.
Therefore, non-response can be a serious problem.
2. Focus group is generally costlier than other end-user interview alternatives.
Selection and justification of a chosen data method

Any project or task requires a healthy amount of data. Based on this data, the team can induce its
work on the project. Data gathering is simply collecting information is related to a project or task
from the user or any other sources. Mainly there are five techniques for collecting or gathering
information.

Questionnaires


Interviews


Workshops/Focus Group


Naturalistic observation


Studying documents

The requisites of system being developed significantly depend upon the targeted users and the
conditions provided to the system of online library management system when is embryo stage.
Moreover, when it comes to the interface designing, it becomes all the more potent to consider
user expectations to make the system a popular entity among user community. Hence in order to
determine the user requirements and considering the market demands, designers often follow
various data gathering techniques.
Task Analysis
Task analysis is the process of way people performing their jobs: The things they do, the thing

they act on and the things they need to know. It is process in which task structure is analyzed.

Critical elements and potential usability issues are identified. It is a method/set of methods for

understanding the tasks, user carry out with a product/system. The key terminologies involved

in task/analysis are goal and task.

Goal: The state that the human wishes to achieve.

Task: The activities required in order to bring about the state the human wishes to achieve (the

goal).

Purpose of task analysis in our system

1. Determine the goals and objectives

2. Define and describe in detail the tasks and sub tasks to be performed.

3. Specify the knowledge type (declarative, structural and procedural knowledge)

that characterizes a task.

4. Select outcomes that are appropriate for the development.

5. Prioritize and sequence tasks.

6. Determine activities and strategies.

7. Select appropriate media environments.

8. Construct performance assessments and evaluation.


Three potential uses of task analysis in the design process

Existing Task
Analysis New
system System

Related
system
Task Analysis
New System

Related
System

Task Analysis

New System
Related
System

Task Synthesis

Figure 9: Illustration of task analysis


the design process
Hierarchical Task analysis

HTA is a task analysis technique which involves some form of task decomposition to express a
whole task into different subtasks. HTA is a commonly used means of breaking tasks down into
a hierarchy of goals Operations and plans. The sub-task are then further divided into sub-tasks
when are then grouped as plans that specifies how the tasks might be performed in an actual
situation.
The output of HTA are a hierarchy of tasks and subtasks and also plans describing in what order
and under what conditions subtasks are performed.

Goal

It describes what the user wants to achieve



Metaphors

Metaphors are the conceptual model that has been developed to be similar in some way to the
aspects of a physical entity. A metaphor is a figure of speech that constructs an analogy between
two things or ideas; the analogy is conveyed by the use of metaphorical word in place of some
other word.
Benefits of using metaphor

 Easier to learn because it is familiar to user.


 Enables learning by building upon existing knowledge.
 Provides the powerful way of learning the complexity of a system.
 A short cut of complete tasks.
Selection and justification of task analysis

Goals:

We have to keep this thing in our mind that the design should be interactive and the users will
not get distracted, confused while accessing the online library management system.
Goals of our system when librarian uses the system:

1. Login

2. Add/Remove Books

3. Add/Remove Members

4. Issue Books

5. Renewal Books

6. Return Books

7. Search Books

8. Logout

Goals of our system when student uses the system

1. Login

2. Search books

3. Display status of books borrowed by him

4. Logout
When student uses the system

HTA OF LOGIN

0.0
LOGIN

2.0
1.0 3.0 4.0
Click for Login as
Open the website Fill the form Click submit button
Student

3.1 3.2 3.3


Enter Username Enter Password Forgot Password

Figure 10: Graphical Representation of Student Login Process

Task Analysis of Login

Task Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Submit H L H

Assumptions for Login


The person who logged in should have little idea about the online library management system.
.

HTA OF SEARCH

0.0
Search Books

2.0 4.0
1.0 3.0
Click for login as Click Search
Open the website Login form
student books

3.1 3.2 3.3


Enter username Enter Password Forgot Password

4.1 4.2 4.3


Click on search by Click on search by Click on search by
book id book name author name

Figure 11: Graphical Representation of Search Book Process

Task Analysis of Search Book

Task Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Search Book H M H

Submit H L H

Assumptions for Search Book

The person who logged in should have idea about the book name or book id or author name.
HTA OF DISPLAY STATUS

0.0
Display Status

2.0 4.0
1.0 3.0 5.0
Click for login as Click Display
Open the website Login form Logout
student Status

3.1 3.2 3.3


Enter username Enter Password Forgot Password

Figure 12: Graphical Representation of Display Status

Task Analysis of Display Status

Task Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Display Status H L H

Submit H L H
When librarian use the system

HTA OF LOGIN

0.0
LOGIN

2.0
1.0 3.0 4.0
Click for Login as
Open the website Fill the form Click submit button
Student

3.1 3.2 3.3


Enter Username Enter Password Forgot Password

Figure 13: Graphical Representation of Librarian Login Process

Task Analysis of Login

Task Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Submit H L H

Assumptions for Login

The person who logged in should have little idea about the online library management system.
HTA OF ADD/REMOVE BOOK

0.0
ADD/REMOVE BOOK

2.0 3.0 4.0


1.0 Add/Remove Book 5.0
Click for login as Click Add/Remove
Open the website Form Logout
Librarian Book

4.1 4.4
4.2 4.3
Fill Basic details of Click Remove
Click Add Book Enter Book Id
book Book

Figure 14: Graphical Representation of Add/Remove Book Process

Task Analysis of Add/Remove Book

Task Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Fill Add/Remove
Book Form H M H

Submit H L H

Assumptions for Add/Remove Student

The librarian know the book id of the book which he want to delete the book.
HTA OF ADD/REMOVE STUDENT

0.0
ADD/REMOVE STUDENT

2.0 3.0 4.0


1.0 Add/Remove 5.0
Click for login as Click Add/Remove
Open the website Librarian Student Student Form Logout

4.1 4.4
4.2 4.3
Fill Basic details of Click Remove
Click Add Student Enter Student Id
Student Student

Figure 15: Graphical Representation of Add/Remove Student

Task Analysis of Add/Remove Student

Task Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Fill Add/Remove H M H

Student

Submit H L H

Assumptions for Add/Remove Student

The librarian knows the book id of the book which he wants to delete the members.
HTA OF SEARCH BOOK

0.0
Search Books

2.0 4.0
1.0 3.0 5.0
Click for login as Click Search
Open the website student Login form books Logout

3.1 3.2 3.3


Enter username Enter Password Forgot Password

4.1 4.2 4.3


Click on search by Click on search by Click on search by
book id book name author name

Figure 16: Graphical Representation of Search Book Process

Task Analysis of Search Book

Task Critically Difficulty Frequency

Open Website H L H

Click on Login H L H

Fill form H M H

Search Book H M H

Submit H L H

Assumptions for Search Book

The person who logged in should have idea about the book name or book id or author name.
HTA OF ISSUE BOOK

0.0
ISSUE BOOK

2.0 4.0
1.0 3.0 Fill Issue Book 5.0
Click for login as
Open the website Click Issue Book Form Logout
Librarian

4.1 4.2
4.2
Fill Basic details of Fill Basic Details
Click Issue Book
book Of Student

Figure 17: Graphical Representation of Book Issue Process

Task Analysis of Issue Book

Task Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Click Issue Book H L H

Fill Requirements for H M H


Issue Book
Submit H L H

Assumptions for Issue Book

The librarian knows the book details to be issued and the student details to whom the book is to

be issued.
HTA OF RENEW BOOK

0.0
RENIEW BOOK

2.0 4.0
1.0 3.0 Fill Renew Book 5.0
Click for login as
Open the website Click Renew Book Form Logout
Librarian

4.1 4.2
4.2
Fill Basic details of Fill Basic Details
Click Submit
book Of Student

Figure 18: Graphical Representation of Renew Book Process

Task Analysis of Renew Book

Task Critically Difficulty Frequency

Open Website H L H

Do Login H L H

Click Issue Book H L H

Fill Requirements for H M H


Renew Book

Submit H L H

Assumptions for Renew Book

The librarian knows the book details to be Renew and the student details to which the book is
to be renewed.
HTA OF RETURN BOOK

0.0
RETURN BOOK

2.0 4.0
1.0 Click for login as 3.0 Fill Return Book 5.0
Open the website Click Return Book Logout
Librarian Form

4.1 4.2
4.2
Fill Basic details of Fill Basic Details
Click Submit
book Of Student

Figure 19: Graphical Representation of Renew Book Process

Task Analysis of Return Book

Task Critically Difficulty Frequency

Open Website High Low High

Do Login High Low H

Click Return Book H L H

Fill Requirements for H M H


Return Book
Submit H L H

Assumptions for Return Book

The librarian knows the book details to be Returned and the student details who returned the
book.
Usability Goals and Competitive Analysis
Design Principles

A number of design principles have been promoted in our digital library. The motive of design
principle is to determine what users should see and do when carrying out their tasks using an
interactive product. Here we briefly describe the most common ones used for library management
system.
1. Visibility
2. Affordance
3. Constraints
4. Mapping
5. Consistency
6. Feedback

1. Visibility

The more visible functions are, the more likely users will be able to know what to do next. In
contrast, when functions are "out of sight," it makes them more difficult to find and knows how
to use. The controls for different operations are clearly visible indicating what can be done. The
relationship between the way the controls have been positioned in the digital library and what
they do makes it easy for the end user to find the appropriate control for the task at hand.
2. Affordance

Affordance is a term used to refer to an attribute of an object that allows people to know how to
use it. For example, a mouse button invites pushing by the way it is physically constrained in its
plastic shell. Likewise, graphical elements like button, icon, links, and scroll bars are talked
about with respect to how to make it appear obvious how they should be used: icons should be
designed to afford clicking, scroll bars to afford moving up and down, buttons to afford
pushing.
3. Constraints

The design concept of constraining refers to determining ways of restricting the kind of user
interaction that can take place at a given moment. There are various ways this can be achieved.
A common design practice in graphical user interfaces is to deactivate certain menu options by
shading them, thereby restricting the user to only actions permissible at that stage of the
activity. One of the advantages of this form of constraining is it prevents the user from selecting
incorrect options and there by refuses the chances of making an error.
4. Mapping

Mapping refers to the relationship between controls and their effects in the world. An example
of a good mapping between controls is effect is the up and down arrows used to represent the
up and down movement of the cursor, respectively, on a computer keyboard. This configuration
maps directly onto the directionality of the actions.
5. Consistency

Consistency refers to designing interfaces to have similar operations and use similar elements
for achieving similar tasks. In particular, a consistent interface is one that follows rules, such as
using the same operation to select all objects. For example, a consistent operation is using the
same input action to highlight any graphical object at the interfaces, such as always clicking the
left mouse button. Inconsistent interfaces, on the other hand, allow exceptions to a rule. The
benefit of consistent interface is that they are easier to learn and use. Users have to learn only a
single mode of operation that is applicable to all objects.
6. Feedback

Related to the concept of visibility is feedback. This is best illustrated by an analogy to what
everyday life would be like without it. Feedback is about sending back information about what
action has been done and what has been accomplished, allowing the person to continue with the
activity. Various kinds of feedback are available for interaction design--audio, tactile, verbal,
visual, and combinations of these. Deciding which combinations are appropriate for different
kinds of activities and interactivities is central. Using feedback in the right way can also provide
the necessary visibility for user interaction. (zeepedia, 2017)

Usability Goals

Usability means looking beyond Ease of Use. It is the extent to which a product can be used by
specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a
specified context of use.
Evaluation of usability goals relies on user-feedback through evaluation rather than simply trusting
the experience and expertise of the designer. Usability evaluation involves watching real people
how they are using a product and what they are learning to improve the product. It also explains
how measures of user performance and satisfaction can be used to measure. According to Jacob
Nielsen (2003), Usability is defined by these quality components:
1. Learnability
We have provided the user the facility of instruction to improve learnability. This option
helps the novice user to start the system and access all the feature of the system. With the
help of instruction user can easily understand how to operate the website i.e. Library
Managements. We have used different metaphors for different activities performed on the
system. For example, icons have been used for different activities.

2. Efficiency
To increase efficiency of digital library, we have provided some interactive buttons which
helps the user to perform their tasks in an easy way. For example on the instruction and help
page we have provide a pass over button so that the expert user can pass over this page and
move to another page. Instruction page is important for the novice user but an expert user
do not need this so these interactive buttons also saves time of the expert users.

3. Memorability
Memorability refers to how easy it is for returning users to remember how to navigate
through the site and accomplish their task. In this we get sample casual users (who are
usually away from system for certain time/duration) and measure time to perform typical
tasks. In order to make this library management site more memorable graphics, metaphors,
proper feedback are used.

4. Errors
These errors can either be minor errors that do not affect the system or can be catastrophic
errors that are disastrous for the system development. The system should be such that the
user makes fewer amounts of errors. For this there must me proper constraints applied on
the system. In this usability goal the system is been checked on different user for the
different errors they make on it, then according changes are been made in the system to
make the system more feasible.
(scribd, 2017)
Steps for achieving usability goals

Goals of usability are mostly depend on the type of users that are using the Application or System,
so to achieve these goals we need to identify the type of user using the system. Users are
categorized mainly into three groups:
1. Novice Users
Novice users gain skills by using the interface and eventually become expert users. Almost
all systems have so many features and so many uses that any given user only makes
extensive use of a small subset. Even an "expert" user may be quite novice with respect to
many parts of the system not normally used by that user.

2. Expert Users
They are able to take large amounts of information and see it as connected units. They have
a rich set of structures within which to characterize new problems and a sophisticated set of
high level concepts about the domain.

3. Casual Users
 Understanding of the task concepts.
 Broad knowledge of computers and interface concepts.
 Intermittently use the system and may therefore have problems with retention.

(scribd, 2017)
Competitive analysis

Competitive analysis is a method of assessment of current and potential competitors. The process
of identifying the performance and marketing strategy of competitive brands or products in a
business environment is called competitive analysis. In order to plan an effective way of improving
upon their own work strategy and for their own betterment the marketers need to know about the
competitive environment and also to find out all they can about the competitor’s service and
product which can help them in determining the areas of advantage and restrain from the areas of
disadvantage.
Following are things that we identified while performing Competitive Analysis.
Competitors:
Koha Eloquent Library
Koha is a free, open source, fully featured and Eloquent Library is an Integrated Library
scalable library management application System (ILS) that allows libraries to enable
designed and developed by libraries, volunteers online public access for all library resources,
and experts to provide a complete library easy circulation control of books and items,
automation solution. Its features include serials subscriptions processing, acquisitions
different modules for different task, support to and budgeting, and much more. Eloquent
all sizes, multi-branch libraries, multilingual Library characterizes the concept of virtual
and translatable, built on library standards and library efficiently by enabling unlimited
protocols, full text searching, web-based integration with resources, supporting website
interface, open source licensed, no vendor catalogs, and providing users a fun medium for
lock-in and compatibility to multiple searching and reading content online.
platforms.

(pfind, 2017)
Following are things that we identified while performing Competitive Analysis:

Identification of Common Features


 Metaphors
 Visibility
 Feedback and all design principles.
 Content Highlight
 Graphics and Flash
 Contrast and colors
 Detailed Description

Extra Features that can be added in our Digital Library


 Online Help
 Sounds on Menu Items
 Audio + video instruction
 Gallery (Image and Video Gallery)
 Page Customization

The role and benefits of Competitive Analysis


 Understand the competition.
 Build domain knowledge.
 Identify best practices.
 Expand the dialogue and possibilities.

Why is it required?
The importance of competitive analysis is underlined from the fact that it is very important
when comparing between the various competitors as it helps in determining various aspects
which help in determining own strategy and policies when conducting business is need.
(scribd, 2017)
Design and Prototype

Description

Designing is achieving goals within constraints. It helps us to focus on certain things. The main
goal of designing to get the overview of what we are trying to develop, for whom we are trying
to develop and do we want to develop. The constraints that are kept in mind while designing
could how designing should be done, what should be done, what would be the cost and timing of
designing and other issues. There are two types of design we used in digital library:
1. Conceptual Design: It is a basic foundation that defines the structure of the
system, including the functional elements of the product, their relationship and the
system behavior. Conceptual design tells us what and how the system is going to
behave.
2. Physical Design: It shows the actual look of the screen and details of the designing
example: Screen, Icons, Graphics, menus.

Card Sorting

Introduction

Card sorting is a technique that many designers use as a design method to structure the product or
the system. This technique increases the system’s finding capability. It is a way to involve users in
grouping similar elements under a single category Card sorting is quick, inexpensive and a reliable
method to structure our website. There are basically two types of card sorting techniques.

1. OPEN- CARD SORTING: It is grouping similar elements under one category. The
participants are given cards showing the site contents. Then, they are asked to sort/ group cards in
in the order in which they find it easy to handle. This sorting is usually done, when the system is
wholly new, the designer and doesn’t have any pre- requisites for it. This technique is generative,
exploring new ideas.
2. CLOSED–CARD SORTING: The best design is searched not a particular element. The
participants are given cards with pre grouped site contents. This sorting is usually done, when
the similar kinds of design are available to us. This technique is evaluative, it is basically used
to judge whether a given set of category provides an effective way to organize a given
collection of content.
3. ACTIVITY-CARD SORTING

It is open card sorting. The design team has conducted the card sorting for the menus of our
website. Here 4 menus/cards were distributed among the users and were asked to group them
logically.

a.) Home

b.) Administrator

c.) Library Member

d.) Book Details

e.) About Us

f.) Contact Us

Result of Card Sorting(Menus):

Sorting by Sorting by Sorting by Sorting by Sorting by Sorting by


user 1 user 2 user 3 user 4 user 5 user 6

A A A B A A

B C B A B C

C B C D C B

D D D E D E

E E E C E D

F F F F F F

Here, from the above sorting of menus, designers has found that the maximum no. of user has
selected the sorting like A, B, C, D, E, F. So, from the above Card Sorting Technique designer
has selected A, B, C, D, E, F Sorting.
Activities of Card Sorting 2(Header)

Here, four sketches of headers have been made and shown to six users, to understand their likes,
dislikes and needs. The user will choose the best design among these sketches, which user wants to
be implemented into the website on the basis of background, color, font, menu location and many
others. The design team has done card sorting for the header of our website. Here we have shown 4
headers/ cards.
(A) (B)

(C) (D)

Results Of Card Sorting (Header):

Sorting By Sorting By Sorting By Sorting By Sorting By Sorting By Sorting By


User1 User2 User3 User4 User5 User6 User7

D A D C B D D

Here, from the above sorting for the header, designer has found that the maximum number of
users has selected the Card D for design. So, from the above Card Sorting Technique designer
has selected Card D.
Parallel Design Sketches

In parallel design technique, several people or the members of the project create an initial
design from the same set of requirements. Each member works independently, and when
finished, shares his concepts with the group. These designs work because the designer is able to
get variety of solutions (ideas and concepts) of the problem. It also gives some extent of
assuredly that best design and concept is going to be integrated into our system. It gives last
views in a short span of time.

Parallel design can be broken down into different steps:

 Present all the designs

 Evaluate the designs

 Implementing the design

Figure 20: Kiran’s Design


Figure 21: Sunil’s Design

Figure 22: Rajat's Design


Participatory Design

The design which is based on user requirements or user preferences .It is also defined as an
approach to design that attempts to actively involve all stakeholders (e.g. employees, partners,
customers, citizens, end users) in the design process to help ensure that the product designed
meets their needs and is usable. Participatory Design is an approach which is focused processes
and procedures of design and is not a design style.


The home page is achieving visibility here the designer has placed the details of the
system at the top middle position. So that whenever any user opens the website, he gets to
see what this website is all about.

An appropriate color combination, color contrast, font size and tooltips is used, to
enhance the visibility of the controls as well as make the interface consistent.

In this design, changes in the color/ pointer of the buttons on the click or hover event has
also been suggested, so this design will also be able to achieve feedback.
Prototyping
It is another kind of method which is used to acquire feedback from the users. Prototype is a
partial representation of a design that allows users to interact with it and to explore its suitability.
Prototyping reduces development time and development costs. It also includes user satisfaction.
Thus there are fewer chances of website degradation/ unapproved.
 It increases the communication between the team members as they discuss what exactly
they want in their system.
 Very useful for user testing as prototyping act as a dummy model that defines the
system so the user is able to tell their needs.
 It makes possible to get a formal approval of the design from both programmers and the
client before we proceed to the development stage.

There are two types of prototyping:

1.) Low-Fidelity Prototyping

2.) High- Fidelity Prototyping

Low-Fidelity prototyping: It is done at the early stages of the design process and hence it
reveals very little features of the final product. It provided limited or no functionality. They are
cheap and quick to produce. They are good for considering early design issues.
Examples of Low-fidelity prototypes are storyboarding and index cards.

Storyboarding
It is a sketch or a graphical representation of the outside system, which shows how a user wants a
screen to appear after being developed. It is designed by the designer itself without the use of any
computer aids on a white sheet of paper. It basically tells the whole story of our website in the
graphical form. The whole story is divided into different screens.
In low fidelity prototyping, storyboarding is selected because:
 It requires team work.
 It gives a genuine feedback, so that designer can enhance its features.
 It is cheap, easy to design, less time consuming.
 Easy to make changes.
 It provides a way for high fidelity prototyping.
The storyboards made before designing the online library management system are as
Follows:
1. Home Page
2. Login Page
3. About us
4. Contact Us
5. Student/Faculty
6. Librarian
7. Feedback form

High Fidelity Prototyping: It is fully interactive, functional detail of the system. This prototype
can also be said as sample final design. It is an expensive prototype and it good for sales and
marketing of the product for future. Users can operate on the prototype, or even perform some
real tasks with it; they faithfully represent the interface to be implemented in the product. They
enable wide range of usability issues, quality attributes and impress management. It will include
screen designs.
Example of high- fidelity prototypes is software prototyping, solid form models.
Figure 23: High Fidelity front end of LMS

Figure 24: High Fidelity front end of LMS


Testing of Design
Formative testing

When a product is evaluated during design to find out if it meets user requirements which was
able to meet earlier in the stage is called formative testing. This method of evaluation covers a
wide area of the design of system sketches to finalizing the perfect working solution and
continuing to maintain the product. Based on the facts according to Allen Nan, (2003) key
features of formative testing according to the computer applications. They are as:

Rapid feedback: While the project is still continuing, this provides feedback on the
development of the application.
Documentation: Formative testing process can document how a application is progress in its
development in its development the techniques used and the impact made in the beginning
and middle sections of work.
Planning: It helps planning and allows for revision of or recommitment to plans. When it
process shows the application has been going out of the scope, the people who are in charge
of the work has the ability to revise their plans in order to continue with new additions or to
master the existing functions.

(Anon., 2017)
Figure 25: Flow of formative testing
Categories of formative evaluation

Clarificative Interactive Proactive Monitoring

When Project Project Pre-project Project implementation


development implementation

Why To make the clear To improve the To understand or To ensure that the
theory of change project design clarify the need of project activities are
that the project is (continual project being delivered
based on. improvement) as efficiently and
it is rolled out. effectively.
 Log frame  Semi  Literature  Budget tracking
Examples matrix structured review
interview  Time tracking
 Program  Stakeholder
logic  Project Analysis  Questionnaire
diary
 Observation

Formative evaluation often lends itself to qualitative methods of inquiry. The questions asked
during formative evaluation are generally more open and they lead to exploration of processes,
both from the viewpoint of participants. Thus, implementing the “Formative Evaluation” in our
website has contributed to make our website look and function better.

(Evaluationtoolbox, 2010)
Conclusion:
Design and prototype is an important phase while designing websites. The story boarding serves
as a low-fidelity prototyping while the screen designs serve as a high fidelity prototype. Both
helps in removing the communication gap between the user and the developer. The design team
has drawn the rough sketches in the form of storyboard and screen designs have been used for
representing high-fidelity one. With the help of prototype, users’ suggestions can be taken and
then the final implementation may be changed accordingly to design according to the needs of
the user.
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Alan Dix.Janet Finlay, G.D.A.B., 2004. Human Computer Interaction. Pearson.
Anon., 2017. istqbexamcertification. [Online] Available at: HYPERLINK
http://istqbexamcertification.com/what-are-the-software-development-life-cycle-sdlc-phases/ .
businessdictionary, 2017. Businessdictionary. [Online] Available at: HYPERLINK
http://www.businessdictionary.com/definition/stakeholder.html .
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http://www.comindwork.com/weekly/2017-01-30/productivity/primary-and-secondary-
stakeholders-of-organization .
Deverism, 2017. cleverism. [Online] Available at: HYPERLINK
https://www.cleverism.com/qualitative-and-quantitative-data-collection-methods/ .
evaluationtoolbox, 2010. evaluationtoolbox. [Online] Available at: HYPERLINK
http://evaluationtoolbox.net.au/index.php?
option=com_content&view=article&id=24&Itemid=125 [Accessed 2017].
pfind, 2017. pfind. [Online] Available at: HYPERLINK "http://www.pfind.com/library-
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http://www.qualitative-research.net/index.php/fqs/article/view/466/996 .
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Roger Sapsford, V.J., 2006. Data Collection and Analysis. Data Collection and Analysis.
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https://www.scribd.com/document/217440489/Final-Hciu .
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Workload Matrix:

Appendix II: marking grid

Group Marks (30%) Done By

Testing of Design All Members


Formative Testing
Overall achievement of the learning outcome:
Understanding of the overall HCI consideration for the project

User Profiling Marks (70%) Done By

Critical Discussion and Application of User Requirements: Sunil Aryal


To include (NP000065)
The selection of data gathering methods
The actual user profiling process performed
The impact of user profiling results
Task analysis

Usability Goals and Competitive Analysis Marks (70%) Done By


Critical Discussion and Application: Rajat Gurung
To include (NP000052)
The selection of design principles
The selection of usability goals
Competitive analysis

Prototyping and Walkthrough Marks (70%) Done By


Critical Discussion and Application: Kiran Thapa
To include (NP000034)
Storyboarding
Each screen purpose and strategy behind its design
Peer to Peer evaluation (parallel design), participatory
design and their impact on the design

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