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SESSION 2020/2021 SEMESTER 1

SECV2113

HUMAN-COMPUTER INTERACTION

ALTERNATIVE ASSESSMENT

HEURISTIC EVALUATION REPORT

CASE STUDY

https://www.holidaytours.com.my/

NAME

SARAH CHINTYA RACHMI

MATRIC NO

A19EC0283

EMAIL

chintya@graduate.utm.my

LECTURER’S NAME

Assoc. Prof. Dr. Masitah Ghazali

SECTION

05
TITLE PAGE

SECV2113

Reviewed Website:

https://www.holidaytours.com.my/

Reviewer Name:
Sarah Chintya Rachmi

29th January 2021


Introduction

This report is the purpose of the evaluation to find existing issues on the Holiday Tours
website. There are several UI/UX design, one of the examples is Nielsen ’ s Heuristic List
initially researched and created by Jakob Nielsen (1994). In this report also provide others
method and some explanation about any method exist in the UI/UX Design Interface. Method
that will used in this report also explained and details. This report is based from sources,
information reviewer understanding, and based from research. This report also purposed to
make improvement in Holiday Tours Malaysia website. The issues will follows with the
explanation and recommendation.

About Holiday Tours Malaysia: Holiday Tours, Inc., offers a wide variety of preplanned
motorcoach, cruise and air packages throughout North America and abroad. Holiday Tours.
They have charter buses available for any organization that needs group travel, transportation
or tours. 

Method

Method 1: Shneiderman's "Eight Golden Rules of Interface Design"

1. Strive for consistency.

Consistent sequences of actions should be required in similar situations; identical


terminology should be used in prompts, menus, and help screens; and consistent commands
should be employed throughout.

2. Enable frequent users to use shortcuts.

As the frequency of use increases, so do the user's desires to reduce the number of
interactions and to increase the pace of interaction. Abbreviations, function keys, hidden
commands, and macro facilities are very helpful to an expert user.

3. Offer informative feedback.


For every operator action, there should be some system feedback. For frequent and minor
actions, the response can be modest, while for infrequent and major actions, the response
should be more substantial.

4. Design dialog to yield closure.

Sequences of actions should be organized into groups with a beginning, middle, and end. The
informative feedback after a group of actions gives the operators the satisfaction of
accomplishment, a sense of relief, the signal to drop contingency plans and options from their
minds, and an indication that the way is clear to prepare for the next group of actions.

5. Offer simple error handling.

As much as possible, design the system so the user cannot make a serious error. If an error is
made, the system should be able to detect the error and offer simple, comprehensible
mechanisms for handling the error.

6. Permit easy reversal of actions.

This feature relieves anxiety since the user knows that errors can be undone; it thus
encourages exploration of unfamiliar options. The units of reversibility may be a single
action, a data entry, or a complete group of actions.

7. Support internal locus of control.

Experienced operators strongly desire the sense that they are in charge of the system and that
the system responds to their actions. Design the system to make users the initiators of actions
rather than the responders.

8. Reduce short-term memory load.

The limitation of human information processing in short-term memory requires that displays
be kept simple, multiple page displays are consolidated, window-motion frequency be
reduced, and sufficient training time is allotted for codes, mnemonics, and sequences of
actions.

Method 2: Gestalt Principles


1. Proximity

When an individual perceives an assortment of objects they perceive objects that are close to
each other as related.

2. Similarity

Elements can visually be grouped if they have visual similarities. This can be applied in the
form of color, shape, or iconography.

3. Continuation

Continuity happens when the eye is guided to move from one object to another.

4. Closure

Individuals perceive objects such as shapes, letters, pictures, etc., as being whole when they
are not complete. Specifically, when parts of a whole picture are missing, our perception fills
in the visual gap.

5. Figure/Ground

This refers to our ability to visually separate elements on different planes of focus. There are
three ways to effectively execute this, these layering, contrast, and information hierarchy.

Method 3: Nielsen ’ s Heuristic

1. Visibility of system status

The system should always keep users informed about what is going on, through appropriate
feedback within a reasonable time.

2. Match between system and the real world


The system should speak the users’ language, with words, phrases, and concepts familiar to
the user, rather than system-oriented terms. Follow real-world conventions, making
information appear in a natural and logical order.

3. User control and freedom

Users often choose system functions by mistake and will need a marked “emergency exit” to
leave the unwanted state without having to go through an extended dialogue. Support undo
and redo.

4. Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same
thing. Follow platform conventions.

5. Error prevention

Even better than good error messages is a careful design that prevents a problem from
occurring in the first place. Either eliminate error-prone conditions or check for them and
present users with a confirmation option before they commit to the action.

6. Recognition rather than recall

Minimize the user’s memory load by making objects, actions, and options visible. The user
should not have to remember information from one part of the dialogue to another.
Instructions for use of the system should be visible or easily retrievable whenever appropriate.

7. Flexibility and efficiency of use


Accelerators — unseen by the novice user — may often speed up the interaction for the expert
user such that the system can cater to both inexperienced and experienced users. Allow users
to tailor frequent actions.

8. Aesthetic and minimalist design

Dialogues should not contain information that is irrelevant or rarely needed. Every extra unit
of information in a dialogue competes with the relevant units of information and diminishes
their relative visibility.

9. Help users recognize, diagnose, and recover from errors

Error messages should be expressed in plain language (no codes), precisely indicate the
problem, and constructively suggest a solution.

10. Help and documentation

Even though it is better if the system can be used without documentation, it may be necessary
to provide help and documentation. Any such information should be easy to search, focused
on the user’s task, list concrete steps to be carried out, and not be too large.

Method chose:

In this case study, I would like to use the Nielsen ’ s Heuristic (Method 3)

Justification:

The Nielsen ’ s Heuristic will helpful to this Holiday Tours Website. There is a lot of point
from the first people opening the website. Compared to another method, the Nielsen ’ s
Heuristic of this website is still not completely applied. Information given on this website
should be more clear, and simple so users do not get confused. Nielsen ’ s Heuristic gets a
more accurate explanation in details, and including a whole interface.
Persona and Task Scenarios

Case Study:

In this project, we are going to look over the information that can be collected by the user, so
the user will not be confused about booking a ticket/service. Users will get the booking page
as soon as they open the website. On the website, there is a lack of information on how to
access or booking.

Persona:

Budi is 30 years old Malaysian, which has been working in a company for 5 years, and he has
a wife with no children. Budi is planning for a business corporate. He is looking for business
travel and looking to find a tour and travel service which has a business corporate. Budi is
looking to the website which provides information about it. Budi only finds the column to
make them connected with no information exactly when, and no more explanation about the
corporate.

Rating System: Jakob Nielsen’s Severity Ratings for Usability Problems

The following 0 to 4 rating scale can be used to rate the severity of usability problems:

0 = I don't agree that this is a usability problem at all

1 = Cosmetic problem only: need not be fixed unless extra time is available on the project

2 = Minor usability problem: fixing this should be given low priority

3 = Major usability problem: important to fix, so should be given high priority

4 = Usability catastrophe: imperative to fix this before the product can be released
Evaluation

Problem 1: The spacing between login and sign up is no different.

Figure 1: Login/SignUp

Problem details: The signup and login box are confusing users because it is no different.
They look similar, and will make the user not sure if they clicking sign up, they must input
the username or not.

Violated heuristics: Consistency and standards

Severity: 3, Major usability problem

Potential solution: instead of making them in a box with the same color, make the difference
between them. Or can make the other page just to separate login and sign up.
Problem 2: No indicator to knowing how much strong the user password

Figure 2: There no instruction to make the password strong

Problem details: The password will make the user safe. If there is no requirement for the
user to make a strong password, or at least inform the password is okay to use or not the user
will confuse and not feeling safe.

Violated heuristics: Help users recognize, diagnose, and recover from errors

Severity: 2, Minor usability problem

Potential solution: Making sure that the user saves, and telling is it fine to use the password
is better than not showing any comment to the password user will use.
Problem 3:

Problem details: The welcome page from the user is not fine. Because it displays twice on
the same pages. The header will no need the subject welcome.

Violated heuristics: Recognition rather than recall

Severity: 2, Minor usability problem

Potential solution: Making a welcome sentence is better with a big size, so the user knows
they already in the main menu of their account.
Problem 4: The Birthdate is too big, and no need to use it like that.

Problem details: The user may not understand if they want to input their birth date like this.
They will think the date of birth is already set and can not change.

Violated heuristics: Aesthetic and minimalist design

Severity: 3, Major usability problem

Potential solution: Making the design more minimalist will make the user not confused. And
more comfortable with look either make the change with the pop-up but no clues are given.
Conclution:

The website should make the user comfortable than make it like they already knowing
everything. The instruction given should be more clear. In this report, I only tell what I can,
and only in my understanding. I would like to say thankyou, and sorry for every mistaken.

Referance

10 Principles of Heuristic

https://uxdesign.cc/10-usability-heuristics-for-ui-design-c60c10e795aa

About Hoilday Tours Malaysia

www.rustholiday.com

8 Golden Rules
https://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.
html

Gestalt

https://blog.prototypr.io/gestalt-principles-applied-to-ux-design-af47bcf4bd28

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