You are on page 1of 35

Interaction Design

Tutor: Miss Jaya


COMP1649 Course Work
April 2016

ADEYEYE GBENGA SAMUEL


Interaction Design 2016
`

Contents

INTRODUCTION...........................................................................................................................................2
ABOUT NIGERIA ………………………………………………………………………………………………………………………………………3

SECTION A – COGNITIVE PSYCOLOGY..........................................................................................................3


A1. Rich pictures for the complete prototype........................................................................................3
A2.1 How cognitive Psycology affects a tourist?....................................................................................4
SECTION B – WHY COGNITIVE PSYCOLOGY AFFECT USERS.....................................................................4
A2.3 Why we need to identify users.......................................................................................................7
A2.4 Why we need to understand users?..............................................................................................8
SECTION F –DATA GATHERING....................................................................................................................9
SECTION G –MULTEMEDIA CONTENTS........................................................................................................9
B1.1 Multemedia types............................................................................................................................9
B1.2 Multemedia support......................................................................................................................10
SECTION H –DESIGN PRINCIPLE...................................................................................................................9
SECTION I –METHODOLOGIES.....................................................................................................................9
B2.1. Why have chose this methodology?...........................................................................................20
B2.2 Advantages of this methodology?..............................................................................................22
B2.3 Disadvantages..............................................................................................................................23
B2.4 Methodolody Process?..................................................................................................................24
SECTION J – TASK ANALYSIS ......................................................................................................................26
USE CASE...............................................................................................................................................26
Description of Use case.........................................................................................................................27
Navigation Diagram...............................................................................................................................28
SECTION K – USABILITY SPECIFICATION.................................................................................................29
SECTION L – DESIGN PROTOTYPE..........................................................................................................30
Screen Design........................................................................................................................................31
SECTION M – TESTING AND EVALUATION.............................................................................................32

1|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

2|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

INTRODUCTION

This report will be discussing about the high fidelity prototype that takes into consideration the

current key issues for interaction designers including cognitive psychology, design principles,

methodologies and evaluation techniques. The high fidelity prototype mobile will run on either

a smartphone or tablet and will enable tourist over the age of 65 to my city, or the nearest city,

which will help them to explore areas of interest whilst developing their local knowledge and

making recommendation for future visits to the area. For example Zoo, medical appointment,

religious visit, shopping malls, convention, restaurants, hotels, etc. It can also provide an

approximate cost of these, where applicable. The personalized game allows tourist of 65 year old

to explore areas of interest and give detailed information’s about the place. The chapters below

will further guide and explain the detail information on how the high fidelity prototype is carried

out, also with the help of sources like questionnaires.

3|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

ABOUT NIGERIA

The Federal Republic of Nigeria, commonly referred to as Nigeria located in the West Africa,

bordering Benin in the west, Chad and Cameroon in the east, and Niger in the north. Its coast in the

south lies on the Gulf of Guinea in the Atlantic Ocean. It comprises 36 states and the Federal Capital

Territory, where the capital, Abuja is located. Nigeria is officially a democratic secular country.

Nigeria is often referred to as the "Giant of Africa", owing to its large population and economy.  With

approximately 182 million inhabitants, Nigeria is the most populous country in Africa and the

seventh most populous country in the world. Nigeria has one of the largest populations of youth in

the world. The country is viewed as a multinational state, as it is inhabited by over 500 ethnic

groups, of which the three largest are the Hausa, Igbo and Yoruba; these ethnic groups speak over

500 different languages, and are identified with wide variety of cultures and the native language is

English

4|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
SECTION A - REQUIREMENTS ANALYSIS USING RICH PICTURES

A1. Rich pictures for the complete Prototype

Figure 1: Nigeria at Night

5|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

Most Populous Tourist Centres in Nigeria

Figure 2: Some most populous tourist centers in Nigeria

6|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
A2.1 Why Cognitive Psycology affects a tourist?

The main part of cognitive psycology is to identify the user

A2.2 What led you to choose the key issues and areas of conflict affecting this

environment you have included in your diagram?

According to the course specification, The Clean Brite Company (CBC) Ltd is into business

which involves buying product from manufacturer, repackage them, and sell to the customers.

Therefore, the key issue is that The Clean Brite Company (CBC) Ltd life line depends on the

sales of cleaning product to the customer.

However, The Clean Brite Company (CBC) Ltd life line depending on the sales of product to

customer can be viewed in two perspectives.

1. Customer needs cleaning product.

2. How the product is been delivered.

Customer needs cleaning product: In the above figure, on the right hand side on the diagram is

a section labeled Sectors. Sectors in the rich picture depict the type of customers The Clean

Brite Company (CBC) Ltd is having. According to the specification, The Clean Brite Company

(CBC) Ltd is having different kind of customer buying the product; therefore customers buying

the product are grouped into sectors because there is need of cleaning product by different

7|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
organizations. Home Sector is included as part of the sectors and other sectors including Food

Processing, Hotels, Public Organizations, Hospital, and Catering Organizations. These are

customers that needs product from (CBC).

How the product is been delivered: In the above figure, on the right hand side of the diagram

is a section labeled Shipping Agent. The shipping agent which can called delivery agent is the

means The Clean Brite Company (CBC) Ltd reach out to her customers in terms of delivering

cleaning product to them.

Nevertheless, another key issue is how The Clean Brite Company (CBC) Ltd will support the

sales of the cleaning product through the system. To meet the needs of the customers effectively,

much consideration needs to be put on the system. In the above figure a stock control system has

been place to control the catalog server to help in fulfilling customer order.

Moreover, the cleaning product from The Clean Brite Company (CBC) Ltd has no problem

because CBC is the market leading supplier of cleaning product.

Area of conflict on the other hand, conflict is the difference in two people’s opinion. In the

above rich picture, there is conflict in a number of places including conflict between The Clean

Brite Company (CBC) Ltd and Scrubaway Allbright Ltd (SAL), Conflict between Executive

Board and Day to Day Management Group, Conflict between IS Development and Department

Heads.

However, according to the course work specification, the conflict between CBC and SAL is due

to the fact that before the two company marge in the year 2005, the two company have different

organization, the two companies are run in two different ways .Therefore when the merging

8|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
happens, since the two are managed differently before, the two company have to come under one

control and under one management because of the merging despite the difference in operation.

This brought about the conflict.

The conflict between the Executive Board and the day to day management group which includes

the managing director of CBC and Department Heads, occur due to fact that over a period of 3

years, they have spent £12 million on an unsuccessful IT project. Nevertheless, the attack was

brought in the yeah 2006 which means the project started 2004 and there is merging in

2005.Hence when the merging occur in 2005, there is freeze in the house which leads to

streamlining operations and reducing the workforce. Thus the project failed because in the IT

department, their entire professional programmers have resigned.

The Conflict between the IS Development and Day to Day management group in the above rich

picture is due to the fact that IS development constitute highest percentage to the problem the

company is having. Thus IS department caused the major conflict between the executive board

and day to day management group. Whereby the day to day management group look at the IS

development and said they have little faith in the department.

A2.3 What is the main focus of the environment shown in your picture?

In the above rich picture, the main focus is the Stock Control System. As discus earlier, CBC

repackage cleaning product and sell to the customer. Therefore, the major goal of CBC is how to

satisfy the customers. Looking at Stock Control System, it has to do with major entities that are

helping CBC in providing good service to the customers. These entities includes

Manufacturer: The Stock Control System has been link to the manufacturer of the cleaning

product in such a way that when the customers makes an order either through the e-commerce

9|Page
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
system or through the telesales staff, the Stock Control System re-order product automatically

from the manufacturer of the product.

Shipping Agent: The Stock Control System sends notification to the shipping agent. However

this is done when the customer has ordered through any means either by the e-commerce system

or through the telesales staff, the customer will choose the shipping method then the dispatch

staff decide which shipping agent to use. Thus the Stock Control System notifies the shipping

agent to be used for customer order.

Server Environment: The entire catalogue servers are control by the Stock Control System.

The catalogue servers for each sectors is updated by the Stock Control System. However, it’s

done under the Management of IT department.

Thus, the environment focuses majorly on Stock Control System in meeting customer’s

satisfaction.

A2.4 Where does the control of systems, data, processing lie in the
environment as shown in your picture?
The control of system, data and processing lies in the environment lies in two places which

includes the IS development and customer.

Control of System: The control of the system involves how the systems in the CBC are

controlled. The systems the controlled due to organizational polices. Considering the Server

Environment in the diagram which of consist catalogue servers for each sector. The control is

under the IS Development.

10 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
The Stock Control System which is another major system and other software that needs to be

install to promote the company service to the customer is control by the IS development. Thus

the control of system lies in the IS Development

Data: This is collection of fact from which a conclusion can be drawn. Hence, before a

customer can place order, the customer needs to supply data for a successful completion of the

order. When a customer wants to place an order, shipment address for the order is required and

other data that would be required to complete the order. Thus control of data lies with the

customer in the environment.

Processing: This is a process of putting through a prescribe procedure. An example of this

prescribe procedure is seen when the customer want to place an order, the customer select a

delivery method which can be either next day, three days or 1 week. Those options can be put in

a combo box or radio buttons for customer to select. Thus the control lie with IS Development.

Therefore control of system and processing lies in IS Development while control of Data with

Customers.

SECTION B – DATA GATHERING

B1.1 Definition

Data gathering is the systematical way of collecting information about our object of study (People,
objects, phenomena) and about the settings in which they occur. In the collection of data, we have to be
systematic. If data are collected hapharzadly, it will be difficult to answer our research questions in a
conclusive way. For a data gathering to be successful, we have to consider the following five issues:

1. Setting goals
2. Identifying Participants

11 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
3. Relationship with Participants
4. Triangulation
5. Pilot Studies

I have chosen two data gathering techniques to help in developing a high fidelity prototype game for
tourist over the age of 65 to my city.

12 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

B1.2 INTERVIEW METHOD


An interview is a data-collection techniques that involves oral questioning of respondents, either
individually or a group.

Answers to the questions posed during the interview are recorded down during the interview.
Qualitative methods such as interviews are believed to provide a deeper understanding than would be
obtained from Quantitative methods such as quesionnaires.

B2.1. Questionnaire
A WRITTEN QUESTIONNAIRE (also referred to as self-administered questionnaire) is a data collection

tool in which written questions are presented that are to be answered by the respondents in written form.

Dispatch Staff: the dispatch staffs helps with how the customer orders get to the shipping agent.

They get customer’s orders form the system then get product ordered by customer and package it

for shipping.

Dispatch staff is a key to the system because customers including web access and non-web

access will find it difficult getting their product. Hence CBC will not be able to satisfy the

customer’s need.

Account System: The actor is an external system which helps in reconciling customer’s account

with CBC’s account. When the customer places order, when payment is made or when an order

is cancelled, the system reconciles the account of both parties.

Thus, account system is a key because CBC expects profit from the sales of product. Customer

will not be able to give wrong payment details when placing order.

13 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
Staff: This is a generalized actor; both telesales staff and dispatch staff are kind of staff.

However, staffs are a key because it helps in making authorization and authentication for each

type of stay.

14 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

B2.2 Choose one scenario. How did you identify the key activities to include in
it?

The scenario to be considered is Place Order scenario. Identifying the key activities to be

included is based on the following.

Successful E-Commerce Sites: According to course work specification “CBC envisages that

ordering via the Web will follow the format used by many successful e-commerce sites”.

Successful e-commerce site including E-bay, and Amazon. Browsing through those sites gives a

guideline on what to include.

Best Implementation View: Considering the best way to implement steps in placing an order

gives a clue of what to be included in the Place Order scenario since it’s a process whereby a

step has to be done before another.

Specifications: The coursework specification specifies some process that needs to be done in the

process of placing order. The specification stated what to be included in the Place Order

scenario.

Assumptions Made: Considering the Place Order scenario, some assumptions are made on the

process of placing an order. Hence assumption gives tip of what to include in the scenario.

15 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

B2.3 How did you identify alternative uses to produce the secondary scenarios

Alternative uses are the cases the actor might do. It express actions an actor may not necessary

perform in a process. These are uses the actor may decide to do or may not. Alternate uses are

not included in the use case diagram. Alternative uses includes

Make Payment: In the process of making an order, a customer will make payment for the order.

However, before a customer can make an order, the customer browses the catalogue and selects a

product to order before proceeding to payment.

Make payment is therefore an alternative case because a customer might browse the catalogue to

search for a product or do any other operation on the catalogue without making payment for any

product. Thus make payment is an alternate use.

Cancel Order: Although the course specification mentioned cancel order in the process of

querying order. A customer can cancel an order after placing an order in the process of querying

the order.

Yet cancel order is an alternative because a customer can query an order to check the details of

the order and not to cancel the order. Thus cancel order is an alternate use.

Update Customer Account: Customer’s account is updated by the dispatch staff after the

customer’s ordered product is been delivered to the shipping agent.

However, update customer account is an alternate case because customer might have cancel the

order hence the dispatch staff have nothing to update.

16 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

17 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

B2.4 You will have needed to make some assumptions about the system. In real
life what questions would you have asked to get the necessary information?
Who would you have asked?

Considering the Home Sector of Clean Brite Company (CBC) Ltd, some assumptions are made

for actions made. However question that would have been asked are listed below including

How Payment is made by Non-Web Customer?

It is clear that a web access customer makes payment online through the e-commerce system

using credit card. Non-web access customers on the other hand do not make payment with credit

card

Therefore assumption made is that non-web customers make payment using bank account and

the reconciliation is done when the customer makes order through the telesales staff.

Question is asked from the Head of Telesales Department

How does the system authenticate Non Web Customers?

It is clear that the entire entity accessing in one way or the other should be authenticated and

authorized through the combination of a username and password. However the Non-web

customers do not have a password, hence they got access to the system through the telesales

staff.

Assumption made is that the telesales staff is authenticated and authorized to the system. Thus

the telesales staff got access to the customer portal using the customer Id.

Question is asked from the Head of Telesales Department

18 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

Authentication Mechanism for Web customer and Telesales staff

Both parties are authenticated and authorize to the system, however the telesales staff is a

member in the company and thereby login to the system as a staff to perform any action which

still within the company. Web customer on the other hand uses an e-commerce web site to make

orders. The authentication is done using an external system which is the e-commerce to get

access to the system. Thus the question is; do the web customer and telesales staff uses the same

system in performing their actions.

Question is asked from the Head of Administrative Department

Who helps in packaging customer order?

When a customer has placed an order, the ordered products have to be package together by a

staff. Thus the packaged products are delivered to the shipping agent and update the system.

The question is do the company have a dispatch staff to make ready customer ordered product

for shipping.

Question is asked from the Head of Administrative Department

How do telesales staffs take order on phone?

The telesales staffs take non web customer through phone call made by the non-web customer.

The question is that do the telesales process the order as the customer is making the order or the

telesales staff writes down the customer order and later process the order.

Question is asked from the Head of Telesales Department

19 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
SECTION C – MULTEMEDIA CONTENT

INTRODUCTION
Multimedia content uses a combination of different content forms such as text, audio, images,

animation, video and interactive content. Multimedia contrasts with media that use only

rudimentary computer displays such as text-only or traditional forms of printed or hand-produced

material.

Multimedia can be recorded and played, displayed, dynamic, interacted with or accessed

by information content processing devices, such as computerized and electronic devices, but can

also be part of a live performance. Multimedia devices are electronic media devices used to store

and experience multimedia content. Below are some multimedia types:

MULTEMEDIA TYPES

Text: Text and symbols are very important for communication in any medium. With the recent

explosion of the Internet and World Wide Web, text has become more the important than ever.

Web is HTML (Hyper text Markup language) originally designed to display simple text

documents on computer screens, with occasional graphic images thrown in as illustrations.

Images: Examples of image we find in multimedia application includes photographs, prints,

maps, manuscripts, documents, drawings, paintings, movie stills, and posters. Digital

photographs can display application content or can alternatively form part of a user interface.

Images can also be used for Interactive elements, such as buttons or custom images created

by the designers or developers of an application. There are variety of formats and file

extensions such as JPEGs and PNGs which are common.

20 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
Audio: Sound is perhaps the most element of multimedia. It can provide the listening pleasure of

music, the startling accent of special effects or the ambience of a mood-setting background.

Some of these needs to be deployed using plugin media supporter. Types of audio formats

include MP3, WMA, Wave, MIDI and RealAudio etc.

Video: Full feature films, documentaries, news clips, anthropological/expedition footage, home

movies, animation. Same as mentioned above, video appears in many multimedia applications

especially on the Web. Examples of common digital video formats include MPEG, AVI, WMV,

Flash, and QuickTime. Most online video requires the use of browser plugins to play within Web

pages, but most cases the browser will already have the plugins installed.

MULTIMEDIA SUPPORT USED FOR DEVELOPING HIGH FIDELITY PROTOTYPE

For the purpose of this high fidelity design, some multimedia types are used which enhances the

interaction design of the personalized game for tourist over the age of 65. They are:

Images: speaks faster than reading text and also gets more attention of the users. It is highly use

for expression of what the prototype does and helps pass the information easily.

Text: Text is also used a lot for short awareness and simple words. It’s also important because

of times when the game is not loading the digital images and other multimedia used to

design the interface, text will always load to at least give the user a sense of interaction.

21 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

OTHER MULTIMEDIA ARE NOT USED FOR THE FOLLOWING REASONS

Careful study into the requirements of this prototype does not require audio multimedia. To also

make the game lighter to load and walkthrough, audio file is not used.

Graphics/Animation is also not used because the game should not contain too much of flash

designs to allow users to enjoy interaction and view the information properly. The screen size of

the game is small and different in sizes which must be considered to avoid using too much

graphics design that covers the whole page.

22 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`

DESIGN PRINCIPLES
Design process begins once some requirements of the work have been established. The designs

emerges in an iteratively method, through repeated design-evaluation and redesign cycles

involving users. There are majorly two types of design: conceptual and physical design. The first

stage focus on developing a conceptual model that describes what the product will do and how it

will respond, while the next stage focus on the design such as screen, menu structures, icons, and

graphics. The importance of design principles can be said to be for an effective interactive

product because users can evaluate the design prototype develop by designers. There are two

instances of design; one is starting a design from the scratch and the other is modifying an

existing product. A lot of design comes from using the existing product to develop a new

product.

CONCEPTUAL MODEL FOR DEVELOPING HIGH FIDELITY PROTOTYPE


A conceptual model is a model made of the composition of concepts, which are used to help

people know, understand, or simulate a subject the model represents. Some models are physical

objects; for example, a toy model which may be assembled, and may be made to work like the

object it represents.

Conceptual model is an outline of what people can do with a subject and what concepts are

needed to understand how to interact with it. We have two sides of conceptual model: the user

view and designer view.

This is another dimension of design which takes an image to represent a system object.

Nowadays, we are so use to interface metaphors that guideline on how to use a system

with high level of interface metaphors is of no use. For example, the image that looks

23 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
like a person is assume to be someone’s account so users tend to click it when wanted to know or

check some information. It’s amazing how users adapt to the use of interface metaphors. Let’s

check out this images:

Figure 1: User Icon Figure 2: User

Figure 1: this is an example of user account icon that is used for metaphor interface design.

Figure 2: this is an image of someone representing the user.

ICONS

Icons are used to simplify the use of text and easy option to links. Icons fit within graphic

systems. Whether they are designed for desktop applications or Web sites, an icon is one of

many graphic elements that need to work together harmoniously. It also helps to save screen

space and the size is smaller to that of images. Icons is highly important in designing a mobile

website that works on both phones and tablets.

24 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
DESIGN PROTOTYPE

So far, we will see the practical example of the two data gathering we discussed above for

designing high fidelity prototype for this mobile game. A user can always like a game or hate it,

depends. The interview questions can be grouped under semi-structured view. For example;

What are the reasons why you come to Nigeria?

How did you hear about Nigeria?

How many times have you visited Nigeria?

Do you think you will visit Nigeria again?

What advice would you give to other people who wants to come to Nigeria?

Thanks for your time and responses.

The result of the above questions gives an idea of what users expect and also helps to know if the

goals is of use at all. A large percent says they will visit Nigeria again if they have the

opportunity. So, we decide to take into considerations lots of the most popular places in Nigeria.

The next example is the questionnaire techniques which main advantage helps to reach out to

many people and get information about their views. The best, easy and faster procedure is to give

a close ended questions which people will not take much time of the people or put them in an

25 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
unknown response. Every data in the questionnaire is attached to an area of the system

requirement, no answer is a waste but addition to make a good data analysis.

Below is the questionnaire;

26 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
I design the above question so I can reach out to large number of people at once instead of going

through many interview process. The output is quite good and many are excited to use the

mobile tourist game.

A Use case is a type of tool used by system analyst to identify and clarify user requirement. Use

case depicts the interaction between the user and the system. It is a description of ways in which

system is used by its users. A use case diagram shows how cases are related to each other in a

27 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
system. A use case diagram is made up of several component including actor, use case,

relationship and system boundary.

Use case help requirements analyst in revealing and depicting the functional requirement of the system.

Yet use case is written in a raw language and a simple format, thus makes it easy for user to read,

understand, and validate.

An actor in a use case is a person, group of people or an external system taking part in the

interaction between the entity and the systems.

A use case specifies the behaviour of the system by defining the action perform by the system. It

depicts the functionalities that the system renders to the user which is the actor. Association is a

type of relationship that depicts the interaction between an actor and use case. Other relationship

in use case diagram includes extend, include, and generalization.

Based on Information System Engineering, there are two basic approaches to system which

includes the Soft Approach and Hard Approach. Soft approach system consists of the Informal

organization and part of formal organization while the hard approach system consists of the

Technical System and part of formal organization. Hence use case is a hard approach system

because it deals with the technical system which is the functionality and formal organisation

which are the actor or people in control of the technical system.

Use case helps in testing the new system if the user requirement has been satisfied in such a way

that each case is tested to functionality of the system because each case carries the functionality

of the system. Considering the use case drawn for the Home sector of the CBC in the

specification, one of the functional requirements of the new system is that customer should be

able to place order. Hence in the use case diagram draw for the home sector, “Place Order” is

28 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
included as a case. Thus the new system will be checked with the use case diagram if user

requirement has been meet.

Use case makes object oriented programming much easier if the use case is well constructed in

such a way that the functionality of the system is retrieve and mapped directly to programming.

Modelling a system

Modelling is the act of representing something in a smaller scale. Representing a concept in a

small way, this might finally come out to be big later. Modelling can be done using different

method. The developer gets an idea of the system from the users; the developer turns the idea

from the user to model. As the developer understands that the users don’t know what they want,

showing the developed model to the user gives the user clearer understanding of the system and

thereby gives what needs to be added to the system or what needs to be remove from it, to give

the user and the developer common knowledge of the requirement.

Modelling a system diagrammatic makes it much easier to make change when addition

requirement is added by the users.

Thus use case is a type of tool use for modelling a system by helps developer in knowing the

functionality to implement in the new system and how to resolve the problem appropriately.

Weakness of use case

Although uses case a very useful tool for developer to gather full requirement, however use case

have its own weakness. The weakness of use case is list below.

29 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
Use case diagram bear low information content whereby it does not give much detail. Use case

diagram convey its message to the audience in a flexible manner whereby it gives a little

description of what is written in the case.

Use case is just a document whereby there is no specific standard to gather and specify and

verify requirement for a system.

Use case is inconsistence when it gets to the aspect of capturing business rules

Due to lack to specified standard for creating or documenting use case, different analyst

document use case in different ways

Use Case documentation always gives happy ending scenario even when error occur in such a

way that the post condition for the normal flow of a case is the same as post condition of the

alternate flow.

Use case doesn’t have a specific standard of implementation whereby if a use case diagram is

given to different developer, each developer interprets the use case in different ways.

Use case doesn’t have a graphical user interface standard whereby the coder will have to think of

another way of implementing the GUI aspect of the system. However, use case documentation

gives a way of implementing the system but does not include the way to implement the GUI.

Rich Picture

Nevertheless, rich picture on the other hand is a tool used by system analyst when symbolizing a

problem or situation. Representing a problem with diagram simulate thinking about the situation,

30 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
hence diagrammatical representation helps in area of communication, it helps with brain

storming and helps group developer to have the same understanding of the problem.

Rich picture helps in depicting a problem situation within Soft Systems Methodology. It provides

meaning on how analyst looks and thinks about the system because rich picture fish out

fundamental situation in a system. Therefore rich pictures is a flexible artistic representation of a

system helping to have a good understanding and better planning of the system.

However, rich pictures has no specified way of representing them, it can be drawn anyway the

analyst see it. Therefore rich pictures have no patterns or constrain which makes it not right or

wrong.

Rich Picture present problem in a general pictorial style that a person for example a client that

doesn’t know anything about IT can see the diagram and have an idea of what is happening. In

this way if the developer shows the diagram to the client, the client can point out any other that

needs to be included in the diagram

Rich Picture consists of pictorial representation including structure, concern, main actor,

environment, relationships, process, and scrutiny. It is represented in a formal way that makes a

layperson to think about a situation when looking at the rich pictures.

Based on Information System Engineering, rich picture is a soft approach system whereby

consist of the informal organisation which are the third parties contributing to the system and

formal organisation which are people in the organisation.

Rich Picture helps in getting the problem definition of a system. Hence CATWOE have a great

influence on rich picture in getting the human actions and situation in the system. CATWOE

31 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
which is define as Customers, Actors, Transformation, World View, and Environment analyses

aid in figuring out the main source of the problem in the system.

Rich Picture helps in seeing situation from altitude whereby it gives a snap view of important

aspect of an organisation. Considering the issue of CBC, rich picture gives an abstraction of the

situation in CBC. Thus important aspect produce by the abstraction can easily be recorded.

System Analysis

System Analysis is the breakdown of a system carried out by the developer for the client to help

the client in identifying the flaws of the existing system and showing a better way of

implementing the system. Analysing a system helps in identifying gaps that need to be covered.

Hence use case diagram is important during the analysis of a system in a way that it helps in

identifying major functionality of the system thereby gives idea of the function the user perform

with the system.

Rich Picture on the other hand is useful in representing the current problem in a system. It helps

in identifying details of the system including stakeholders, the concerns of the stakeholder,

process in the system, and structures involved.

Concerns help in getting individual perspective of using the system. For example in the rich

picture draw for The Clean Brite Company (CBC) Ltd the concern of the Department Heads is

that they have little faith in IT department. Rich Picture helps to identify the perspective of the

Department Head to the system.

32 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
Factors affecting the system is clearly identified because rich picture shows the concern for

individuals, and difference in opinion which result to conflicts.

However, rich picture present the situation in a bigger picture whereby individual will see their

roles in the organization and realize the new system challenges.

Weakness of Rich Picture

Rich picture has no standard of representing it. Therefore rich picture can give a misleading

representation because it’s individual expression. Thus rich picture is neither “right nor wrong”.

Rich Picture only exposes the problem in an organization whereby different sentiments are

exposed but rich picture don’t give solution to the problem exposed.

If the developer is limited to proper information, the developer will have a misconception of the

problem situation; hence the cause of the problem will never be reveal. Thus wrong assumption

will be made.

Rich picture is only concern about human interaction and activities and to not expose the

technical aspect of the system.

Rich picture is not a widely used technique. Although it has been used by many analysts, yet

other technique is preferred to rich picture. Thus rich picture is less creditable because some

manager does not like analyst to use it to avoid exposure of their political act.

Rich picture can be meaningless bases on some cultural background whereby because rich

picture has a cartoon like representation, it might look immature.

33 | P a g e
THE UNIVERSITY OF GREENWICH
Interaction Design 2016
`
Rich picture can become complex if all element are been represented. Thus it will be difficult to

understand.

Only the stakeholders who are familiar with the problem situation can understand it. Thus

anybody outside will not be able to understand it.

Rich picture is not appropriate in detailing a problem situation. Thus other technique should be

considered when it gets to the level of detailing a problem situation.

Developer is misled easily by user when asking about the situation. Users don’t talk with way the

problem is especially where they are involved.

34 | P a g e
THE UNIVERSITY OF GREENWICH

You might also like