Professional Documents
Culture Documents
Experiment No 1
Aim: Design a Mobile app/ Website that can teach mathematics to children of 4-5
years age in schools in rural/ urban sector.
Theory:
The journey into the world of interface design and the screen design process must
begin with an understanding of the system user, the most important part of any
computer system. It is the user whose needs a system is built to serve.
Understanding people and what they do is a difficult and often undervalued
process but very critical because of the gap in knowledge, skills, and attitudes
existing between system users and developers that build them. To create a truly
usable system, the designer must always do the following:
Understand how people interact with computers.
Understand the human characteristics important in design.
Identify the user’s level of knowledge and experience.
Identify the characteristics of the user’s needs, tasks, and jobs.
Identify the user’s psychological characteristics.
Identify the user’s physical characteristics.
Employ recommended methods for gaining understanding of users.
We can divide the users’ skill spectrum into three parts. The first part comprises
beginners, the middle is where so-called intermediates belong, and the third part
is for experts.
To teach mathematics for children of 4 to 5 years of age we need to understand
children psychology, analyze children behavior, their preferences, interests, etc.
To design interface for children, we can make use of bright colors, pictorial
representation, animations, sound, and cartoon characters. For rural area children
we can also provide option of regional language in GUI.
Human Machine Interactions Lab | 2
(Permanently Affiliated to University of Mumbai)
Department of Computer Engineering
Output:
Experiment No 2
Aim: Design a Mobile app/ Website for e-commerce.
Theory:
A user interface, commonly referred to as a “UI,” is the user-facing design of a
webpage or application. User-friendly UI is important for ecommerce merchants
to provide intuitive navigation — and a pleasant shopping experience — for
customers.
Navigation options
User input options
Help options
Navigation options consist of elements that help users figure out how to get to a
certain part of the website. They include:
Product page images: Every product page aims to make online shoppers feel
like they truly understand the product they are looking at. One study found
that 81 percent of shoppers look for their desired item(s) online before
making a purchase, giving web stores the opportunity to provide
info and make a sale. Product images that portray inventory in a positive
light will encourage these “e-window shoppers” to buy online and not feel
compelled to see and feel in-store.
Optimize for mobile devices: Those who use mobile devices are 5 times
more inclined to abandon a website if it is not optimized for such devices.
Key Points:
1. Make the branding instantly visible
2. Set clear and easy navigation as the core task
3. Check the scannability of the page or screen
4. Minimize user’s efforts whenever its possible
5. Don’t go too far experimenting
6. Use landing pages for specific purposes
7. Make the homepage informative
8. Apply high-quality images giving the message
9. Think about promotional videos of different kinds
10. Let the user contact the duty holders from any point of interaction
11. Add gamification
Output:
Experiment No 3
Aim: Design an ATM machine/ KIOSK screen design for rural people.
Theory:
A bank customer is able to access his or her account using an automatic teller
machine. To be able to use an ATM a customer must first register an account
number and a passcode number. The customer’s information is then added to a list
of registered users. The ATM user interface consists of a keypad, a display
window, a selection of choice options, and a help screen that displays instructions
for completing an ATM transaction. Users are asked to enter their account number
from the keypad followed by their passcode. If the customer is a valid user,
instructions are given for choosing a transaction. During a transaction, the user’s
account is accessed and updated. Upon completion of a transaction, the user may
elect to make another transaction or to quit.
Despite our rich experience in UI design, we had to dive deeper into this field.
The target is to create a solution that takes into account machines position,
technical restrictions, and other aspects. And, what is really important, that is easy
to use for people with color deficiency or vision impairment.
Any user can face some difficulties with screens depending on the time of the day,
illumination, or ATM position.
UI redesign
The original interface had dozens of problems, including awkward colors and
poor layout. In general, it looked outdated.
What you saw on those displays reminded more technical screens or Windows
from the early 2000s, than what we all are used to deal with every day, like
smartphones.
Human Machine Interactions Lab | 2
(Permanently Affiliated to University of Mumbai)
Department of Computer Engineering
Contrast first
We worked out a color scheme with high contrast. The main reason for that is to
make data on screens easy to read regardless of a luminance level.
Universal colors
Text size and contrast for the navigation elements comply with AAA level of Web
Content Accessibility Guidelines (WCAG 2.0).
Adjusting colors for people with color deficiency and vision impairment
According to the Technical Code, all the confirming actions has to be indicated in
green color and all the canceling — in red. But there are people who can’t
distinguish these colors correctly.
EXPERIMENT NO: 4
Aim: To design a Mobile App to get an experience for passengers whose flight is delayed.
Theory:
Menus
• The structures of menus: Menus vary in form from very simple to very complex. They
may range from small dialog boxes requesting the user to choose between one of two
alternatives, to hierarchical tree schemes with many branches and levels of depth. A
menu’s structure defines the amount of control given to the user in performing a task.
The most common structures are the following.
Single Menus: In this simplest form of menu, a single screen or window is presented
to seek the user’s input or request an action to be performed.
Sequential Linear Menus: Sequential linear menus are presented on a series of screens
possessing only one path.
Simultaneous Menus: Instead of being presented on separate screens, all menu options
are available simultaneously.
Hierarchical or Sequential Menus: When many relationships exist between menu
alternatives, and some menu options are only appropriate depending upon a previous
menu selection, a hierarchical structure is the best solution.
Connected Menus: Connected menus are networks of menus all interconnected in
some manner.
Event-Trapping Menus: Event-trapping menus provide an ever-present background
of control over the system’s state and parameters while the user is working on a
foreground task.
• The functions of menus: From the user’s perspective, a menu can be used to perform
several functions: To navigate to a new menu, to execute an action or procedure, to
display information, or to input data or parameters.
• The content of menus: A menu consists of four elements: its context, its title, its choice
descriptions, and its completion instructions.
• Web site navigation and links: Navigation refers to the method people use to find
what they want in a Web site.
Orientation: One’s current location relative to nearby objects and the destination must
be determined. This is called orientation.
Route monitoring: The chosen route must be monitored to confirm that it is leading to
the proper destination.
Destination recognition: The destination, when it is found, must be easily recognized.
• Web site navigation elements: A Web site contains at least three levels of navigation
elements: global or site-wide; local and specific; and minor or footnote. Clearly
differentiate these navigation elements from one another and locate them consistently
from page to page.
• Type of menus:
Menu Bar: The highest-level graphical system menu is commonly called the menu bar.
A menu bar consists of a collection of descriptions that serve as headings or titles for a
series of actions on an associated pull-down menu.
Pull-down Menu: Pull-downs are first-level menus used to provide access to common
and frequently used application actions that take place on a wide variety of different
windows.
Windows
• A window’s characteristics:
A name or title, allowing it to be identified.
A size in height and width (which can vary).
A state, accessible or active, or not accessible. (Only active windows can have their contents
altered.)
Visibility — the portion that can be seen. (A window may be partially or fully hidden behind
another window, or the information within a window may extend beyond the window’s display
area.)
Management capabilities, methods for manipulation of the window on the screen.
Its highlight, that is, the part that is selected.
The function, task, or application to which it is dedicated.
• A window’s components:
Frame: A window will have a frame or border, usually rectangular in shape, to define its
boundaries and distinguish it from other windows.
Title Bar: The title bar is the top edge of the window, inside its border and extending its entire
width. This title bar is also referred to by some platforms as the caption, caption bar, or title
area.
Title Bar Icon: Located at the left corner of the title bar in a primary window, this button is
used in Windows to retrieve a pull-down menu of commands that apply to the object in the
window. It is a 16×16 version of the icon of the object being viewed.
Window Sizing Buttons: Located at the right corner of the title bar, these buttons are used to
manipulate the size of a window.
• A window’s presentation style: The presentation style of a window refers to its spatial
relationship to other windows. There are two basic styles, commonly called tiled or
overlapping.
• The types of windows available: Defining standard window types is again difficult
across platforms because of the varying terminology and definitions used by different
windowing systems, and changes in terminology for new versions of systems.
Primary Windows: The primary window is the first one that appears on a screen when an
activity or action is started. It is required for every function or application, possessing a menu
bar and some basic action controls, as previously described.
Secondary Windows: Secondary windows are supplemental windows. Secondary windows
may be dependent upon a primary window or displayed independently of the primary window.
They structurally resemble a primary window, possessing some of the same action controls
(Close button) and possibly what’s this? Button.
• Web system frames and pop-up windows: Historically, the Web is essentially a
single page (or, by analogy, a single window) entity. While providing significant
interface benefits, it is also a reversal of the interface evolution process that led from
single-screen technology to windowing. To counteract this shortcoming, frames were
created. A frame is an independent pane of information presented in a Web page, or,
again by analogy, as multiple windows. Frames, however, are presented as tiled, with
no overlapping capability. The interaction richness, support, and contextual cues
provided by overlapping windows are lacking. Frames, then, allow the displaying of
multiple documents on a single Web page. These multiple documents can be
independently viewed, scrolled, and updated.
Screen Based Controls: Screen Based controls, often simply called controls and sometimes
called widgets. By definitions, they are graphic objects that represent the properties or
operations of other objects. Different types of Screen-based controls are as explained below:
1. Operable Controls: Operable controls are those that permit the entry,
selection,changing, or editing of a particular value, or cause a command to be
performed. Buttons: A square or rectangular-shaped control with a label inside that
indicates action to be accomplished. The label may consist of text, graphics, or both.
Types include command buttons and toolbars.
2. Text entry/read-only: We have two kinds of controls in the text-entry category: entry
boxes and read only boxes.
For entry boxes: - Place a colon (:) immediately following the caption. For
single fields, caption can be located in front of upper-left corner of the
box. For multiple fields, position the caption upper left of the box.
For read-only boxes: - If the data field is long or about the same length,
center the caption above the displayed text box. If the data is
alphanumeric, short, or quite variable in length, left-justify the caption
above the displayed. If the data field is numeric and variable in length,
right-justify the caption above the displayed
3. Selection Controls: A selection control presents on the screen all the
Output:
Conclusion: Thus, we studied basic concepts for providing better user experience and designed
a mobile app to get an experience for passengers whose flight is delayed.
3) Index shifted to the left and fixed so that users can easily view
and navigate to which ever part of the page they want from where
ever they are on that page
Theory:
In today’s busy and expensive life, we are in a great rush to make money.
But at the end of the day we broke off. As we are unknowingly spending
money on little and unwanted things. So, we have come over with the idea
to track our earnings. Daily Expense Tracker (DET) aims to help everyone
who are planning to know their expenses and save from it. DTE is a
website in which user can add expenses on daily basis and its table will
get generated and at the end based on user expenses report will be
generated. User can select date range to calculate his/her expenses.
This system is very much useful for House-Wife to control their Income-
expense from Day-to-Day to Yearly Basics. And to keep a watch on their
expense.
Objectives:
Requirements:
We assure that this system will help its users to manage the cost of their
daily expenditure. It will guide them and aware them about there daily
expenses. It will prove to be helpful for the people who are frustrated with
their daily budget management, irritated because of amount of expenses
and wishes to manage money and to preserve the record of
their daily cost which may be useful to change their way of spending
money. In short, this application will help its users to overcome the
wastage of money.
Output:
Budget Mode-
Eood
Hs. 9999
enlire sheet
Do you want to contin ue?
Experiment No: 7
Theory:
Icons are Pictorial images most often used to represent objects and
actions with which users can interact with. Icons can be Stand alone or
grouped together in a toolbar. Icons can also be used to represent
important information.
Kinds of icons
• Resemblance: An image that looks like what it means.
• Symbolic: An abstract image representing something.
• Exemplar: An image illustrating an example or characteristic of
something.
• Arbitrary: An image completely arbitrary in appearance whose
meaning must be learned.
Characteristics of Icons:
• An icon possesses the technical qualities of syntactic, semantics,
and pragmatics.
– Syntactic refers to an icon’s physical structure.
• Is it square, round, red, green, big, and small?
– Semantics is the icon’s meaning.
• To what does it refer a file, a wastebasket, or some
other object?
– Pragmatics is how the icons are physically produced and
depicted.
• Is the screen resolution sufficient to illustrate the icon
clearly?
Size
• Supply in all standard sizes.
– 16 x 16 pixels
– 32 x 32 pixels
– 48 x 48 pixels
Choosing Images
• Use existing icons when available.
• Use images for objects, not actions.
• Use traditional images.
• Consider user cultural and social norms.
Creating Images
• Create familiar and concrete shapes.
• Create visually and conceptually distinct shapes.
• Clearly and simply reflect objects represented, avoiding detail.
• Provide consistency in icon type.
Icon Animation
– Use:
• To provide feedback
• For visual interest
– Types:
• Static(Mail box)
• Dynamic (Pointer & Movement)
– Make it interruptible or independent of user’s primary
interaction.
– Do not use it for decoration.
– Permit it to be turned off by the user.
– For fluid animation, present images at 16 or more frames per
second.
Domain: E Library
Domain: E Library
E Library/teens
Experiment No: 8
Aim: Design an interactive data access using Graphics (QR, BAR Code,
Image etc.) and generating a print form.
Theory:
QR Code BarCode
Output:
Generation of Details
Experiment No: 9
Theory:
Navigation
• Balance
Balance is stabilization or equilibrium, a midway centre of suspension.
The design elements have an equal weight, left to right, top to bottom.
Our discomfort with instability, or imbalance, is reflected every time we
straighten a picture hanging askew on the wall. Balance is most often
informal or asymmetrical, with elements of different colors, sizes and
shapes being positioned to strike the proper relationships.
• Symmetry
Symmetry is axial duplication: A unit on one side of the centerline is
exactly replicated on the other side. This exact replication creates
formal balance, but the difference is that balance can be achieved
without symmetry. Symmetry’s opposite is asymmetry. Our eye
tends to perceive something as more compressed or compact when
it is symmetric. Asymmetric arrays are perceived as large.
Output:
Smaoth Videa Call Expenence
Ongoing Development
Ongoing Development
UX and Product case studies
Research Papers
BEST
MATCHER
failure
them?
Though the ultimate outcome cannot be easily
pre-determined in any potential match, there are three
crucial variables that can make the difference:
PRODUCT
HUB