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Q1: Imagine that you want to design a travel planner for yourself.

You might
use this system to plan your route, check visa requirements, book flights or
train tickets, investigate the facilities at your destination, and so on. Assume
that the system is destined to run on a tablet for the purposes of this activity.
a) Make a list of the user experience and usability goals for the system.
 Effective: effective to use
 Efficient: efficient to use
 Utility: have good utility
 Learnable: easy to learn
 Memorable: easy to remember how to use
 Safe: safe to use
 Ergonomics: especially for smartphones and IPad, can be used in different
environments…
 Accessibility: can be used by many different people, even people with disabilities.
b) By following the Jakob Nielsen design Heuristics Outline the initial
screen or three for this system, showing its main functionality and its
general look and feel also mention which type of protype you will use.
Jakob Nielsen's 10 general principles for interaction design. They are called "heuristics"
because they are broad rules of thumb and not specific usability guidelines.
The design should always keep users informed about what is going on, through
appropriate feedback within a reasonable amount of time.
The design should speak the users' language. Use words, phrases, and concepts familiar
to the user, rather than internal jargon. Follow real-world conventions, making
information appear in a natural and logical order.
Users should not have to wonder whether different words, situations, or actions mean the
same thing. Follow platform and industry conventions.
Good error messages are important, but the best designs carefully prevent problems from
occurring in the first place.
Minimize the user's memory load by making elements, actions, and options visible. The
user should not have to remember information from one part of the interface to another.
Information required to use the design (e.g. field labels or menu items) should be visible
or easily retrievable when needed.
Shortcuts — hidden from novice users — may speed up the interaction for the expert user
such that the design can cater to both inexperienced and experienced users. Allow users
to tailor frequent actions.
It’s best if the system doesn’t need any additional explanation. However, it may be
necessary to provide documentation to help users understand how to complete their tasks.
Interfaces should not contain information that is irrelevant or rarely needed.
For this purpose, its best to use a High Fidelity Prototype.
c) Having produced an outline, reflecting on how you went about tackling
this activity. What did you do first? Did you have any particular
artifacts or experience to base your design upon? What process did you
go through?
So interaction design involves developing a plan which is informed by the
product's intended use, target domain, and relevant practical considerations.
Alter- native designs need to be generated, captured, and evaluated by users.
For the evaluation to be successful, the design must be expressed in a form
suitable for users to interact with. We simply gather our requirements
through various data collecting techniques and bring them in use. Once
requirements are met we can simply design our prototype initially with a
sketch to understand Functionality and how it looks and feels. We can look
up to similar models to extract idea. It’s good to use guidelines and
principles in designing for a better structured design to be possible.
d) Build the initial conceptual model of the system
Conceptual models are abstract, psychological representations of how tasks should be carried
out. People use conceptual models subconsciously and intuitively as a way of systematizing
processes.
1. Firstly, we will start building our app
2. Establishing Requirements
3. Designing Alternatives
4. Prototyping
5. Evaluation
6. Final Product

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