Professional Documents
Culture Documents
Internal Verifier
Date
signature
Programme Leader
Date
signature (if required)
LO3 Build a User Interface concept and test it with users to see if it satisfies their
emotions, desires and attitudes as planned.
Pass, Merit & Distinction P5 P6 M5 M6
Descripts
LO4 Evaluate user feedback, test results and insights gained from end users interacting
with your User Interface concept to determine success or failure and steps to improve in
future versions.
Pass, Merit & Distinction P7 P8 M7 D3
Descripts
Resubmission Feedback:
Assignment Feedback
Formative Feedback: Assessor to Student
Action Plan
Summative feedback
Assessor Date
signature
Student signature mandarasfh@gmail.com 08/04/2023
Date
1. A Cover page or title page – You should always attach a title page to your
assignment. Use previous page as your cover sheet and make sure all the details are accurately
filled.
2. Attach this brief as the first section of your assignment.
3. All the assignments should be prepared using a word processing software.
4. All the assignments should be printed on A4 sized papers. Use single side
printing.
5. Allow 1” for top, bottom, right margins and 1.25” for the left margin of each
page.
1. The font size should be 12 point, and should be in the style of Time New Roman.
2. Use 1.5 line spacing. Left justify all paragraphs.
3. Ensure that all the headings are consistent in terms of the font size and font style.
4. Use footer function in the word processor to insert Your Name, Subject, Assignment No, and
Page Number on each page. This is useful if individual sheets become detached for any reason.
5. Use word processing application spell check and grammar check function to help editing your
assignment.
Important Points:
1. It is strictly prohibited to use textboxes to add texts in the assignments, except for the
compulsory information. eg: Figures, tables of comparison etc. Adding text boxes in the body
except for the before mentioned compulsory information will result in rejection of your work.
2. Carefully check the hand in date and the instructions given in the assignment. Late submissions
will not be accepted.
3. Ensure that you give yourself enough time to complete the assignment by the due date.
4. Excuses of any nature will not be accepted for failure to hand in the work on time.
5. You must take responsibility for managing your own time effectively.
6. If you are unable to hand in your assignment on time and have valid reasons such as illness, you
may apply (in writing) for an extension.
7. Failure to achieve at least PASS criteria will result in a REFERRAL grade.
8. Non-submission of work without valid reasons will lead to an automatic RE FERRAL. You will
then be asked to complete an alternative assignment.
9. If you use other people’s work or ideas in your assignment, reference them properly using
HARVARD referencing system to avoid plagiarism. You have to provide both in-text citation and
a reference list.
10. If you are proven to be guilty of plagiarism or any academic misconduct, your grade could be
reduced to A REFERRAL or at worst you could be expelled from the course
I hereby, declare that I know what plagiarism entails, namely to use another’s work and to present it as
my own without attributing the sources in the correct form. I further understand what it means to
copy another’s work.
Mandarasfh@gmail.com 08/04/2023
Student’s Signature: Date:
(Provide E-mail ID) (Provide Submission Date)
Unit Number and Title Unit 40: User Experience and Interface Design
Unit Tutor
Issue Date
Submission format
The submission should be in the form of an individual report written in a concise, formal business
style using single spacing (refer to the assignment guidelines for more details). You are required
to make use of headings, paragraphs, and subsections as appropriate, and all work must be
supported with research and referenced using Harvard referencing system. Please provide in-text
citation and a list of references using Harvard referencing system.
LO1. Research what aspects of User Experience and Interface Design are necessary and
appropriate to satisfy end-user emotions, desires and attitudes when using a user interface
concept.
LO2. Plan an appropriate User Experience map and Interface Design for a User Interface
concept with a specific target end user in mind and also outline the tests you mean to
conduct.
LO3. Build a User Interface concept and test it with users to see if it satisfies their emotions,
desires and attitudes as planned.
LO4. Evaluate user feedback, test results and insights gained from end users interacting with
your User Interface concept to determine success or failure and steps to improve in future
versions.
Scenario
e-music cloud (EMC) is an emerging, cloud based, online music platform developed in Sri
Lanka by a tech start-up founded by a group of young graduates. EMC team is hiring you as
an Associate User Experience Engineer, putting you in-charge with designing UI of the EMC
system.
You need to thoroughly consider about following features when you are designing the UI,
EPN: e-music producer network: A music producer can register, sign up, publish or un-
publish their work, monitor the distribution of their published songs, view their
account balance and to withdraw the balance through a cheque.
eMusic Discovery: A registered users can look up artists, albums, and find music they
like. Once the eMusic Discovery is made, the user has options to
o Rent a song for 3 months: Song will be available in My Library.
o Own a song: Song will be available in My Library until user cancels the
subscription.
My Library: Include all music videos & playlists available to the user at that time. User
has options to view and sort by Artist, Album, Genera, Year, Source (Rented, Own,
Gifted) and etc. User has options to select a song and
o Preview it
o Add it to a playlist
o Gift it to a friend (for a week, Permanently, just one listen) (* When gifted, it will
be greyed out from My Library for the ‘Gifted duration’. If it is a permanent gift,
clicking on it will bring user back to the eMusic Discovery and indicate” already
selected”)
o “Find Music Like This” will take the user to discovery section to find similar
music’s, artists and albums.
eM Player: When user plays a song or a list, the user will be brought to the eM Player
Activity 01:
1.1 Write an elaborative report to the board of directors of EMC to convince them why they need to
increase their focus on the user interface and user experience in addition to the system’s feature
set to achieve the company’s corporate goal. This report should include following areas.
Present an overview of UX and UI design and assess standard tools available in UX & UI
design.
Recognize and review different forms of UX-UI and their end-user testing requirements by
referring to advantages and disadvantages of them for different testing outcomes.
1.2 Analyze the Impact of UX & UI methodology in Software Development life Cycle and evaluate
specific forms of UX-UI. Justify their use in a User Interface concept method available for
testing for user requirements against the UX-UI design.
Activity 02:
2.1: Review different end users of EMC using user categorizations, classifications and behavior
modelling techniques and select a specific end user from those identified. Appraise and develop
user ‘Persona’ for the identified user. Present your empathy map, experience map and customer
journey map.
2.2: Apply a relevant development methodology to develop interaction / interface for the Persona
developed in 2.1 and devise a plan to test User Interface Design methodology and tools selected
against end user requirements. Justify your selection.
3.2: Conduct a user experiment for the developed interface and examine feedback. Evaluate
feedback received and make multiple iterations of the interface based on the outcome of the
evaluation.
Activity 04:
4.1: Critically Evaluate the feedback and tests results received for the multiple iterations and the
final version of the interface developed in 3.2. and compare it against the original plan/ use
requirements.
4.2: Discuss your insight in using prototyping by critically evaluating the overall success of
concept of the interface you developed. Suggest ways in which any future versions of the UI you
developed can be improved.
LO2 Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user
in mind and outline the tests you mean to conduct.
LO3 Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned.
LO4 Evaluate user feedback, test results and insights gained from end users interacting with your User Interface concept to
determine success or failure and steps to improve in future versions.
References ...........................................................................................................................................................140
This homework assignment is for the HND in Computing's Web Design and Development
curriculum. To the maximum degree possible, I owe all those who helped with this
assignment their blessings and unwavering support. I would want to use this occasion to
express my gratitude to everyone who was involved. First of all, I would want to express my
gratitude to this subject's instructor, Mr. Gagana Wickramasinghe, for his direction, continual
monitoring, and provision of the material I needed to complete the project. Finally, I want to
thank my parents and friends for their great encouragement and assistance in getting this
project done.
1.1 Introduction
UX/UI creates and designs a customer's interactions with a company. A user interface (UI) is
how users interact with equipment. In this field, synergy and simplicity are key. User
experience (UX) includes goods, customer service, and interactions with any department.
While they're not identical, they're often grouped together because they're both crucial to a
company's success. Both teams perform user research with prototype tools, but they use
different data. UI includes a website's design and an app's interface. UI designers supervise
many of the visual elements users interact with on a web page or app, including text, form
fields, buttons and click able, and graphic positioning, to ensure they suit new products and
the company's ongoing aesthetics. UX designers work on product development teams to
create user-friendly products and ensure frictionless user interactions. UX designers design
user interfaces because they care about the entire user experience. These two teams often
work together. UI and UX design teams work to improve user experience. UI designers use
interactive design, well-organized information architecture, and a visual design and flow that
clients expect. UX designers use back-end design to improve the interface, reducing error
messages and friction to increase site time.
Advantages Disadvantages
Improved user satisfaction: A well-designed High cost: Creating good UI/UX can be
user interface and user experience can lead to expensive, especially for small companies
increased user satisfaction and engagement, or startups.
which in turn can lead to increased user
retention and loyalty.
Increased Usability: A good UI/UX makes it Time-consuming: Creating good UI/UX
easier for users to navigate and interact with an can be a time-consuming process that
app or website, which increases usability and requires significant planning, testing, and
reduces frustration. iteration.
Competitive Advantage: A good UI/UX can Subjective nature: The quality of a UI/UX
give a company a competitive advantage by is often subjective, and what works for one
setting it apart from competitors with a less user may not work for another.
user-friendly interface.
Lower support costs: A well-designed UI/UX Incompatibility: A UI/UX design that
can lower the requirement for assistance and works well on one platform or device may
training since users will be able to utilise the not translate well to other platforms or
application or website in an intuitive manner. devices, leading to compatibility issues.
Table 1 advantages and dis advantages (the author ,2023)
The point of human-computer contact and communication in a device is the user interface
(UI). The area where interactions between humans and machines take place is hence referred
to as a user interface (UI). The purpose of this interaction is to enable efficient machine
operation and control from the human end, while the machine also gives back data to support
the operators' decision-making.
The interactive features of computer operating systems, hand tools, heavy machinery operator
controls, and process controls are a few examples of this wide idea of user interfaces. In order
for users to rapidly attain the intended results, it is important to create the UI self-explanatory
and user-friendly.
Here a good UI design takes into account various factors like user behavior, workflow,
accessibility, and usability. UI designers typically use tools like wireframes, mockups, and
prototypes to create and test their designs before implementation. UI plan includes elements
such as buttons, forms, menus, icons, typography, color schemes, and other visible and
synergistic components that compose the exploiter experience. The goal of UI design is to
produce an intuitive and seamless undergo that allows users to nail tasks quickly and with
minimal frustration.
UI design is closely related to the exploiter experience (UX) plan and focuses on the overall
experience of the user interacting with a digital product. A goodness UI plan is an essential
part of great UX design, as it plays a vital role in how users perceive and interact with a
digital product. Several types of user interfaces can be identified here. That is, they are
mentioned separately below. (techtarget.com ,2023)
GUIs are studied to be intuitive and user-friendly, which makes them popular for a
wide variety show of applications, including operating systems, web browsers, and software
applications. They take into account users to perform tasks without needing to memorize
complex commands or programming syntax. Examples of popular GUIs admit Microsoft
Windows, Apple macOS, and versatile mobile operating systems such as humanoid and iOS.
GUIs have become so ubiquitous that they are now the standard interface for most electronic
devices, making them an important part of Bodoni computing. (techopedia.com ,2023)
Advantages Disadvantages
Easy to use: GUI provides a user-friendly Limited control: GUI interfaces often
interface that makes it easy for users to provide express control over the system
interact with software applications or compared to a command-line interface. Users
operating systems. The apply of icons and may not be able to access all of the system's
menus makes it easy for users to understand features or execute complex tasks.
and sail the system.
Faster learning: Users can teach how to use a Resource intensive: GUI requires more
GUI user interface faster than a command- processing power, memory, and storage than
line interface because of a command-line interface. This can slow
the ocular representation of information and down the system and make it less responsive.
actions.
Multitasking: GUI allows users to perform Complex programming: Developing
multiple tasks at once. For example, users can a GUI requires more complex programming
copy and paste text while they continue compared to a command-line interface. This
working on other task. can make software development more time-
consuming and costly.
Reduced typing: GUI eliminates the need for Reduced speed: GUI interfaces can be slower
users to memorize commands to utilise than a command-line interface for
or typewriter hanker strings of textual performing sure tasks. For example,
matter to perform actions. Instead, users can it English hawthorn undergo longer to
perform actions by clicking on icons navigate through a fare system than to type
or victimization menus. write a command.
Consistency: GUI provides a consistent Cluttered interface: GUI interfaces can
interface across different applications, become untidy and difficult to navigate when
making it easier for users to learn and use too many icons or menus are added. This
new software applications. can work it harder for users to see the
information they need.
It's easy to explore and find your way around The GUI takes up more hard disk space than
the system using a GUI interface. other interfaces.
Table 2 -Advantages and Disadvantages (the author,2022)
The CLI is typically used by developers, system administrators, and great power users who
want more verify over the system and require to automate tasks or perform complex
operations quickly. The CLI is a great deal second-hand for tasks so much as file
management, system configuration, software installation, and web administration. While
CLI put up be less user-friendly and require more technical foul knowledge than a
graphical exploiter interface (GUI), it is often faster, more powerful, and provides more
control o'er the system. It is also useful for remote access and automation where GUI
interfaces may not be usable or practical. Accordingly under is a picture of the GUI interface.
(techopedia.com ,2023)
Advantages Disadvantages
Efficiency: One of the biggest advantages of Steep Learning Curve: CLI can be
CLI is that it can be much quicker and more challenging for new users to learn, and it may
efficient than victimisation a GUI. Command take about time to turn wide with the compel
line tools put up often execute tasks with structure and syntax.
fewer keystrokes, and you can quickly
automate repetitive tasks exploitation scripts.
Flexibility: CLI allows you to access galore Lack of visual feedback: With CLI, you don't
powerful tools and features that white thorn have the same visual feedback that you would
not be available through a GUI. For example, with a GUI, which tin make it more difficult
you can use require line tools to manage to sympathise what's happening when you
system settings, network configurations, and unravel a command.
user accounts, among other things.
Portability: CLI is platform-independent, Error-prone: CLI commands are not always
substance that the commands and scripts you forgiving, and it's soft to make mistakes when
write wish work on any computer or typing in commands, which tin lead to errors
operating system that supports them. or unintended consequences.
Minimal system requirements: CLI tools are Limited accessibility: CLI may not be
typically lightweight and require minimal accessible to users with certain disabilities,
system of rules resources, making them such as visual impairments, or those who
apotheosis for use on older or less mighty bank on assertive technologies.
machines.
Scripting: command line interface is ideal for Limited interaction: With a CLI, you English
scripting, allowing you to automate hawthorn not have the same level of
undefined tasks and create usage workflow interactivity as you would with a GUI. For
that can be run with a single conman example, you may not be able to drag and
drop files, resize windows, or do strange
common tasks that are more intuitive with a
written interface
Table 3 -advantage and disadvantages (the author ,2023)
Menu-driven interfaces are often used in software applications such as formulate processors,
spreadsheets, and database direction systems, where users require to access a range of
functions and commands. They are also used in many operating systems, where users can
access system settings, preferences, and utilities. The advantages of a menu-driven interface
include ease up of use, as users can speedily turn up and select the options they need without
having to remember complex commands or memorize keyboard short cuts. It tin too reduce
errors, as the interface provides a clear and uniform set of options and commands. However,
menu-driven interfaces put up as wel be limiting, as they may not take into account users
to execute complex or customized operations that require a greater degree of flexibility or
precision. Additionally, they Crataegus laevigata require more clock and effort to sail through
multiple layers of menus to find the craved option. (usabilityfirst.com , 2022)
Advantages Disadvantages
Easy to Use: Menu-driven interfaces are easy Limited Flexibility: Menu-driven interfaces
to apply and require little to no training. are limited in their flexibility and may not
Users can easily navigate through the system take into account users to perform complex or
by selecting options from a list of choices, customized trading operations that require a
qualification it ideal for beginners. greater degree of precision or control.
Consistency: Menu-driven interfaces provide Limited Functionality: The system's
a consistent set of options and commands, functionality may be expressed by the
making it easier for users to learn and available menu options, which may not cover
remember the system's functionality. all the user's needs or requirements.
Reduced Errors: The interface provides a Slower Navigation: Users may want to sail
express typeset of options, reducing the through and through multiple layers of menus
chances of exploiter error. This can be to find the desired option, qualification the
especially important in critical applications, system slower to utilise than unusual
such as health care or financial systems. interfaces.
Overall, menu-driven interfaces can be an effective way to provide a simpleton and consistent
user experience, especially for applications that have a limited typeset of features or require
little user input. However, they may not be appropriate for applications that require more
flexibility, customization, or precision.
Touch user interfaces are commonly used in smartphones, tablets, and other mobile devices,
where users in access a wide range of functions and applications victimization their fingertips.
They are also old in kiosks, synergistic displays, and unusual applications where users need
to interact with a computer or undefined directly. The touch user interface provides a simple
and intuitive way to interact with an electronic computer or device, as users can utilize
natural gestures that mimic real-world interactions. It eliminates the require for a keyboard,
mouse, or other input devices, qualification it more accessible and favourable for users.
(techtarget.com ,2022)
Advantages Disadvantages
Ease of use: The touch user interface is Limited precision: The touch exploiter
intuitive and easy to use, requiring little to no interface may not provide the same rate of
training. preciseness as other input devices, such as a
mouse or keyboard.
Convenience: VUIs allow users to interact Accuracy: VUIs rely heavily on voice
with technology using natural language, realization technology, which is not always
making it easier and more convenient for perfect. Misinterpretations or errors can
users to perform tasks hands-free, without occur, which can frustrate users and cause
having to bank on a keyboard, mouse, or them to abandon the VUI.
touch-screen.
Accessibility: VUIs tin be especially helpful Limited feedback: unequal traditional
for people with disabilities, so much as those interfaces, VUIs can't provide seeable or
who are visually impaired or have limited tactile feedback to users, which put up make
mobility, as they can interact with devices it defiant for users to undefined that the
without having to use physical stimulation device has correctly understood their
devices. commands.
Multitasking: Because VUIs are hands-free, Noise sensitivity: VUIs can be sensitive to
they allow users to multi task more easily, background resound or accents, which can
such as hearing to music piece cooking or cause misinterpretations or errors.
driving.
It should be easy for users to use a good user interface. Various options should be provided. It
should look pleasing, use the right colors for key areas, and contain supporting
documentation. Because the tool interface between the system and the user, and the interface
is often the first experience the user gets, the user will continue to have an accurate and
attractive interface on the system. Because of this, the operating systems or software systems
that have the largest number of users in the world have attractive and effective interfaces.
Here, it refers to a person's thoughts and behaviours around how to utilise a system, product,
or service. Efficiency and simplicity of usage are also included. The history of user
experience may be traced to the usage of technology in the 19th and 20th centuries.
Experience planning
Maybe the most significant aspect of the experience is that it increases sales. The scenario of
Windows Mobile and the iPhone outlined above serves as the greatest illustration of this truth.
Consider a time when you were describing your smartphones to a friend with pride, and urge
her to get one as well. Most likely, when you described your experience, you were trying to
inspire interest and loyalty. If the user has a great experience using the system, your software
or system is more likely to sell.
Experience is a memory
For a user, her experience with a system or an interface always leads to the creation of new
memory. If you look back into your memories, you would realize that many of your
memories are experiences you had with different objects or individuals.
2. Mental experiences
The user's perception of and understanding of the user interaction is based on their mental
experience. The user's mental state, emotions, and prior experiences all have a significant role
in the mental experience, which varies greatly from one viewer to the next. Two people who
see the identical incident will always have two distinct mental impressions of it.
3. Emotional experiences
The feelings that a given experience causes in the user are referred to as emotional experience,
which is a subset of mental experience. Users frequently express love, rage, anxiety,
enthusiasm, shyness, and empathy. The experience's final feeling can be determined by the
interaction in terms of when and how the user feels it. Roller coasters are a wonderful
illustration of how an experience may cause a person to feel a variety of emotions. Users on a
roller coaster experience varied emotions depending on where they are in the ride:
exhilaration, terror, and even rage.
4. Social experience
An individual has a social experience when they share an experience as a result of a social
phenomena. The foundation of many modern information systems is social experience, which
enables an individual to communicate her feelings and experiences with those in her social
circle. The most successful example of a social experience may be found in the widely used
social networking site Facebook, whose whole business model is founded on the social
experiences it provides its members.
5. Virtual/simulated experience
One of the fastest evolving types of experiences in the information society where the user is
subject to a realistic experience, which is not real. Based on the foundation of the experience,
the simulated experience can be either virtual or augmented. Simulated experience is often
relying on ‘fooling’ the sensory organs of humans using stereoscopic sounds and visuals. The
experience may be delivered as an immersive or non-immersive experience. The popular
mobile game Pokémon Go is the best example of a non-immersive simulated experience
The planning stage involves characteristic the project's objectives, resources, and constraints,
gathering requirements from stakeholders, estimating costs, and creating a project plan. The
depth psychology represent involves analysing the requirements and development a
functional stipulation document that outlines the software's features, functions, and behavior.
The design stage involves creating a detailed design of the software, including exploiter
interface design, database design, and system architecture. The implementation stage
involves writing code, performing unit testing, and integrating the components of the
software. Accordingly, the following is a picture related to Software Development Life Cycle.
(javatpoint.com ,2022)
Requirements Gathering: This present involves identifying and shaping the inevitably and
requirements of the software. The requirements gathering work on includes analyzing
the stage business needs, user needs, and technical requirements.
Development: This is the stage where the actual coding and development of the software
system happens. The development stage follows the design phase, where the developers write
the software code according to the plan specifications.
Testing: In this stage, the software system is tested for its functionality, performance, and
usability. This stage includes unit testing, integration testing, system testing, and acceptance
testing.
Deployment: In this stage, the software is installed on the production environment, and the
end-users are skilled to use the software.
Maintenance: This represent involves the current support and maintenance of the software.
It includes bug fixes, updates, enhancements, and improvements to the software.
The SDLC is a continuous process, and each stage builds upon the previous one. The
software undefined team up should follow a disciplined approach to check that the software
package meets the requirements, is of high quality, and is delivered on time and within
budget.
User Experience (UX) and User Interface (UI) design have a substantial bear on on the
Software undefined Life undefined (SDLC). They play an requisite role in creating software
that is intuitive, user-friendly, and meets the needs of the end-users. Here are some ways UX
and UI development affect the software undefined life cycle. (softwaredominos.com ,2022)
Testing: UX and UI designers work with testers to ensure that the software is proven for
usability, accessibility, and user experience. This helps place and resolve any issues before
the software is deployed.
Deployment: UX and UI designers work with the undefined team up to ensure that the
software is deployed with a user-friendly interface and intuitive design. This helps ensure that
end-users can well use and navigate the software.
Sketch
Sketch is a popular vector art editor used for UI design. It has a range of features, including
Artboards, symbols, and plugins that serve designers to make high-fidelity designs. In other
words, a sketch offers a simple picture of a concept that will be put into practise. Although a
pencil and some paper are typically used for sketches, the designer also has tools that were
specifically designed to speed up and facilitate the process.
As such, Sketch is a popular vector graphics editor primarily used for designing user
interfaces and web graphics. Here are some pros and cons of Sketch software.
Advantages Disadvantages
User-friendly interface: Sketch has a user- Limited to Mac OS: Sketch is only available
friendly interface that makes it easy for for Mac OS, and is not accessible to
designers to produce designs quickly. Windows and Linux users.
Vector-based design: adumbrate is vector- Limited support for raster graphics: While
based software, which means designs can be Sketch excels at rendering graphics, it has
scaled up or down without losing quality. limited receivers for raster graphics, which
may limit its use in certain design
applications.
Plugins and Integrations: Sketch has a large Lack of Complex Functionality: Adumbrate
library of plugins and integrations that extend is primarily designed for user interface and
its functionality and enable designers to web graphics, so it does not have the same
automate workflow. level of complex functionality as unusual
design software for Crataegus laevigata.
Collaboration: Sketch allows multiple Limited export options: Sketch has high-
Wireframing
The resolve of wireframing is to focus on the user experience and the run of the
design, quite than on visible plan elements. By creating wireframes, designers
can screen and rectify the structure and layout of the design, identify potential usability issues,
and control that the content is organized in a logical and user-friendly manner. Wireframing
can be done using pen and paper, or with specialized software program tools that take into
account designers to create whole number wireframes quickly and easily.
Some nonclassical wireframing tools include Sketch, Adobe XD, Figma, and Balsamiq.
(interaction-design.org ,2022)
Helps to visualize the design: Wireframing May limit creativity: Wireframes can be to a
helps designers to visualize the layout and fault normative and may limit the creativity
structure of the design in a simpleton and of the designer by focusing too much on
easy-to-understand way. structure and layout.
Saves time and resources: By creating May not accurately represent the final design:
wireframes, designers can quickly test and Wireframes are simplified representations of
rectify their ideas before investing clock and the final design and Crataegus laevigata does
resources in more detailed plan work. not accurately reflect the ocular design or the
final exploiter experience.
Facilitates communication: Wireframes May not be proper for all types of design:
provide a common nomenclature for Wireframing is trump proper for website and
designers, developers, and other stakeholders application design, and Crataegus oxycantha
to hash out and refine the design. not be as useful for other types of plan
projects.
Focuses on usability: Wireframes prioritize May require additional resources: Creating
serviceableness o'er visual design, ensuring wireframes may require additional resources,
that the plan is user-friendly and intuitive. such as specialised software or the time and
expertise of a devoted designer.
Allows for iterative aspect design: May be misinterpreted: Wireframes may be
Wireframes can be quickly and easily revised misinterpreted by stakeholders who are not
and refined, allowing designers to iterate on familiar with the plan process, leading to
the design until it meets the needs of the user mix-up or misunderstandings.
and the business.
Table 8 --advantages and disadvantages (the author , 2023)
Prototyping
Prototyping is the process of creating a preliminary model or try out a design to test and
evaluate its functionality and exploiter experience. Prototyping is a required part of the design
process, as it allows designers to test and rectify their ideas before investing time and
resources in more detailed plan work. Prototypes can take many other forms, from simple
The resolution of prototyping is to test and refine the functionality, usability, and user
experience of the design. By creating prototypes, designers put up pucker feedback from
users, identify potential problems or issues, and work on iterative improvements to the design.
Prototyping is often old in conjunction with user testing, where designers follow and gather
feedback from users as they interact with the prototype. This feedback can then be used to
rectify the design and improve the user experience. (interaction-design.org ,2022)
Advantages Disadvantages
Can save time and resources: By creating May not be suitable for all types of design:
prototypes, designers can rapidly screen and Prototyping is best suited for website and
refine their ideas earlier investment time and application design, and may not be as useful
resources in more careful design work. for other types of design projects.
Increases user satisfaction: Prototyping helps May be misinterpreted: Prototypes may be
designers to create a user-friendly and self- misinterpreted by stakeholders who are not
generated design that meets the needs of the familiar with the plan process, leadership to
Enables user testing: Prototyping enables May want additional resources: Creating
designers to tuck feedback from users and prototypes may require extra resources, such
make iterative improvements to the design. as specialised computer software or the time
and expertise of a devoted designer.
Facilitates communication: Prototyping May not accurately represent the final
provides a common terminology for product: Prototypes are preliminary models
designers, developers, and other stakeholders or samples of the design and may not
to discuss and refine the design. accurately reflect the final examination
production or the final exploiter experience.
Table 9 --advantages and disadvantages (the author , 2023)
Advantages Disadvantages
Deep Insights: An admin front-end allows for Cost: Moderate usability testing requires a
deep insights into the user experience. The trained moderator, which increases the
moderator asks follow-up questions, probes undefined testing process.
for details, and gathers additional
information.
Flexibility: The moderator can adapt the Time-consuming: Moderate usability testing
screen to the needs of the participant and can be time-consuming, as it requires
respond to unexpected problems. They can scheduling and coordination with
adjust the test to accommodate changes in participants.
design or objectives.
Instant Feedback: The moderator can provide Observer Bias: The presence of the
instant feedback to the participant, which moderator can influence the participant's
enables them to sense the tax and improve behavior and responses, leading to observer
their performance. bias.
Collaboration: The moderator can work with Limited scalability: Moderate usability
the development team to prioritize issues and testing cannot scale to large-scale testing or
make design decisions based on feedback remote testing.
from testing.
Table 10 -advantages and disadvantages (javapoint.com ,2022)
Advantages Disadvantages
Cost-Effective: Neutral usability testing is Limited insight: Unbiased use test Crataegus
generally less expensive than neutral testing, oxycantha supply expressed insight into user
as it does not require the presence of a experience as participants were not guided or
moderator. induced.
Time-Efficient: Neutral usability testing can Lack of real-time feedback: The unrestricted
be completed more quickly than neutral usability test does not provide participants
testing because there is no need to schedule with real-time feedback, which Crataegus
and coordinate. oxycantha makes it difficult for them to
understand and correct errors.
Large sample size: Unbiased usability testing Limited control: Unbiased usability testing
can be conducted with a large sample size, provides expressive control in the
which can provide more representative data examination environment, as the participant's
about the target user population. whitethorn performs undefined tasks in a
different linguistic context or unusually than
expected.
Table 11 advantages and disadvantages (javapoint.com ,2022)
5. Tree Testing.
8. First-click Testing.
The "Cancel" button is typically made red, whereas the "OK" button is typically green.
Interface designers may also decide to position certain things in a certain area of the screen,
such as the bottom right or bottom left corner. First-click testing determines if the designer's
chosen technology genuinely benefits the intended user and whether the intended interface
element is successful in grabbing the user's attention. The sole need here is to provide the
location of the user's initial click before carrying out a particular action. (esoft , 2023)
9. Eye-tracking.
The "Cancel" button is often red, whereas the "OK" button is typically green. Interface
designers may also decide to position certain things in a certain area of the screen, such as the
bottom right or bottom left corner. First-click testing determines whether the designer's
Choose a methodology
Decide on the type of screen you require to conduct. Common methodologies include
usability testing, A/B testing, and surveys.
Recruit participants
Report findings
Present your findings to stakeholders, including any recommendations for changes or
improvements to the product.
Remember that designing a user experience test is an iterative process. Objectives, scenarios,
and methods may need to be refined. Be open to feedback from participants and adjust the
test as needed.
3. Familiar
Many designers strive to create "intuitive" interfaces. What does intuitive imply, though? It
refers to something that is instinctively and naturally perceivable. So how do you carry out
anything logical? By 'becoming accustomed to' it, you achieve that. What is familiar is
anything that resembles another thing you have seen previously. When you are familiar with
something, you are aware of its characteristics and expectations. Find out what your users are
used to and incorporate it into your user interface.
4. Responsive
The term "responsive" has numerous meanings. Quick is the first to react. If not the
programme, at least the interface ought to operate more quickly. It can be annoying to wait
for items to load and to use sluggish, slow interfaces. The user experience is enhanced when
content loads rapidly or, at the very least, when the interface does (even if the content still
lags).
The UI is responsive if it offers some sort of commentary. To let the user know what's going
on, the interface should talk back. Has that button been successfully pressed? how do you
determine This feedback should be given via the button displaying a "pressed" state. The
button's wording may occasionally change to "Loading..." and become disabled. Is the
software loading material or is it stuck? To inform the user, play a spinning wheel or display
a progress bar.
5. Stable
6. Attractive
This one can be a little debatable, but I think an appealing UI is essential. In the sense that it
makes using that interface joyful, it is attractive. Indeed, if you make your user interface (UI)
straightforward, user-friendly, effective, and responsive, it will work well; however, if you
take the further step of making it appealing, utilising that interface will be a genuinely
gratifying experience. If your programme is easy to use, your clients or employees won't just
utilise it; they'll eagerly anticipate utilising it.
Of course, there are many distinct kinds of software and websites, all created for various
consumers and markets. What is "excellent" for one audience may not be for another. This
implies that you should design your interface's appearance and feel with your audience in
mind. Aesthetics should also be employed sparingly and to support function. The difference
between polishing the interface and overstuffing it with visual candy.
7. Efficient
A user interface is a vehicle that takes you places. Those places are the different functions of
the software application or website. A good interface should allow you to perform those
functions faster and with less effort. Now, ‘efficient’ sounds like a fairly vague attribute – if
you combine all of the other things on this list, surely the interface will end up being efficient?
Almost, but not quite. What you need to do to make an interface efficient is to figure out what
exactly the user is trying to achieve, and then let them do exactly that without any fuss. You
have to identify how your application should ‘work’ – what functions does it need to have,
and what are the goals you’re trying to achieve? Implement an interface that lets people
easily accomplish what they want instead of simply implementing access to a list of features.
8. Forgiveness
Accordingly, the EMC service is expected to be available anywhere in the world and on any
device. To do so, they need to provide the user with a good physical experience. For this the
work done by the keyboard, mouse and other input devices should be attractive and easy. For
example, when activating the app on the touch screen, if the button cannot be touched
correctly, it is a bad user experience. It is very important to be careful about it.
No matter the user's level of literacy, the app should be able to provide a pleasing mental
experience. A user should be able to grasp every icon, button, or other form of function in the
program from the very first time they use it. Otherwise, not all users will come into contact
with EMC.
While examining the user experience offered by EMC, care must be made to deliver a
wonderful emotional experience. The EMC user interface should be slick and modern.
Otherwise, they will leave the music app they are now using and disappear from EMC's view.
The social interaction the user has with the EMC should be enjoyable. One person's gift to
another user can be arranged to be visible to other users, for instance. created comments
interface for music albums and songs as well. Allow users to recommend music to one
another.While building interfaces, graphic user interfaces should be employed often. Every
individual may easily grasp and use graphical interfaces. The number of users will rise as she
is used more frequently. Build a menu-driven user interface that makes it simple to choose
song genres and modify the software. It is also possible to access user data, login, and process
payments using form-based interfaces. By developing a natural language interface that
enables music search by typing and vocalizing a section of a song, the program will become
more appealing.
User-centered
A good interface is designed with the user in mind. It should be intuitive and easy to navigate,
with features and functions that are logically organized and tagged in a way that makes sense
to the user.
Consistency
A good interface is consistent in its design and behavior. This substance that buttons, menus,
and other elements should search and behave the same room throughout the interface,
providing a predictable and seamless experience for the user.
Clarity
A good user interface should be clear and unambiguous. Users should
be capable to well understand what each element does and how to use it.
Responsiveness
A good user interface responds quickly to exploiter actions, providing immediate feedback
and minimizing the amount of clock that the user has to wait.
Flexibility
A good interface should be flexible, allowing users to customize the interface to their needs
and preferences. This could include things like font size, color scheme, or the power to
rearrange elements.
Accessibility
A good user interface should be accessible to all users, including those with disabilities. This
means that it should be premeditated with accessibility in mind, with features wish senior
high undefined modes, test subscriber compatibility, and keyboard shortcuts.
Aesthetically pleasing
A good interface should be esthetically pleasing, with a clean and attractive design that is
consistent with the brand personal identity and overall tone of the product.
2.1 End-user
The end user is the person who ultimately uses a product or service. They are the intended
audience and target of the product or service. terminate users can be individuals or
organizations, depending on the nature of the production or service. In software development,
the end exploiter is the soul who interacts with the software application, such as a website or
mobile app. The terminate user can straddle from a unplanned user who only of
necessity basic functionality to a power exploiter who requires more advanced features and
customization.
It is large for product designers and developers to sympathize the needs, preferences, and
behavior of end users in order to create a production that meets their needs and provides a
positive user experience. This can be achieved through exploiter research and testing, which
involves gathering feedback from end users throughout the undefined process to ensure that
the product is merging their needs and expectations. (investopedia.com ,2022)
The employee of the bank will essentially inform us of the account balance, post-
withdrawals, and deposits.
In order to make a reservation, reservation agents for airlines, trains, hotels, and car
rental agencies essentially verify the availability for a specific request.
To update a central database of received and in-transit items, clerks who operate at the
receiving end for shipping businesses enter the package identified by barcodes and
descriptive information through buttons.
Standalone users
A user of a tax package, which essentially keeps a range of personal financial data for tax
purposes, is an example of a user whose job it is to maintain personal databases using a
ready-made software package that offers simple to use menu-based or graphics-based
interfaces. These users excel in using a particular piece of software.
User Requirement
Music producer Any time can register
Search music tracks, albums, and others
Should be filtered music tracks, albums and others
Music Purchaser Log in to the system
Search music tracks, albums and others
Save music tracks, albums and others
Need to add, remove or update user details.
Pay online
Two types of end users can be identified in EMC. Accordingly, the following are the types of
users. Apart from this, a system administrator has also been added to this system.
1. Music Buyer
With the program, people make purchases here. As a result, there can be users with various
musical preferences. For instance, some people could enjoy rap music, new songs, old songs,
traditional music, or western music. The vocalists who get along with one another, the music
producers, the music productions, and the purchasing power are all different as a result.
While one group like music, another group dislikes it. While one group like music, another
group dislikes it. As a result, every person may have distinct tastes. Also, they should always
be aware of new tunes they like to keep themselves entertained. They are always looking for
other similar software in the market and will leave EMC if they fail to provide a good
experience. Of these, computer literacy can be varied and minimal.
2. Music producer
They offer the software's sales tool. Music producers come in a variety of forms. Their
audience may be distinct. Their level of musical talent and sales potential influence their level
of popularity. They consistently demand a decent return on their labour. They always provide
their services to the software, which is used by a lot of people. Computer literacy is one of
these and can be low or variable.
3. System administrator
They carry out system administration and try to solve the problems and needs of other end
users. They work to achieve the goals of the company. They also have high computer literacy.
Apart from this, problems arising from the use of the system are also solved.
Protocol analysis
Protocol depth psychology can be used for a variety of purposes, including debugging
network problems, designing new protocols or systems, and finding security vulnerabilities. It
is particularly useful for diagnosing problems related to timing, synchronization, and flow
control, as well as for understanding the behavior of complex systems with quadratic
interacting components. (sciencedirect.com ,2022)
Cognitive modeling
It is a branch of computer science that focuses on creating computerised representations of
human thought processes and problem-solving techniques. In order to improve human-
computer interaction, this type of model can be used to mimic or predict human behaviour or
performance on tasks that are similar to the tasks that are being modelled.
(sciencedirect.com ,2022)
Advantages of persona
• Stakeholders and decision-makers assess new site feature concepts.
• Wireframes, interface behaviours, and labelling are all developed by information architects.
• Designers are in charge of the website overall design and feel.
• Based on user behavior, system engineers/developers select which techniques to undertake.
• Copywriters make ensuring that the information on the site is written for the right people.
Marketing Persona
Typical characteristics of the customers of a product or a company, have similarities in
buying preference, social relations, mode of consumption, and ages. Personas help the
company determine how its customers will behave and what they will be interested in.
Proto-Persona
They are based on secondary research (data previously gathered by someone else for another
reason) and the team's educated estimate as to who they should be built for and are used when
there is not enough money or time to construct actual research-based personas. Proto
personas are only used as a "last resort" since they lack the design personas' precision.
This makes it easy to identify who the user is. By correctly identifying the user, the user can
be matched accordingly.
Demographics:
This includes basic information about the individual such as age, gender, location,
education dismantle and occupation.
Personality:
This describes the characteristics, values and attitudes of the individual. For example, a
person may be outgoing, sporting and environmentally friendly.
Behavior Patterns:
User Journey:
This describes the steps a person takes to achieve their goals, from discovering
a production or service to buying or using it. sympathy the user travel helps designers create a
seamless user experience.
By considering these elements, designers can create personas that accurately reflect
their poin audience and design products or services that meet their needs. Personas help
designers make hip plan decisions and create products that are user-friendly, intuitive, and
effective.
"Thinks": This section captures what someone thinks, including their beliefs and attitudes.
Thoughts & Beliefs: The user-stated statements that begin with "I think" or "I believe" should
be found in this quadrant. You could additionally record other ideas and convictions that the
user may not have expressed clearly but that can be deduced from what they said. As a result,
the material in this part is about - What troubles the user. What causes the user to get
enthusiastic? What impressions does the user have of the encounter?
“Feelings”: This section captures what the person feels, including their feelings and moods.
Capture the emotions and feelings the user displayed or spoke. Capturing specific
experienced feelings and emotions will also be helpful here. You can capture other emotions
and feelings that you infer from the actions and behaviors you observe. Accordingly, this
section contains the information – What actions does the user take? What actions and
behaviors did you notice?
“Does”: This section captures what the individual does, including actions and behaviors.
Capture the things you observed the user (or group of users) doing. Writing specific details or
even drawing diagrams can be helpful here. Accordingly, this section contains the
information – what does the user think when interacting with the product? What captures the
user's thoughts? What is important to the user?
By filling out each of these sections, the Empathy represent can help designers and
researchers develop a meliorate understanding of the user or customer, their needs, and
their hurt points. This understanding can then be used to design products and services that
meet their necessarily and improve their experiences. (interaction-design.org , 2022)
A user experience map is a method of visualizing the complete end-to-end user experience
that a typical user goes through to achieve a goal. It is product- and service-agnostic, so it is
used to understand general human behavior in a larger context. It helps an organization
visualize a basic understanding of an experience before considering a product or service. A
visual representation of a customer's journey with a product or service, with particular focus
on user interface and user experience. It captures the various touchpoints and emotions a
customer encounters while interacting with the product or service, paying particular attention
to the visual design and usability of the interface. (questionpro.com ,2022)
User Persona:
A fictional theatrical of the ideal customer based on undefined and behavioural data.
Journey Stages:
Emotions:
The emotions and attitudes the customer experiences at each touchpoint, so such as
frustration, joy, confusion or satisfaction.
Pain Points:
Challenges or obstacles the client faces in their journey, such as difficulty finding a specific
feature or slow load times.
Opportunities:
Potency areas for improvements or improvements, such as adding new features or
simplifying the exploiter interface.
Design Elements:
Ocular plan and user user interface elements that influence the customer's experience, such as
color scheme, typography, icons, buttons, and layout.
Business Goals:
Business objectives and metrics tied to the customer journey, so much as user engagement,
retention, or revenue.
By creating a UIUX see map, production designers and developers can gain a deeper
understanding of their customers' needs and pain points, and use that information to improve
exploiter go through and business growth.
Experience
A customer journey map is a visual representation of the customer journey (also known as the
buyer journey or user journey). It helps you tell the story of your customer's experience with
your brand across all touch points. Whether your customers interact with you through social
Whether it's media, email, live chat, or other channels, visually mapping the customer
journey can help ensure the customer doesn't slip through the cracks. This process helps B2B
business leaders gain insight into common customer pain points, allowing them to better
optimize and personalize the customer experience. (visual-paradigm.com ,2022)
Define exploiter personas: Start by characteristic your normal users and create a
detailed visibility for from each one of them. This includes their demographics, interests, and
pain points.
Identify the user journey stages: Break pop the user journey into unusual stages, such as
awareness, consideration, on boarding, usage, and support.
Map come out of the closet the user touch points: place all the touch points where users
interact with your product or service, including website, mobile app, social media, email,
customer support, and sales channels.
Gather user feedback: Conduct exploiter testing or surveys to pucker feedback on their
experiences at each touch point.
Analyse the data: Use the information collected to identify pain points and areas for
improvement.
Create the journey map: Visualize the user travel in a way that highlights pain points and
opportunities for improvement. This could be in the take form of a flowchart, time line, or
other ocular representation.
Implement changes: utilize the insights gained from the customer journey map to make
improvements to the exploiter experience. This could involve redesigning certain touch
points, adding new features, or simplifying the overall user flow.
Customer travel maps are an necessary tool for UI/UX designers as they help to create a
User-centered design that meets exploiter inevitably and expectations. By following these
steps, designers can create a travel map that provides a comprehensive understanding of
the exploiter experience and identifies opportunities for improvement.
Increasing sales:
By up the customer experience, businesses can step-up the likeliness of customers making a
purchase and improve changeover rates.
Streamlining operations:
By identifying areas of inefficiency or customer frustration, businesses put up streamline
operations and tighten costs.
Advantages Disadvantages
Better understanding of customers: Customer Time-consuming: Creating a customer
journey maps provide a visual representation journey can be a time-consuming process,
of the customer experience that can help especially if the organization has an
organizations better understand their undefined customer experience.
customers' needs, preferences, and behaviors.
Improved customer experience: Customer Cost: Depending on the resources and
journey maps identify pain points and areas expertise required, creating a customer
to improve customer experience, which can journey map is expensive.
lead to changes that improve customer
satisfaction and loyalty.
Increase customer retention: By identifying Subjectivity: Customer journey maps are
areas where customers may become subjective as they rely on the assumptions
confused, organizations can come up with and insights of the people creating the map.
measures to prevent confusion and retain
more customers.
Improved customer acquisition: Customer Incomplete picture: Customer journey maps
journey maps can identify the most effective may not define the full complexity of the
1. Customer Behavior: The ways in which consumers behave while taking part in the
provision of services.
2. Actions made by contact workers during a face-to-face service interaction are known as
front-stage (face-to-face) actions.
3. Following (Invisible Connection Worker) Actions: Your company's data may be at
danger as a result of your remote employees. Working from home can result in identity
theft, data breaches, and many other undesirable outcomes.
4. Support processes: Personnel who conduct tasks necessary to provide the service but do
not interface with other personnel.
5. Physical Proof: Objects connected to each stage that may have an impact on how
customers perceive the service, such as uniforms and delivery vehicles Inventories (if
necessary): How much inventory has to be built up for each step.
6. Line of Visibility: Forward stage and back stage actions are separated by this line
A blueprint makes it easier to comprehend the entire service as a process. It offers a visual
representation of the services. By showing how an existing system functions, the service
system blueprint reduces the complexity of providing services. Here are some explanations of
how service blueprinting has advantages. A blueprint makes it easier to comprehend the
entire service as a process. It offers a visual representation of the services. By showing how
an existing system functions, the service system blueprint reduces the complexity of
providing services. Here are some explanations of how service blueprinting has advantages.
You may manage service in a number of ways with the use of a blueprint. A blueprint can be
used to change or develop the design of an existing service. When the current operation is
explicit, managers are aware of how they will conduct themselves in the future. The service
system's blueprint is task-oriented. It clarifies the organization's objective and makes the
business competitive. It completes the task in a way that attracts customers to the business.
(Accountlearning.com, 2022)
Managers of service units frequently use blueprints to aid in their decision-making processes.
Decisions are made on the selection of the best strategy, the distribution of resources, the
fusion of service functions, and the assessment of performance with the use of service
blueprints.
The extensive service plan might be useful to those in marketing and communications.
Marketing managers frequently utilise a template to assist them identify the elements that are
most crucial to customer satisfaction while doing consumer research. They are used by
communication managers when creating consumer goods to communicate behaviours that are
hidden.
Human resource managers utilise service blueprints for creating job descriptions, job
requirements, job evaluations, performance standards, training and appraisal plans, and pay
structures.
Blueprinting encourages employees to maintain a focus on providing excellent service to
customers.
It makes it easier to identify any weak links in the chain of service activities and assists in the
ongoing improvement of quality.
The line of visibility firmly separates the processing that takes place in the back office from
the front office operations, where clients may see concrete proof of the service. Line of
visibility therefore determines what the consumer should see as well as which staff will deal
with the customer directly.
The service blueprint's through-line of internal interaction makes it easy to clarify interfaces
across departmental boundaries. As a result, continual quality improvement is strengthened.
The service's components and relationships are clarified by the blueprint, which facilitates
more successful strategic discussions between the staff who deliver the service and its
customers.
The interaction between people and the technology they employ is the primary focus of
interaction design, which is a subfield of user experience design. (geekforgeek, 2022)
Although it is founded on the theory, practice, and methodology of traditional user interface
design, interaction design's primary focus is on defining the complex dialogues that take
place between people and interactive devices of various types. These devices can be anything
from computers to mobile communications devices to appliances. Interaction design
describes not only the structures and behaviors of interactive products and services but also
the interactions that users have with those products and services. In addition, a good interface
design effectively communicates a system's interactivity and functionality, entails behaviors
that express a system's responses to user inputs, elucidates both simple and complex work
flows, alerts users to changes in the system state, and mitigates the possibility of user error.
Understanding the goals, tasks, experiences, needs, and desires of real-world users is the
foundation of interaction design. This design discipline also seeks to strike a balance between
these requirements and the commercial goals and technological capabilities of the
organization.
Creating an effective user interface on time and within budget is one of the most common
challenges faced by software development projects. This is mainly due to, but
While there are generic software development methodologies designed to assist developers in
meeting budgets and schedules, there are no components to guide interaction developers to
achieve such benefits. This is the main reason for this. Rational user-centered design
methodology, measuring system usability in context, and participatory design are three
current approaches to UI/UX development. They do, and they,
Several approaches have been created during the past thirty years for organising and
describing software development projects. These approaches do not directly address usability
difficulties, despite the fact that they have been effective in assisting significant software
development projects accomplish their goals for time, money, and quality. The technique of
software development has to be broadened to incorporate user interface design since the vast
majority of systems being produced today are interactive. The LUCID framework was
conceived and developed in answer to this need. It is a process for creating a software
product's interactive elements, commonly referred to as the "front-end." The LUCID
framework has the potential to be integrated with other software engineering methodologies,
More commonly than any of the aforementioned user interface and interaction design
approaches, LUCID is the user interface and interaction design method used to create user
interfaces and interactions. Because the LUCID approach streamlines the whole software
development life cycle process and makes it easier for designers to better manage their
budget and schedule for creating user interfaces and interactions, user experience designers
The LUCID approach can be helpful in the process of establishing a project's goals, business
overview, structure of the system that will be constructed, users of the system and their
objectives, among other things. The LUCID approach greatly simplifies the Software
Development Life Cycle's data collecting and analysis phases.
Leveraging the LUCID methodology will enable the EMC Music Platform to successfully
achieve its goals and objectives. According to the LUCID methodology, EMC has done its
steps as follows.
Imagine
Together with its mission, this statement contains EMC's vision, which is described below:
The company's long-term objective is to become the leading provider of internet music in Sri
Lanka. Provide a seamless user experience for finding and enjoying music that "beats with
you and your heart, regardless of who you are, where you are, or what device you use,"
according to the mission statement. Making it feasible for people to interact with and locate
music that speaks to them is the aim of this project. Apart from this, it includes details of
various identities discussed earlier in the study.
Analyze
A number of maps, including an empathy map, customer journey map, experience map, and
service blueprint, were created for the EMC music platform after several sorts of personas
were researched.
Design
For EMC, wireframes and drawings were made in order to understand the viewpoint of the
consumer.
Wireframes are a visual representation of the layout and structure of a website or application.
They are usually created early in the design process, before any visual design or branding is
applied.
Wireframes can be created using a variety of tools, from pen and paper to specialized
software. They usually consist of simple black and white outlines and boxes that represent
different content elements and features of the website or app. They may also include place
holder text and images to give an idea of the content to be included. Accordingly, the
following are the interfaces created by the author for EMC software.
Login From
The EMC application is described in this case as a multi-user application. Consequently, the
login page design for the system must verify the user role in addition to providing access to
the system by verifying the user's email address and password. Apart from this, the entry type
(User and Publisher) should also be entered. With this user authentication system, ensure the
system is secure.
LOGIN TYPE
1 USER
2 PUBLISHER
Sing up form
If a user wants to create a new account on the EMC application, that user must fill out this
form and create a new application. Users can register for an account on this platform using
their The system also has the facility to log in with existing Google, Facebook, or Twitter
credentials.
Presonal
Bank
Details
Details
My Account (Publisher)
This page displays the details of the insurer's account. That is, the author's personal details
and bank details are for this. In addition to this, the author's information can also be changed
through this page.
These interfaces are designed by the author using wireframes. Accordingly, the following is
the interface created by the author.
A broader set of users outside the development team test the programme during the Beta
phase, which follows the Alpha phase. The programme is normally deemed suitable for
public release once it has successfully completed the Beta phase. All the interfaces created by
the author are for testing. Some of those referenced interfaces are listed below. Accordingly,
the following are some interfaces created by the author for EMC. (guru99.com , 2023)
Login Page
The author has created a login page to enter the system. Here you can enter the system by
providing username, login type and password. Thus the following is the interface designed by
the author.
Accordingly, the following are some Feedback Forms received from several users.
Feedback Form 1
Feedback Form 02
Feedback Form 03
A significant portion of the comments and bar chart summary expressed disapproval of the
GUI interface. About its hues and eye comfort, most people differ. The majority of users
largely concur that the navigation bar's buttons are easily discernible. Moreover, there are
others who concur with questions 5, 6, and 7. This evaluation may lead the author to the
conclusion that the system's graphical user interface (GUI) needs improvement, at which
point the author may delegate responsibility for the system to the developer.
The goal of card sorting is to gain insight into how users perceive and organize information,
as well as to identify patterns and groupings that can inform the design of the product. The
results of card sorting can help designers make informed decisions about information
architecture, navigation, and labeling.
The author carried out the card sorting testing described above in order to put the features of
the EMC application through their paces. In this section, the author makes some adjustments
to the functions based on the testing.
Before
changing
After
changing
The song album page has also been modified by the author so below are the interfaces
modified by the author. Here the author has observed the above forms and accordingly the
author has reached a conclusion. Accordingly, the color of the interface is far from much
concern.
The interface created by the author has been sent for a first test and the author was able to
identify many shortcomings. Accordingly, since there were no good answers about matching
the color of the interface, the author took care of the color first. Accordingly, the author has
changed the color of all interfaces accordingly. Accordingly, those interfaces were given
above. Only a few of all interfaces are mentioned here.
1. InVision Studio
The dream of many UI designers is about to come true with the launch of InVision Studio.
You may use this tool, which is currently in its early stages of development, to build
appealing interactive interfaces that make advantage of bucket characteristics. Individualized
animations and transitions may be created using a wide range of movements and interactions.
You won't need to worry about making separate art boards for each of the many devices your
website will be viewed on since responsive design can be applied to a single artboard. Time
is saved significantly as a result of this. (Creativebloq, 2022)
2. Framer
A framer is one of the most used tools for prototyping. It is based on the notion that
everything can be prototyped using code, leading to imaginative and visually beautiful design
As a direct result of this, the author decided to create interfaces using Adobe XD. The author
decided to use the software because it is easy to operate.
The prototype software called Adobe XD was created by Adobe particularly for interface and
user experience designers. Wireframes, prototypes, and screen designs are just a few of the
digital goods that may be created with Adobe XD's capabilities. Mobile applications and
webpages are two examples of digital products. responsible for both its development and
dissemination is Adobe Corp. Versions for Windows and Mac OS are both accessible. With
the implementation of XD, several benefits for consumers as well as internal advantages were
discovered. Accordingly, following are the pros and cons of the software.
Advantages Disadvantages
User-friendly interface: Adobe XD has an Limited Customization: While Adobe XD
intuitive interface that makes it easy for users offers a wide range of design elements and
to create designs and prototypes quickly and assets, designers may find that customization
efficiently. is limited.
According to the EMC music platform, in order to effectively reach the target audience and
achieve the purpose, the persona is the most crucial component. With the persona, the
designer may ascertain the needs and preferences of the user as well as their behaviour in
connection to the programme.
By working on this portion, the designers may learn what the user thinks about the
programme. as well as coming under the heading of choosing the user experience. As a
consequence, it is possible to determine what users' opinions are of the EMC music platform.
Empathy map
A visual approach known as an emotion map may be used to communicate what the product
team understands about a consumer. With the use of this technology, product teams may
better grasp the "why" underlying client needs and preferences. This instrument encourages
product teams to employ logical, fluid design. concentrating on the goods and the customers.
Sensitive design shifts the emphasis from the product to the users. A team has a more full
understanding of the user's surroundings and the issues they confront, also known as the
opportunity space, when they describe what they know about the user and plot it on a chart.
Card sorting
Several of the functionalities that are included in the design's alpha iteration have been
designed using the author's original concept. The author tests the user interface design in this
part by using the card-sorting technique. The author performed the card sorting test described
above to put EMC application features through their paces. In this section, the author makes
some adjustments to the tasks based on the test. It can cover up a mistake.
3.2 Conduct a user experiment for the developed interface and examine feedback.
Evaluate feedback received and make multiple iterations of the interface based on the
outcome of the evaluation.
According to the pie chart, 60% of respondents were in the middle on this issue. Also, 30% of
respondents disagree with this question, while 20% of respondents completely reject it. And
no one chooses "I completely agree" in response to this question.
2. You are satisfied with the colors matching used for prototyping
Totally Agree 0
Agree 1
Moderate 1
Disagree 0
Totally Disagree 8
Totally Disagree is the most answered in this question. This is 60%. In addition, 10% is
divided into other answers. Accordingly the following is a graph prepared from the answers
provided.
The author has sent a questionnaire to the users, and in the fourth question, agreement can be
seen as the answer given by the largest number of users. It is 50%. Apart from this 40% have
given neutral answer. 10% Total Disagreement is given. Below is the corresponding chart.
Agree 0
Moderate 3
Disagree 7
Totally Disagree 0
In the fifth question, the author received 70% of the answers as disagree. Apart from this 30%
answers have been given moderately. Apart from this other answers have not been given by
any user. These answers allow the author to draw a conclusion and below are the graphs
created from those answers.
In the sixth question, 50% answered moderately to the author. Apart from this, 30% have
given the answer of agreement and 20% have given the answer of disagreement. These
answers can lead to a conclusion regarding the interface created by the author. Accordingly,
below is the chart created related to the answers given.
Totally Disagree 1
In the seventh question, 30% answered moderately to the author. In addition, 60% have given
the answer related to not agreeing and 10% have given the answer Totally Disagree. From
these answers, a conclusion can be drawn regarding the interface created by the author.
Accordingly, below is the chart created related to the answers given.
The author has created interfaces for EMC software and those interfaces are shown above.
Here, an interface has been created for both the user and the auditor. The author was keen to
test those interfaces first. Feedback was collected from ten users. Here seven questions have
been addressed to the users and those questions and the answers given to them have been
mentioned by the above reviewer. In addition to that, the above author has also recorded a
graph related to those answers.
From these answers, the author has come to a conclusion. That is about the color of the
interfaces. Here, the color of the interface and the color of the buttons are quite similar, so it
is difficult for users to identify it. So the author decided to change those colors.
Login Page
Accordingly, the author has indicated the login page first. Both the user and publisher can
enter the system from this login page. Here you can enter the system by entering the
username, login type and password. Accordingly, the following are the interfaces modified
by the author.
Sing Up Page
A new member can access this Sing-UP page while joining the system. Here the system can
be entered by providing the user's personal information and bank account information. Here
the author has created the same interface for both the user and publisher. The interface
created above was modified and the following interface was created. Accordingly, below is
the modified Sing-UP page.
The author has created different interfaces for both the user and the publisher. Accordingly,
the following is the interface designed for the user. The author has modified the interface
shown above and created the following interface.
My song (Publisher)
Below is the interface designed for the publisher. The author has modified the interface
shown above and created the following interface. Accordingly, the publisher can access the
songs uploaded by him through this page.
Wallet (Publisher)
Below is the interface designed for the publisher. The author has modified the interface
shown above and created the following interface. Accordingly, this page displays the details
of the amount related to the songs uploaded by him to the publisher.
Feedback form 2
Feedback form 3
The author has forwarded 10 feedback forms and received responses from all ten. Among
those ten forms, only three forms have been given above.
According to the feedback summary, users generally give positive feedback. When
considering the question, one top group strongly agrees with it and there is no one to choose
the criteria of disagreeing or strongly disagreeing with it. The other is question number 1,
where people choose the criteria they strongly agree with and agree with equally. Here again
no one chooses criteria they do not agree with and do not fully agree with. In question 2, most
people choose criteria with which they strongly agree, while others choose criteria with
which they agree. Here again no one chooses the criteria of disagree, moderately, strongly
disagree. In question 3, most people choose criteria with which they strongly agree, while
others choose criteria with which they agree. Here again no one chooses the criteria of
disagree, neutral and strongly disagree. Coming to question 4, here again individuals select
the criteria with which they fully agree, while other choices are agreeable and neutral. In
question 5, agree and neutral are chosen after the criterion of strongly agree and strongly
agree. A similar number of feedbacks were recorded for question number 5. In question 6,
most people choose criteria with which they strongly agree, while others choose criteria with
which they agree. Here again no one chooses the criteria of disagree, neutral and strongly
disagree. In the last question, most people choose the agree criteria, while others choose the
Agree 5
Moderate 0
Disagree 0
Totally Disagree 0
The pie chart shows that equally as many respondents choose the fully agree and agreed
criterion. The disagree criterion, moderate criteria, and definitely disagree criteria were not
chosen in this question. As a result, the author may generally state that users are happy with
question one.
Agree 4
Moderate 0
Totally Disagree 0
According to the pie chart the highest number of people totally agree with this question and
their percentage is 60%. Next higher number of people select the agreed criteria and their
percentage is 40%. In this question, no one selects the disagree criteria, moderate criteria, and
totally disagree criteria. So, the author can say commonly that question one is satisfied the
users.
Agree 3
Moderate 0
Disagree 0
Totally Disagree 0
According to the graph, the highest number of people agree with this question completely and
their percentage is 70%. Next most people choose agreed criteria and their percentage is 30%.
In this question, no one chooses Disagree Criteria, Neutral Criteria and Strongly Disagree
Criteria. So the author can say in general that one is the question of user satisfaction.
Agree 4
Moderate 1
Disagree 0
Totally Disagree 0
According to the pie chart, the highest number of people totally agree with this question and
their percentage is 50%. Next higher number of people select the agree criteria and their
percentage is 40%. The number of people select the moderate criteria and their percentage is
10%. In this question also no one selects the disagree and totally disagree criteria.
Agree 3
Moderate 3
Disagree 0
Totally Disagree 0
Agree 2
Moderate 0
Disagree 0
Totally Disagree 0
According to the pie chart the highest number of people totally agree with this question and
their percentage is 80%. Next higher number of people select the agree criteria and their
percentage is 20%. In this question, no one selects the disagree criteria, moderate criteria, and
totally disagree criteria. So, the author can say commonly that question one is satisfied the
users.
Agree 5
Moderate 2
Disagree 0
Totally Disagree 0
According to the pie chart, the highest number of people agree with this question and their
percentage is 50%. Next higher number of people select the totally agree criteria and their
percentage is 30%. The number of people select the moderate criteria and their percentage is
20%. In this question also no one selects the disagree and totally disagree criteria.
4.5 Final version of the interface vs. original interface/ interaction plan.
The EMC Music application prototype went through its first iteration, known as the alpha
version. It was conceived with the aim of gathering user feedback on the basic organization
of the site. Because both user and system requirements were quickly identified, the alpha
version was developed with the goal of satisfying the majority of the above requirements. For
registered users the login screen requires users to enter their Username Login Type and
Passwords before granting access to the system. Because of this, users' needs were satisfied
with the alpha version, which included login and registration functionality. On the welcome
page, the user finds the interface simple and easy to get familiar with. Customers who have
not yet registered can start the process of creating an account by clicking on the button
labeled "Create Account". By providing suitable GUI interfaces, we were able to meet the
needs of our users in areas like Artists, Playlist and My Music.
The beta version is the second iteration of the EMC music application website's prototype. To
allow people to engage with the prototype, the interfaces were created on a digital platform.
The beta version incorporates some assumptions based on the alpha version's user input
analysis. The beta version meets user and system needs such as user login and signup, my
music, artist, playlist, and search history. You can also access this page after signing up for a
period of 3 months. After that time the session expires and a message comes back to pay.
Then you can pay by card through it. If you do not pay, you will not be able to log in again.
The general calibre of the user experience has been improved by adding further presumptions
to the beta version's design. To make the application's navigational needs more user-friendly
and comprehensible for the end user, buttons with standardised iconography were included to
the design. The ability to view larger song cover art previews is available to customers. The
beta version's music visuals, accurate song names, and details interface have all been
modified to match the main website's colour scheme.
As a consequence, the designer is able to guarantee that the majority of individuals of all ages
who like listening to music will find these designs appealing. So, putting this concept into
practise would be great for developing a system. And the creator may be confident that this
idea will have the strongest possible backing and grow into EMC's leading music platform in
Sri Lanka.
4.2 Discuss your insight in using prototyping by critically evaluating the overall success
of concept of the interface you developed. Suggest ways in which any future versions of
the UI you developed can be improved.
4.6 Consulation
In my role as Chief User Experience Officer, I was able to successfully address a critical
obstacle and advance the company's objective by finishing the report for the EMC Music
Platform. The report, which addressed numerous facets of the EMC music platform project,
was created in line with the requirements. The author is expected to provide user maps,
wireframes, prototypes of interfaces, diagrams, and other work of a similar nature.
The opening of the report served to highlight the importance of the user interface and user
experience for a business's stakeholders throughout the development of an application. This
was followed by a discussion of the relationships within the firm. It contained details on all
potential experiences, tools, testing procedures, and interfaces. As a concluding point, it came
to the conclusion that more funding must be allocated to the software development process.
The report details indicate that wireframing and prototyping are the most frequently utilized
concepts related to the UIUX subject. Because of these two ideas, the application was
developed in a way that was very efficient and had a short period. In this highly competitive
market, where it has the potential to be regarded as the most important thing, Wireframing,
prototyping, and sketching are also used in the development of the EMC music app. This
app's procedure seems to be very effective, at least according to that process. Because the
designer can very easily design the app based on the wireframes and sketches provided by the
developer. If the designer has a good understanding of the UIs that will be used in the app,
then the designer will be able to create those UIs in a very short amount of time and at a very
low cost. As a result, the author considers both this report and this project to be a complete
and resounding success.
4. Song details
In the future, all of the data associated with a song will be made available to the user when
they click on it. This contains the artist's name, the album's price, the year, and other details.
Because of this, it is rather straightforward to identify the song and the other details.
Conclusion
A "UI/UX," which is a phrase used to describe the notion, is an idea for exhibiting a product
or system with minimal functionality at an early stage in the development process.
Prototyping techniques come in a wide variety; some of the most popular ones are fast,
evolutionary, incremental, and extreme prototyping. The focus of this paper is on the
attributes of a user interface (UI) and user experience (UX), as well as the differences
between a UI and a system as a whole. Electronic Music Cloud needed a web-based
application in order to provide its clients with high-quality music. A user interface was
created for the proposed system as a direct result of this. Effective techniques and
technologies are now being used to build the suggested solutions.
Middelkoop, W. L. (no date) Some thoughts on touch screen user interface design - Creating
intuitive natural interfaces, Willem’s Blog. Available at: https://willem.com/blog/2020-06-
24_some-thoughts-on-touch-screen-user-interface-design/ (Accessed: April 8, 2023).
What are Voice User Interfaces? (no date) Speechly.com. Available at:
https://www.speechly.com/blog/what-is-voice-user-interface (Accessed: April 8, 2023).
What is wireframing? (no date) The Interaction Design Foundation. Available at:
https://www.interaction-design.org/literature/topics/wireframing (Accessed: April 8, 2023).
Hayes, A. (2011) End user: Definition, examples, vs. Customer, Investopedia. Available at:
https://www.investopedia.com/terms/e/end-user.asp (Accessed: April 8, 2023).