You are on page 1of 81

Higher Nationals

Internal verification of assessment decisions – BTEC (RQF)


INTERNAL VERIFICATION – ASSESSMENT DECISIONS
Programme title Higher National diploma in Computing

Assessor Internal Verifier


Unit 28 :Prototyping
Unit(s)
Developing and Testing a prototype for Kuoni
Assignment title

Student’s name
List which assessment criteria Pass Merit Distinction
the Assessor has awarded.

INTERNAL VERIFIER CHECKLIST

Do the assessment criteria awarded match


those shown in the assignment brief? Y/N
Is the Pass/Merit/Distinction grade awarded
justified by the assessor’s comments on the Y/N
student work?
Has the work been assessed
Y/N
accurately?
Is the feedback to the student:
Give details:
• Constructive? Y/N
• Linked to relevant assessment criteria? Y/N
• Identifying opportunities for Y/N
improved performance?
• Agreeing actions? Y/N
Does the assessment decision need
Y/N
amending?

Assessor signature Date

Internal Verifier signature Date


Programme Leader signature (if required)
Date
Confirm action completed
Remedial action taken
Give details:

Assessor signature Date


Internal Verifier
signature Date
Programme Leader
signature (if required) Date
Higher Nationals - Summative Assignment Feedback Form
Student Name/ID
Unit 28 : Prototyping
Unit Title
Assignment Number 1 Assessor
Date Received
Submission Date 1st submission
Date Received 2nd
Re-submission Date submission
Assessor Feedback:
LO1 Explore forms of prototypes appropriate for various functionality and end
user testing requirements.
Pass, Merit & Distinction P1 P2 M1
Descripts

LO2. Plan a prototype for specific target end users and planned tests.
Pass, Merit & Distinction P3 P4 M2 M3 D1
Descripts

LO3. Develop multiple iterations of the prototype using appropriate tools.


Pass, Merit & Distinction P5 P6 M4 M5 D2
Descripts

LO4. Evaluate user feedback and test results from multiple iterations of the prototype and end user
testing.
Pass, Merit & Distinction P7 M6 D3
Descripts

Grade: Assessor Signature: Date:

Resubmission Feedback:

Grade: Assessor Signature: Date:

Internal Verifier’s Comments:

Signature & Date:

* Please note that grade decisions are provisional. They are only confirmed once internal and external moderation has taken place and
grades decisions have been agreed at the assessment board.

3
Sandhil Lakvindhu E157729
Assignment Feedback
Formative Feedback: Assessor to Student

Action Plan

Summative feedback

Feedback: Student to Assessor

Assessor Date

4
Sandhil Lakvindhu E157729
signature

Student Date
signature

General Guidelines

5
Sandhil Lakvindhu E157729
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.

Word Processing Rules

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

Higher National Diploma in Business


Assignment Brief

6
Sandhil Lakvindhu E157729
Student Name /ID Number

Unit Number and Title Unit 28: :Prototyping

Academic Year 2021/22


Unit Tutor

Assignment Title

Issue Date

Submission Date

IV Name & Date

Submission format

The submission should be in the form of an individual written report. This should be written in a
concise, formal business style using single spacing and font size 12. You are required to make use
of headings, paragraphs and subsections as appropriate, and all work must be supported with
research. You must provide in-text citations and the reference list using Harvard referencing
system.

The recommended word count is 4,000–4,500 words excluding annexures. Note that word counts
are indicative only and you would not be penalised for exceeding the word count.

Unit Learning Outcomes:

LO1. Explore forms of prototypes appropriate for various functionality and end
user testing requirements.

7
Sandhil Lakvindhu E157729
LO2. Plan a prototype for specific target end users and planned tests.
LO3. Develop multiple iterations of the prototype using appropriate tools.
LO4. Evaluate user feedback and test results from multiple iterations of the
prototype and end user testing.

Assignment Brief and Guidance:

Scenario
Kuoni has been a global leader in the travel industry for the past 110 years. They are not the
typical travel agency people have in mind. In order for Kuoni to create tailor-made trips, travel

8
Sandhil Lakvindhu E157729
experts listen to what the customers want and then create a vacation that’s right for them and
their budget. So far they have been doing everything offline, only recording basic things online
for the customer to view. The management of the trip is very basic however, customers today
are demanding more digital experiences and more control over their purchases. In order to
facilitate this requirement, the management has decided to create a web-based application to
enquire and manage the travel requirements of the customer.

The generic requirements of Kuoni have not been clearly defined, where the team is tentative
towards a creative and a complete web application that would suffice their business needs. The
essential requirement are as follows.
 Customer Should be able to make an inquiry without login, and he/she should be able to
track his enquiry with an enquiry ID.
 First, the customer should select whether he/she is a local or a foreign customer, and then
must provide the intended number of days that he/she shall stay, as well as how many
adults and children will be travelling.
 Then the customer must select the destinations he/she prefer, the customer should only
be allowed to choose the number of destinations based on the number of days staying
with the organisation.
 Then based on the requirement, the customer should be able to choose the hotel chain,
and the types of rooms required. The selection and the pricing should be generated based
on his/her duration and the package. You are free to assume the flow order of the website
as per your preference
 Customer should also be able to choose traveling type, with various agencies to select.
The Management expects you to make your own assumptions and selection here as well.
 After the enquiry, enquiry form should collect the basic information of the client, and
upon completion of enquiry form, the enquiry ID should also be generated.
 If the Customer choose to register with the website, he/she should be able to manage
his/her enquiries and bookings trough his personal dashboard.
 The administrator can login and manage enquiries, agencies, hotel chains etc. (Should be

9
Sandhil Lakvindhu E157729
able to perform CRUD applications on selected entities.)
 The customer query generation should be optimal, where the result should be based on
customer’s travel type, destinations, and his/her expected budget. (adding separate plans
ie: luxury and economy will make this easier)
 Management expects an attractive design with UI and UX
 Alpha and Beta Versions must be released and should identify/modify appearance and/or
functions, based on the user review.

The management of Kuoni Leisure is looking forward to see how these requirements would be
met and what would be the feedback of the users and the clients. They expect an open dynamic
design while their initial requirements are met. The management insists on creating an alpha
and beta version of the product, and test in on functionality and user experience.
As the Project Manager, you are required to provide complete web-based management system
with design mock-ups and reports which you will generate along the process.

Task 01

1.1. Recognize specific forms of prototyping use in the software products development and
review how these specific prototypes can be used to test the functionalities and end user
testing requirements. Your answer should include a review to the advantages and
disadvantages of identified prototyping formats and appropriateness of them to meet
different testing outcomes.
1.2. Evaluate the standard tools that can be used for prototyping and how they can be used in
identifying and testing user requirements effectively in the context of Kuoni Leisure.

Task 2

2.1. Review different end user categorization, classification, and behaviour modelling
techniques available in prototyping and by applying them select the most appropriate

10
Sandhil Lakvindhu E157729
prototyping methodology for above given scenario.

2.2. Explore a specific end user from the user population and suggest a suitable prototyping
methodology that can be used to test the requirements of the selected and user. Provide
justification to the selection of the prototyping methodology and suggest a plan to test the
end user requirement of the selected end user effectively.

Task 3

3.1. Explore and employ appropriate prototyping tools and Develop a prototype to test the user
requirements for the selected end user.
3.2. Perform an experiment with the end user and based on the most important feedback, modify
the prototype. Create multiple iterations of your prototype by considering the enhancements
required in each iteration based on end user feedback until you are satisfied with the final
outcome.

Task 4

Analyse the end use feedback gathered from the multiple iterations of the prototype and
critically review the overall successful the final prototype you developed when comparing with
the original plan developed to test user requirements. Evaluate the impact of prototyping
methodology to effectively meet the objectives of software development life cycle by taking
examples from the prototyping methodology you followed for Kuoni Leisure.
.

11
Sandhil Lakvindhu E157729
Grading Rubric

Grading Criteria Achieved Feedback

LO1 Explore forms of prototypes appropriate for various


functionality and
end user testing requirements.

P1 Recognise specific forms of prototyping functionality and


end user testing requirements.

P2Evaluate standard tools available for use in prototyping.


M1 Review specific forms of prototyping and the advantages
and disadvantages of end user testing requirements for
appropriateness to different testing outcomes
LO2Plan a prototype for specific target end users and planned
tests.

P3 Review different end user categorisations, classifications


and behaviour modelling techniques
P4 Explore a specific end user and an appropriate prototyping
methodology to test with this user type.
M2 Apply end user classification and behaviour modelling to
select an appropriate prototyping methodology.
M3 Suggest a plan to use appropriate prototyping
methodology and tools to conduct end user testing.

D1 Evaluate the impact of common prototyping methodology


within the software development lifecycle.

LO3Develop multiple iterations of the prototype using appropriate


tools

P5Explore appropriate tools to develop multiple prototypes.

P6Perform end user experiments and examine feedback

12
Sandhil Lakvindhu E157729
M4Employ an appropriate set of tools to develop your plan
into a prototype.

M5 Using end user feedback build a new iteration of your


prototype modified using the most important feedback and
enhancements.

D2 Create multiple iterations of your prototype and modify


each iteration with enhancements gathered from user
feedback and experimentation.
LO4 Evaluate user feedback and test results from
multiple iterations of the prototype and end user
testing
P7 Analyse end user feedback from multiple iterations of
your prototype

M6 Undertake a critical review and compare your final


prototype and your test results with your original plan. .
D3 Critique the overall success of your prototype and discuss
your insight using prototyping.

Task 01

13
Sandhil Lakvindhu E157729
What is Prototyping

Prototyping is a fundamental concept in various fields such as product design, software


development, and engineering. It involves creating a preliminary, often simplified version of
a product, system, or design in order to visualize, test, and refine its various aspects before
finalizing the actual product. Prototyping serves as a crucial step in the iterative design
process, allowing designers, developers, and stakeholders to gather feedback, identify issues,
and make necessary improvements early on. Here's a comprehensive introduction to
prototyping:

Key Objectives of Prototyping:

1. Visualization: Prototypes provide a tangible representation of an idea or concept that might


otherwise be difficult to grasp solely through descriptions or sketches. This helps
stakeholders better understand the intended design and functionality.

2. User Feedback: Early prototypes allow designers to gather feedback from potential users,
stakeholders, and other relevant parties. This feedback helps identify potential improvements
and areas of concern before significant resources are invested.

3. Functionality Testing: Prototypes enable the testing of essential functionalities and


interactions. This helps in identifying technical challenges and feasibility issues early in the
development process.

4. Risk Reduction: By identifying issues and making improvements during the prototyping
phase, the overall risk of failure in the final product is significantly reduced.

5. Communication: Prototypes serve as a common reference point for discussions among


team members, stakeholders, and investors. They facilitate clearer communication about
design intentions and features.

Types of Prototypes:

14
Sandhil Lakvindhu E157729
1. Low-Fidelity Prototypes: These are simple and basic representations of a design idea. They
might include rough sketches, paper mock-ups, or simple digital wireframes. Low-fidelity
prototypes are quick and easy to create, making them suitable for initial idea exploration.

2. High-Fidelity Prototypes: These are more detailed and closely resemble the final product.
They might include interactive mock-ups, digital prototypes with realistic graphics, and
functional prototypes with limited functionality.

3. Functional Prototypes: These prototypes focus on demonstrating specific functionalities or


interactions of the final product. They are often used to validate technical feasibility and
gather user feedback on specific features.

4. Throwaway Prototypes: Also known as "rapid prototypes," these are created with the
intention of discarding them after they've served their purpose of exploring a particular aspect
of the design.

5. Evolutionary Prototypes: These prototypes are continuously refined and improved upon as
the design progresses. They are well-suited for projects with evolving requirements.

Steps in the Prototyping Process:

1. Identify Requirements: Understand the goals, functionalities, and user needs that the
prototype should address.

2. Design Prototype: Create the prototype, focusing on representing key elements and
interactions.

3. Build Prototype: Develop the prototype using appropriate tools and materials, whether that
involves drawing, coding, 3D printing, or other methods.

4. Test and Gather Feedback: Allow users and stakeholders to interact with the prototype and
gather feedback on its usability, design, and functionality.

15
Sandhil Lakvindhu E157729
5. Refine Prototype: Use the feedback received to make necessary improvements and iterate
on the prototype.

7. Finalize Design: Once the prototype has undergone sufficient testing and refinement,
proceed with finalizing the design and moving towards production or development.

Prototype testing

Prototype testing is the process of testing your prototype with real users to validate design
decisions before development starts. The goal is to identify problems and areas of
improvement early so you can make the necessary changes prior to development and build a
product that meets users' needs and expectations

User Acceptance Testing (UAT)


User Acceptance Testing (UAT) is a type of testing performed by the end user or the client to
verify/accept the software system before moving the software application to the production
environment. UAT is done in the final phase of testing after functional, integration and
system testing is done

Types of UAT
User Acceptance Testing (UAT) is a crucial phase in the software development process
where the system is tested by end-users to determine whether it meets their needs and
requirements. UAT helps ensure that the software or application is ready for deployment and
use in a real-world setting. There are different types of UAT, each serving a specific purpose.
Here are some common types of User Acceptance Testing:

1. Alpha Testing:
Alpha testing is conducted by a select group of internal users or developers within the
organization. It aims to identify any major issues, defects, or usability problems before
releasing the software to a broader user base.

16
Sandhil Lakvindhu E157729
2. Beta Testing:
Beta testing involves releasing the software to a limited group of external users who are not
part of the development team. These users provide feedback, report bugs, and test the
software in a real-world environment. Beta testing helps identify issues that might not have
been discovered in earlier testing phases.

3. Contract Acceptance Testing:


Contract acceptance testing is performed to ensure that the software meets the criteria
specified in the contract between the development team and the client or customer. It focuses
on verifying that the software aligns with the agreed-upon requirements.

4. Regulation or Compliance Testing:


In industries with strict regulations (e.g., healthcare, finance), UAT might include testing to
ensure that the software adheres to the relevant industry regulations and compliance
standards.

5. Operational Acceptance Testing:


Operational acceptance testing evaluates whether the software is ready for deployment and
use in the operational environment. It includes testing factors such as installation,
configuration, and integration with other systems.

6. Black Box Testing:


Black box testing is a type of UAT where the testers have limited knowledge of the internal
workings of the software. They focus on testing the software's external behavior, interactions,
and user interfaces.

7. White Box Testing:


White box testing involves testers who have access to the software's internal code and
logic. This type of testing aims to ensure that the software's underlying code functions
correctly and aligns with the design specifications.

8. Parallel Testing:

17
Sandhil Lakvindhu E157729
Parallel testing involves running the new software alongside the existing system in a real-
world environment. Users perform the same tasks on both systems to ensure that the new
software produces the same or better results as the old one.

9. Scenario Testing:
Scenario testing involves creating realistic usage scenarios that mimic how users will
interact with the software. Testers perform these scenarios to ensure that the software
performs as expected in various situations.

10. User Interface Testing:


User interface testing focuses on verifying that the user interface is intuitive, easy to use,
and visually appealing. It ensures that users can interact with the software effectively.

11. Accessibility Testing:


Accessibility testing checks whether the software is usable by individuals with disabilities,
adhering to accessibility standards and guidelines.

12. Security Testing:


Security testing assesses the software's vulnerability to various types of security breaches,
such as data leaks, unauthorized access, and other threats.

Advantages of Prototyping:

1. Early Visualization: Prototypes provide a tangible representation of the design idea,


allowing stakeholders to visualize the product before it's fully developed. This helps in
understanding the concept and making informed decisions.

18
Sandhil Lakvindhu E157729
2. User Feedback: Prototypes allow you to gather feedback from users, stakeholders, and
potential customers early in the process. This feedback helps identify issues, preferences, and
areas for improvement, leading to a more user-centric design.

3. Risk Reduction: Identifying design flaws, technical issues, and usability challenges early
through prototyping reduces the risk of these problems being present in the final product,
saving time and resources.

4. Iterative Improvement: Prototyping supports an iterative design process, enabling


continuous refinement based on user feedback and testing. This leads to a more polished and
user-friendly end product.

5. Communication: Prototypes serve as a common reference point for discussions among


team members, stakeholders, and investors. They facilitate clearer communication about
design intentions and features.

6. Cost-Efficiency: Addressing design issues early in the process is more cost-effective than
making changes later during full-scale production or development.

7. Proof of Concept: Prototypes can help demonstrate the feasibility of a design concept to
potential investors, partners, or clients, increasing their confidence in the project's viability.

Disadvantages of Prototyping:

1. Time-Consuming: Developing prototypes takes time, which can prolong the initial stages
of the design process. This might delay the overall timeline of the project.

2. Resource Intensive: Depending on the complexity of the prototype, it might require


significant resources in terms of design, development, and materials.

19
Sandhil Lakvindhu E157729
3. Scope Creep: Frequent iterations and changes based on user feedback might lead to scope
creep, where the project's scope expands beyond the original plan, potentially affecting
timelines and budgets.

4. Limited Accuracy: Prototypes may not always accurately represent the final product due to
simplifications, technical limitations, or design compromises made during the prototyping
process.

5. Miscommunication: If not properly managed, the differences between a prototype and the
final product might lead to misunderstandings and misaligned expectations among team
members and stakeholders.

6. Overemphasis on Aesthetics: High-fidelity prototypes might lead to an overemphasis on


visual aspects, diverting attention from crucial functional and usability issues.

7. Resistance to Change: Stakeholders might become attached to certain aspects of a


prototype, making it challenging to implement changes that deviate from the prototype's
design.

Low-fidelity prototyping

Advantages of Low-Fidelity Prototypes:

1. Rapid Creation: Low-fi prototypes can be created quickly and with minimal effort. This
allows designers to explore multiple design ideas and concepts in a short span of time.

2. Cost-Effectiveness: As they require minimal resources and materials, low-fi prototypes are
cost-effective to produce, making them suitable for early-stage design exploration.

3. Focused Feedback: With the absence of detailed visual elements, users and stakeholders
are more likely to focus on the core functionalities and interactions of the design, providing
valuable feedback on the fundamental aspects.

20
Sandhil Lakvindhu E157729
4. Ideation and Exploration: Low-fi prototypes are excellent for brainstorming and ideation
sessions, allowing designers and stakeholders to experiment with different design directions
without getting bogged down by visual intricacies.

5. Encourages Collaboration: The simplicity of low-fi prototypes encourages collaborative


discussions and feedback from team members, stakeholders, and users. People feel more
comfortable suggesting changes and improvements.

6. Iterative Improvement: Since low-fi prototypes are easy to modify, designers can quickly
incorporate feedback and iterate on the design based on user input.

7. User-Centric Design: By focusing on core functionality, low-fi prototypes help designers


prioritize user needs and interactions before investing time in detailed aesthetics.

Disadvantages of Low-Fidelity Prototypes:

1. Limited Realism: Low-fi prototypes lack the visual and interactive realism of the final
product, which might lead to users not fully understanding the intended design.

2. Less User Engagement: Users might not fully engage with low-fi prototypes as they lack
the visual appeal and interactive elements that often captivate user attention.

3. Usability Ambiguity: Due to the lack of detail, users might have difficulty grasping how
specific interactions work, potentially leading to misinterpretations.

4. Inaccurate Feedback: Users might provide feedback based on the prototype's limitations
rather than focusing on the design's actual functionalities and features.

5. Stakeholder Misalignment: Stakeholders who are more visually oriented might struggle to
comprehend the design's potential, leading to misaligned expectations.

6. Risk of Overlooking Details: Focusing primarily on core functionalities might cause


designers to overlook potential issues related to visual aesthetics or secondary interactions.

21
Sandhil Lakvindhu E157729
7. Limited Functionality Testing: Low-fi prototypes are best suited for testing basic
interactions; complex functionalities might not be accurately conveyed.

High-Fidelity Prototypes

Advantages of High-Fidelity Prototypes:

1. Realistic Representation: High-fi prototypes closely mimic the final product's look, feel,
and interactions, allowing users and stakeholders to experience the design as it will appear in
the end.

2. Accurate Feedback: Users are more likely to provide accurate and insightful feedback as
they can interact with the prototype in a way that closely resembles the intended user
experience.

3. Usability Testing: High-fi prototypes are ideal for comprehensive usability testing,
allowing designers to identify potential user challenges, navigation issues, and usability
concerns.

4. Visual Appeal: The detailed visuals and realistic interactions of high-fi prototypes capture
users' attention and engagement, providing a clearer sense of the final product's aesthetics.

5. A/B Testing: High-fidelity prototypes can be used for A/B testing, where different design
variations are tested against each other to determine which one performs better in terms of
user engagement and satisfaction.

6. Presentation to Stakeholders: High-fi prototypes are excellent tools for presenting design
concepts to stakeholders, investors, and clients, helping them understand and visualize the
final product.

7. User-Centered Design: By focusing on both visual design and functionality, high-fi


prototypes help designers achieve a more well-rounded, user-centered design.

22
Sandhil Lakvindhu E157729
Disadvantages of High-Fidelity Prototypes:

1. Time-Consuming: Creating high-fi prototypes can be time-consuming due to the level of


detail and refinement involved in producing accurate visuals and interactions.

2. Resource Intensive: High-fi prototypes often require more resources, including design
skills, development efforts, and potentially advanced software tools.

3. Scope Creep: The level of detail in high-fi prototypes might encourage stakeholders to
focus more on minor design elements rather than broader usability and functionality
concerns.

4. Overemphasis on Aesthetics: Focusing extensively on visual elements might overshadow


usability and interaction design, leading to a prototype that looks good but doesn't function
effectively.

5. Resistance to Change: Stakeholders might become attached to the visual aspects of the
high-fi prototype, making it challenging to implement changes that deviate from the
established design.

6. Miscommunication: If stakeholders believe the high-fi prototype is the final product,


misaligned expectations can arise when they encounter discrepancies between the prototype
and the actual end product.

7. Limited Iteration: The level of detail in high-fi prototypes can make them less flexible for
rapid iteration, as changes to visuals and interactions can be more time-consuming.

Functional Prototypes
Advantages of Functional Prototypes:

1. Accurate Validation: Functional prototypes provide a realistic representation of specific


functionalities, allowing you to validate whether those features work as intended.

23
Sandhil Lakvindhu E157729
2. Technical Feasibility: Functional prototypes help assess the technical feasibility of
implementing specific functionalities and interactions, identifying potential challenges and
issues early in the development process.

3. Usability Testing: Users can interact with functional prototypes to test and provide
feedback on specific features, helping to refine the design and enhance user experience.

4. User-Centered Design: Focusing on specific functionalities ensures that the design is


tailored to meet user needs and expectations, resulting in a more user-centered product.

5. Mitigation of Risks: By testing and validating individual functionalities, you can address
potential risks and challenges before they impact the overall product development.

6. Progressive Development: Functional prototypes can be developed incrementally, allowing


you to refine and add functionalities over time based on user feedback and requirements.

7. Clear Communication: Functional prototypes facilitate clear communication among team


members, stakeholders, and developers by providing a tangible reference for discussions
about specific features.

Disadvantages of Functional Prototypes:

1. Narrow Focus: Functional prototypes only address specific functionalities, potentially


neglecting the overall user experience and interactions that extend beyond the showcased
features.

2. Incomplete Picture: Focusing solely on specific functionalities might lead to an incomplete


understanding of how different parts of the product or system interact and affect each other.

24
Sandhil Lakvindhu E157729
3. Integration Challenges: If different functional prototypes are developed separately,
integrating them into a cohesive and seamless product can be challenging.

4. Usability Tunnel Vision: While usability testing on specific features is valuable, it might
not capture broader usability issues that arise from the entire user journey.

5. **Stakeholder Expectations:** Stakeholders might assume that the showcased


functionalities represent the entirety of the product, leading to misaligned expectations when
additional features are introduced.

6. Resource Allocation: Developing functional prototypes requires resources, and if not


managed properly, it could lead to focusing on individual features at the expense of the
bigger picture.

7. Complexity of Management: Managing multiple functional prototypes, especially in larger


projects, can become complex and difficult to coordinate.

Throwaway Prototypes
Advantages of Throwaway Prototypes:

1. Quick Exploration: Throwaway prototypes allow for rapid exploration of design ideas and
concepts without the need to commit to a full-fledged development process.

2. Risk Reduction: By quickly testing and discarding prototypes, you can identify potential
design flaws, usability issues, or technical challenges early in the process, reducing the risk of
these problems persisting in the final product.

3. Innovation: Throwaway prototypes encourage creative experimentation and innovation by


providing a low-risk environment to try out unconventional ideas and approaches.

4. Focused Feedback: Since throwaway prototypes are created to test specific aspects,
feedback from users and stakeholders can be more targeted and meaningful for improving
those particular areas.

25
Sandhil Lakvindhu E157729
5. Efficient Resource Allocation: Resources are focused on creating prototypes with specific
goals, avoiding unnecessary investment in full development until design concepts are refined.

6. User-Centered Design: By quickly testing user interactions and obtaining feedback, you
can refine designs to better match user needs and preferences.

Disadvantages of Throwaway Prototypes:

1. Limited Long-Term Value: Since throwaway prototypes are discarded, the work put into
creating them may not directly contribute to the final product, which can be perceived as
wasteful.

2. Misalignment with Final Product: Design decisions made based on the throwaway
prototype might not align with the overall direction of the final product, causing a disconnect
between design iterations.

3. Reduced Accountability: Stakeholders and team members might be less invested in the
throwaway prototype, leading to less accountability for the design decisions made during this
phase.

4. Lack of Integration: Throwaway prototypes might not account for how the tested feature
integrates with other aspects of the product, potentially leading to overlooked issues.

5.Potential to Ignore Key Elements:By focusing on specific features, throwaway prototypes


might neglect broader aspects that are crucial to the overall user experience.

6. Loss of Knowledge: Valuable insights gained from creating throwaway prototypes might
be lost if not properly documented and shared with the team.

7. Confusion with the Final Product: Stakeholders might mistake the throwaway prototype
for the final product, leading to misaligned expectations and dissatisfaction.

26
Sandhil Lakvindhu E157729
Evolutionary Prototypes

Advantages of Evolutionary Prototypes:

1. Continuous Improvement: Evolutionary prototypes allow for ongoing refinement based on


user feedback and changing requirements, resulting in a design that aligns more closely with
user needs and expectations.

2. Adaptability: By iterating and adapting the prototype, you can respond to evolving project
requirements, ensuring that the final product remains relevant and useful.

3. Early User Engagement: Users are involved throughout the development process, leading
to greater user engagement and a higher likelihood of the final product meeting their needs.

4. Reduced Risk: Issues and challenges are identified and addressed early in the development
process, reducing the risk of major design flaws or usability problems in the final product.

5. User-Centric Design: Evolutionary prototypes prioritize user feedback and incorporate it


into subsequent iterations, leading to a more user-centric and user-friendly product.

6. Effective Communication: Ongoing iterations provide a clear mechanism for


communication between designers, developers, and stakeholders, ensuring everyone is
aligned with the evolving design.

7. Efficient Resource Allocation: Resources are allocated incrementally, reducing the need
for extensive upfront investment and allowing for more agile project management.

Disadvantages of Evolutionary Prototypes:

1. Time-Consuming: The iterative nature of evolutionary prototypes can extend the


development timeline, especially if frequent iterations are required.

27
Sandhil Lakvindhu E157729
2. Complexity: Managing multiple iterations and incorporating feedback from various
sources can become complex, requiring careful coordination and documentation.

3. Scope Creep: Continual changes and refinements can lead to scope creep, where the
project's scope expands beyond the initially defined boundaries.

4. Increased Costs: The need for ongoing development and refinement can lead to increased
costs, particularly if major changes are required in later iterations.

5. Stakeholder Expectations: Stakeholders might expect each iteration to represent a nearly


complete product, leading to potential misunderstandings about the evolving nature of the
prototype.

6. Documentation Challenges: Keeping track of changes, decisions, and feedback across


multiple iterations requires robust documentation practices.

7. Resistance to Change: The constant evolution of the prototype might face resistance from
stakeholders who prefer stability and predictability.

Prototyping Tools
Prototyping tools are software applications that facilitate the creation of prototypes, helping
designers, developers, and stakeholders visualize and test design concepts before building the
final product. These tools offer a range of features for designing interfaces, interactions, and
user experiences. Here's a list of some popular prototyping tools used in various industries:

1. Figma: Figma is a collaborative design tool that allows teams to create interactive
prototypes, wireframes, and designs in real-time. It offers features for design, prototyping,
and collaboration all in one platform.

2. Adobe XD: Adobe XD is a vector-based design and prototyping tool that integrates
seamlessly with other Adobe Creative Cloud applications. It offers tools for creating
interactive prototypes, user interfaces, and user experiences.

28
Sandhil Lakvindhu E157729
3. Sketch: Sketch is a popular vector-based design tool for macOS that is widely used for
creating user interfaces, icons, and design assets. While it doesn't have built-in prototyping
capabilities, plugins like InVision Craft can be used to add interactive elements.

4. InVision: InVision is a platform that offers design, prototyping, and collaboration tools. It
allows designers to create interactive prototypes, animations, and user flows, as well as gather
feedback from stakeholders and clients.

5. Axure RP: Axure RP is a powerful tool for creating highly interactive and dynamic
prototypes. It's commonly used for more complex interactions, user flows, and simulations.

6. Balsamiq: Balsamiq is a tool specifically designed for creating low-fidelity wireframes and
mockups. It's known for its simplicity and is great for quickly sketching out ideas.

7. Marvel: Marvel is a user-friendly prototyping tool that allows designers to create


interactive prototypes from static designs. It's suitable for both simple and complex
interactions.

8. Proto.io: Proto.io is a web-based prototyping tool that offers a wide range of interactions,
animations, and integrations. It's suitable for creating interactive prototypes for web and
mobile applications.

9. Origami Studio: Origami Studio is a prototyping tool developed by Facebook that's


designed for creating complex interactions and animations. It's particularly powerful for
creating interactive prototypes for mobile apps.

10. Justinmind: Justinmind is a prototyping and wireframing tool that offers a variety of
features for creating interactive and dynamic prototypes, as well as user testing simulations.

11. SketchFlow (Microsoft Expression Blend): While no longer actively developed,


Microsoft Expression Blend's SketchFlow was used for creating interactive prototypes for
Windows applications and web experiences.

29
Sandhil Lakvindhu E157729
12. Zeplin: While not a traditional prototyping tool, Zeplin helps bridge the gap between
design and development by providing a platform for designers to collaborate with developers,
ensuring designs are implemented accurately.

30
Sandhil Lakvindhu E157729
Task 02

End users

The customer and other significant project stakeholders are then shown the
developed prototype. The suggestions are gathered in a systematic way and used
to improve the product that is currently being developed. Unquestionably, user
experience surveys are crucial for companies to collect wide user feedback.

31
Sandhil Lakvindhu E157729
The person for whom a piece of hardware or software is intended is known as an
end user. The phrase is based on the notion that a software or hardware product's
"end objective" is to benefit the user. The end user is used to distinguish between
the developers and the individual for whom a hardware or software product is
built. The final consumer can be compared to the product's designers or
programmers. End user categories come in several forms.

End users are basically those people whose jobs require access to the database for
querying, updating, and generating reports. The database primarily exists for their
use. There are several categories of end-users these are as follows:

1. Casual End Users: These are the users who occasionally access the
database but they require different information each time. They use a
sophisticated database query language basically to specify their request and are
typically middle or level managers or other occasional browsers. These users
learn very few facilities that they may use repeatedly from the multiple facilities
provided by DBMS to access it.
2. Naive or parametric end users: These are the users who basically make up
a sizeable portion of database end-users. The main job function revolves basically
around constantly querying and updating the database for this we basically use a
standard type of query known as the canned transaction that has been
programmed and tested. These users need to learn very little about the facilities
provided by the DBMS they basically have to understand the users’ interfaces of
the standard transaction designed and implemented for their use. The following
tasks are basically performed by Naive end-users:
1. The person who is working in the bank will basically tell us the account
balance and post- withdrawal and deposits.
2. Reservation clerks for airlines, railways, hotels and car rental companies
basically check availability for a given request and make the reservation.
3. Clerks who are working at receiving end for shipping companies enter the
package identifies via barcodes and descriptive information through buttons to
update a central database of received and in-transit packages.
3. Application programmers: The application programmers write different

32
Sandhil Lakvindhu E157729
application programs and are responsible for developing the user interface. The
application programmers are free to develop the user interfaces in any preferred
language such as C/C++/Java etc.
4. Sophisticated end users: These users basically include engineers,
scientists, business analytics, and others who thoroughly familiarize themselves
with the facilities of the DBMS in order to implement their application to meet
their complex requirements. These users try to learn most of the DBMS facilities
in order to achieve their complex requirements.
5. Standalone users: These are those users whose job is basically to maintain
personal databases by using a ready-made program package that provides easy-to-
use menu-based or graphics-based interfaces, An example is the user of a tax
package that basically stores a variety of personal financial data for tax purposes.
These users become very proficient in using a specific software package.
6. Specialized users: The special users are responsible for writing specialized
database-related programs and also have the task of creating the actual database as
well as implementing technical controls needed to enforce policies and decisions.
User classification

There are 3 main types of user


• Novice
• Knowledgeable / intermittent user
• Expert / frequent user
Users can however, be classified in any other way that is appropriate to the
system being built.
1. Some users may have keyboard skills, others not.
2. Some users may have knowledge of other similar systems, others not.
The advantages of classification mean that generalisations can be made about
users and their needs.
1. This doesn’t necessarily mean that the best system has been designed for
every individual.
2. It means that the system has been designed to fit the generalisations for
each user group.

33
Sandhil Lakvindhu E157729
The Novice
1. For the novice user of a system, progress is slow because of the limitations
of working memory.
2. Chunking is almost entirely absent.
3. Systems used by novices require more feedback and more opportunities
for closure.
Guidelines for novice users
• All initiatives should come from the computer – the novice may not know
what is to be done
• Each required input should be brief – the shorter it is the more likely it is
to be remembered

• Input procedures should be consistent with user expectations – humans


search for patterns and will generalise
• No special training should be necessary – especially true in the case of
web or multimedia where the user is ‘on their own’

• All system messages should be clear – in the language of the user, not the
designer

• User decision should be made from a small set of options – the more of a
selection you offer, the harder it is to choose

• Users should control the pace of interaction - they need to understand the
system and feel that they can control it, and not the reverse

• User decision making should be a response to a specific request for action


– save - y/n?

• Help should always be available – tutor / book / online

• There should be sufficient feedback - closure

34
Sandhil Lakvindhu E157729
Knowledgeable / intermittent users

These users need consistent structures, good help facilities, good documentation.

Expert users

1. These users have fast response time and will require brief feedback.

2. Experts organise their knowledge according to a higher conceptual


structure.

3. They can recall more than novices because their knowledge is chunked.

4. Expert users will look for keyboard shortcuts, abbreviated sequences.

5. Experts can find constant confirmation screens irritating - Use these only
when important.

Examples

Logging on according to the experts view and the actual steps

Expert steps for logging on

1. Input username
2. Input password

Actual steps for logging on

1. Press any key to activate screen


2. Click into input box
3. Input username
4. Press tab or click into second input box
35
Sandhil Lakvindhu E157729
5. Input password
6. Press return
7. Wait for welcome message or error message

1. if welcome message then task ends


2. if error message then

1. repeat 2-7 or
2. toggle 'caps-lock' and repeat 2-7 or
3. ask for help

Behavior modeling techniques

Companies utilize behavioral modeling as a strategy to comprehend and forecast consumer


behavior better. Consumer and company spending data are currently available, and
behavioral modeling is used to predict future behavior under particular conditions. Financial
institutions use behavioral modeling to determine the risk of lending money to a person or
company, while marketing companies use it to target advertisements. In order to forecast the
actions of agents who deviate from what would be called wholly fact-based or rational
conduct, behavioral economics also makes use of behavioral modeling.

KEY TAKEAWAYS
• Behavioral modeling attempts to explain why an individual makes a decisions and the
model is then used to help predict future behavior.

• Companies use behavioral modeling to target offers and advertising to customers.


Banks also use behavioral modeling to create deeper risk profiles of customer
groups.
• Behavioral modeling mainly uses a company's dataset, but it may also pull in
other relevant, public sources.

In order to provide a more accurate simulation of how consumers make decisions


and the likelihood that a given consumer would choose one option over another,
behavioral modeling merely seeks to capture some of the psychology of decision
36
Sandhil Lakvindhu E157729
making. Companies employ behavioral modeling to fine-tune their value
propositions or target marketing efforts based on the model's outputs. In this
respect, behavioral modeling mostly entails data analysis to classify groupings of
individuals that have comparable routines and triggers for making purchases.
Banks and credit card businesses, for example, utilize behavioral modeling to
categorize and profile the customers who use their services. To forecast future
purchase behavior and the likelihood of late payments, a credit card firm might, for
instance, look at the categories of businesses that a card is typically used at, the
locations of establishments, the frequency, and the value of each purchase. This
information is typically combined to divide customers into groups with comparable
requirements and usage habits. Different promotions might be made available to
clients in a certain group to either promote increased card usage or even debt
consolidation into the current account.

Real World Examples of Behavioral Modeling


Once you become a customer, businesses often want you to continue doing
business with them or increase your interactions and purchases. The issuers of
credit cards are likewise subject to this. For instance, a credit card company might
see that over the past six months, a cardholder's shopping habits have changed from
inexpensive retailers to high-end retailers. By itself, this could signal that the
cardholder's income has increased or that they are spending more than they can
afford. The card company will also consider additional data points, such as whether
the cardholder is simply making the minimum payment or whether the cardholder
has a history of late payments, in order to reduce the possibilities and generate a
more precise risk profile. Late payments could be a sign that the cardholder is more
likely to become bankrupt.
Retailers also employ behavioral modeling to estimate consumer purchase
volumes. A retailer might, for instance, look at the kinds of goods a customer buys
online or in person before estimating the possibility that they'll buy a new item
based on how similar it is to their previous purchases. Retailers who provide
customer loyalty programs can utilize this to more precisely track the spending
patterns of certain customers. For instance, if a retailer learns that customers who
buy shampoo will also buy soap if offered a coupon, the retailer may provide a

37
Sandhil Lakvindhu E157729
soap coupon at the point of sale to a customer who only buys shampoo. The
discipline of behavioral analytics was developed from this kind of behavioral
modeling.

Specific end user and appropriate prototyping methodology

The most essential features might be recommended by end users. End users can
provide you with useful advice on what features the new software should be able to
do because they have firsthand knowledge of the issues that need to be resolved
and experience with similar software. I picked the naive or parametric end user
because prototyping also requires us to develop a rudimentary sketch of how to
make anything conceivable; it is not required to be executed, and it serves as the
framework for the final product that we will eventually construct. In order to
achieve their goals, parametric end users commonly use data base apps in their
daily lives while not having any DBMS experience. Therefore, the management of
Kuoni Leisure is interested to observe how these needs will be met in this case as
well as what the users' and clients' reactions will be. While their original needs are
satisfied, Kuoni expects an open dynamic design. Here, the system aims to develop
a tiny, straightforward system that will serve as a prototype login screen for users.
The client should be able to submit an inquiry without logging in and monitor it
using an enquiry ID.

The customer must first indicate whether they are a domestic or international
customer, and they must then specify how many people and children will be
traveling, as well as the number of days they plan to stay.
The customer must then choose the destinations they want to see. The consumer
should only be permitted to select the number of destinations that correspond to the
number of days they will be staying with the company.

The customer should then be able to select the hotel chain and the kinds of rooms
they need based on their needs. The choice and cost should be determined by the
client's duration and package. You are free to use the website's flow order however
you choose.

38
Sandhil Lakvindhu E157729
The customer should also be able to choose from a choice of travel agencies. The
Management understands that you will make your own judgments and decisions in
this circumstance.

The client's fundamental information should be gathered after the inquiry on an


inquiry form, which should also generate an enquiry ID.
If a consumer chooses to register with the website, they should be able to manage
their requests and reservations through a personal dashboard.
The administrator can log in and manage inquiries, agencies, hotel chains, etc.
(Should provide the ability to do CRUD actions on specific entities.)
Based on the customer's projected budget, travel preferences, and destinations, the
optimal customer query generation should produce the desired results. If discrete
luxury and budget plans are provided, this will be easier. The system does not want
to generate any outputs of any kind unless the create, update, delete, and read
operations are necessary for a system component to function. I therefore think that
users of this prototype can be matched to suitably naive goals.

Considerable prototype methodologies include quick throwaway prototyping,


evolutionary prototyping, incremental prototyping, and extreme prototyping.
Because of this, I chose rapid, disposable prototyping for my case study. because
the client demands a quick prototype to immediately address the option and
requirement. Ask inquiries, double-check the pricing based on your trip time and
accommodations, and research travel agencies if you aren't traveling alone. Rapid
garbage prototyping is a great and useful approach for producing such vital
information rapidly, deciding on a price that fits the budget, and properly
organizing the safety trip. In the context of the given case, the benefits of the fast
prototyping approach may be supported by the following arguments.
• Allows functionality testing.
• Reduced design & development time.
• Improved and increased user involvement.
• Ability to evaluate human factors and ergonomics
• Reduced overall product development cost.
• Elimination or reduction of risk.

39
Sandhil Lakvindhu E157729
The chosen prototyping methodology is applied using the end user classification
and behavior modeling in the manner described below. I have either utilized the
parametric or naïve methods. The benefits of employing the simplistic process for
prototyping are demonstrated here.
• Increased design efficiency
• Flexibility of reusing existing design data for creating new designs
• Capability to produce flexible designs
• Quick project turnaround
• Vast range of ways to view 3D solid models
• Better integration with downstream applications and reduced engineering cycle
time
• Better product visualization, beginning with simple objects with minimal details

Here, we can easily see how quick throwaway prototyping, which is popular in
naive or parametric methodologies, may be used to review and explore.

Web applications prototyping


Web applications are essentially the same as regular applications, with the
exception that the user base is typically much larger and thus user interface errors
can significantly affect the organization's objectives for its e-business. Second, web
applications benefit greatly from the short development cycles and the evolutionary
prototyping method.
Web prototype modules examples
• Mock Plus
• Wireframe.cc
• Proto.io
• Code Igniter
• Laravel
An environment that encourages design and prototyping but does not always imply
implementation is beneficial for a number of reasons
• Support in the early stage
• Multi delivery

40
Sandhil Lakvindhu E157729
• Technological flexibility
• Design advanced options
• Design incompleteness
• Visual Communication bandwidth

The project plan must include prototyping. The development team must budget for
time, staffing, and resources as though they were just as crucial as any other step in
the design process. It is necessary to approach prototyping as a separate project
with its own lifecycle.
• Establish prototype objectives

• Define prototype functionality


• Develop prototype
• Evaluate prototype
• Repeat development and evaluation of prototypes until a consensus is reached on
the functionality and user interface.

Prototyping is mostly used for learning, communication, integration, and


milestones. Therefore, it is important that everyone involved in learning and
communicating was on the same page when creating the prototype. the designers
and engineers, the customer's feedback, or the way that verbal and nonverbal
customer feedback is expressed. The system and the software products
communicate during integration. When a system error arises as a result of a failure,
this influences the various troubleshooting techniques as well as some engineers'
perspectives on the prototype. However, for a software to be prototyped, is what
kind of manner to do the speed up the data for the customers and customer
handling. When determining the performance metrics, it supports the speed of the
automated generable system, weight, pressure, and but for a software to be
prototyped. When the user is developing the software product prototype, other
criteria are used to define the performance metrics. These other factors can be used
to predetermine and examine the manufacturing costs when comparing it to the
case scenario. The following is a traditional example of how to use the planning

41
Sandhil Lakvindhu E157729
template for the case prototyping situation mentioned above.

Name of the prototype Planning period


Purpose Select the final prototyping methodology and
gather the relevant material to it.
Confirm that the customers can register and
do their requirement filling successfully and
protect the payload of the customers via a
system.
Level of approximation Correct travelling information

Type selection whether he or she is a


foreigner or not
Accurate destination or many visits during the
time frame
Number of visits and charges per visit is
applicable and must have to be paid
More than one day of staying, the hotel room
service charges with the room boy tip charges
Considering all the above, the final amount is
calculated through the system to the customer
has to be paid.
Experimental plan Build 2 customer inquiry form registration
and completed planning of their visits.
Conduct impact tests at a range of customer
predetermine selected days duration.

42
Sandhil Lakvindhu E157729
Schedule 2nd November - Select the final prototyping
methodology and gather the relevant material
to it.
8th November - Complete the design stage of
the ‘Kuoni’ travel website prototype
15th November - Test the constructed system
using the testing methodologies
18th November - Assembly completed
21st November - Testing completed
23rd November - Analysing the test results
which are fully completed

Tools for usability testing can be used to expedite the procedure and gather
important data about how users perceive and interact with your product. The bulk
of them offer remote, moderated, and unmoderated usability testing in addition to
screen recording, interviews, surveys, and many other capabilities.

Prototyping tools

1. Figma:
- Cost: Offers free and paid plans.
- Runs on: Web-based (works on various browsers and platforms).
- Prototypes for: Web and mobile applications, user interfaces, interactive
designs.

2. Adobe XD:
- Cost: Offers free and paid plans (part of Adobe Creative Cloud subscription).
- Runs on: macOS and Windows.
- Prototypes for: User interfaces, web and mobile applications, interactive
designs.

43
Sandhil Lakvindhu E157729
3. Sketch:
- Cost: Requires a one-time purchase.
- Runs on: macOS.
- Prototypes for: User interfaces, icons, web and mobile applications (with
plugins for prototyping).

4. InVision:
- Cost: Offers free and paid plans.
- Runs on: Web-based (works on various browsers and platforms).
- Prototypes for: Web and mobile applications, user interfaces, interactive
designs.

5. Axure RP:
- Cost: Offers free trial and paid plans.
- Runs on: macOS and Windows.
- Prototypes for: Complex interactions, user flows, simulations.

6. Balsamiq:
- Cost: Offers free trial and paid plans.
- Runs on: Web-based (works on various browsers and platforms), desktop
version available.
- Prototypes for: Low-fidelity wireframes, mockups.

7. Marvel:
- Cost: Offers free and paid plans.
- Runs on: Web-based (works on various browsers and platforms).
- Prototypes for: Web and mobile applications, user interfaces, interactive
designs.

8. Proto.io:
- Cost: Offers free trial and paid plans.
- Runs on: Web-based (works on various browsers and platforms).
- Prototypes for: Web and mobile applications, interactive designs.
44
Sandhil Lakvindhu E157729
9. Origami Studio:
- Cost: Free.
- Runs on: macOS.
- Prototypes for: Complex interactions, animations, mobile app prototypes.

10. Justinmind:
- Cost: Offers free trial and paid plans.
- Runs on: macOS and Windows.
- Prototypes for: Interactive and dynamic prototypes, user testing simulations.

11. Zeplin:
- Cost: Offers free trial and paid plans.
- Runs on: Web-based (works on various browsers and platforms).
- Prototypes for: Bridging the gap between design and development,
collaboration.

A further effective prototype tool called "Balsamiq Mockups" will round off the
list. On a digital platform, it mimics the efficiency and quickness of creating
mockups on paper. More than 500 pre-made icons and elements are available for
designers to choose from, or they can draw their own components. The final, low-
fidelity prototype has simple interactions and appears more like an interactive,
high-fidelity wireframe.

This tool works wonders if you are a "UX newbie" because it is so simple to use.
The UX ideation stage is where Balsamiq shines. For brainstorming meetings, it
provides incredibly excellent rough sketches of the prototype for clients to see.
Using incredibly straightforward and quick keyboard shortcuts for users to boost
output and mockup creation speed.

We may think of it more as a wireframing tool than a prototype tool given all of its

45
Sandhil Lakvindhu E157729
low quality capabilities. Balsamiq can be utilized if you're not a professional
designer and you're looking for a program that enables making straightforward,
static wireframes.
These prototype tools each have unique benefits, specialties, and uses that they are
best suited for. We must admit that we did not cover a lot of additional UI/UX
designers' prototype tools. There are numerous other tools available, the most of
which share the same characteristics as the aforementioned prototype tools.
Honorable mentions include Moqups, UXPin, Prototype on Paper, Proto.io, and
Flinto, which, in comparison to the above, have certain special features and are
simpler to use. In the end, you should select the option that suits you the best.
Principle can be the ideal option if you are an experienced designer working on
complicated animations. Or, if you're a design novice, you should turn to Balsamiq
Mockups.

Task 03

46
Sandhil Lakvindhu E157729
Tools selected to develop multiple prototypes
For both low-fidelity and high-fidelity prototypes, the author used Figma as the design tool.
The all-in-one platform offered by Figma eliminated the need for several design tools. It
offered a practical and cost-free remedy for the design procedure. The author made use of a
variety of Figma features, including plugins to add high-quality images, icons, and other
design elements, frames for designing within specific device dimensions, shapes (circle,
rectangle, square, and line) to create UI components, and a wide variety of font styles. The
Figma prototype feature made it possible to map the user's path around the website and link
displays together.
The design of Figma may be readily shared with clients and previewed, and it offers
download options in a number of file types (pdf, jpg, and png). Although not all of them were
investigated throughout this research, the author acknowledged the existence of several
controls while using Figma to speed up the design process. However, the author also ran into
other problems, including a lack of rapid navigation to examine a specific screen and
restricted area for designing, especially when working with a lot of displays. Figma proven to
be a feature-rich and potent design tool despite these minor flaws.
The author used OptimalWorkshop, a web-based program, to carry out digital card sorting
and tree testing. Through a straightforward link-sharing procedure, OptimalWorkshop
permitted remote user participation, in contrast to conventional paper card sorting. Similar to
local users, remote users could test trees. The OptimalWorkshop platform's charts were used
to record and analyze the test outcomes.
Overall, the author chose to design and test the prototype using Figma and OptimalWorkshop
as his tools. With its extensive feature set, Figma helped the design process, while
OptimalWorkshop provided effective and remote user testing for card sorting.

Card Sorting

47
Sandhil Lakvindhu E157729
In order to evaluate the menu structure and better understand how users will naturally arrange
and access system components, the author uses card sorting. OptimalWorkshop's Optimalsort
technology is used for digital card sorting. It is a hybrid approach where certain categories are
created by the author and others are left up to the test subjects. Each card represents a
different item on the menu, and they are organized into broad categories. Digital card sorting
was chosen because it is efficient and allows for immediate sharing with users and analysis of
the outcomes, eliminating the need for paper card sorting in this situation. The categories
developed for the card sorting procedure are listed below.

Low fidelity prototype, High-fidelity prototype iteration 1 & 2,Test cases, Test results
analysis , enhancements

Low fidelity prototype iteration (Alpha Version)

Home Page (Alpha Version)

Our Service
48
Sandhil Lakvindhu E157729
About

49
Sandhil Lakvindhu E157729
50
Sandhil Lakvindhu E157729
Packages

51
Sandhil Lakvindhu E157729
Book Trips

Customer Feedback

Register

52
Sandhil Lakvindhu E157729
Sign in

53
Sandhil Lakvindhu E157729
54
Sandhil Lakvindhu E157729
Travel Inquiry

Hotel Booking

55
Sandhil Lakvindhu E157729
56
Sandhil Lakvindhu E157729
Survey form screenshots and survey results (Feedback)

57
Sandhil Lakvindhu E157729
58
Sandhil Lakvindhu E157729
59
Sandhil Lakvindhu E157729
End user feedback (Alpha Version)
• "The typography lacks consistency throughout the website."
• "The 'Sign Up' and 'User' logos caused confusion."
• "Colored typography, especially the use of red, is not suitable."
• "The search bar only displaying 'Search Hotels' gives the impression of a hotel
booking website."
• "Suggest categorizing the search options into hotels, destinations, packages, etc."
• “The interface is not attractive
• “Need more sign up options”
• “Please add Google and Facebook sign up options as well”
• “Optimize the search”
• “Hotel description is not given”
• “Is this price per night or price per room, I can’t get clear idea”
• “How do I find cheap hotel, there is no filter”

The end user feedback highlights several areas that need improvement. Users pointed out
the lack of typographic consistency throughout the website, causing visual discrepancies.
Additionally, the presence of 'Sign Up' and 'User' logos led to confusion among users. They
expressed concern about the use of colored typography, particularly the red color, which
they found unsuitable. The search bar's display of only "Search Hotels" gave the impression
of a hotel booking website, suggesting a need for better categorization of search options,
such as hotels, destinations, and packages.

Users also suggested enhancing the sign-up process by providing more options, particularly
Google and Facebook sign-up options. They requested optimizations in the search
functionality, seeking clearer hotel descriptions and understanding whether the prices
displayed were per night or per room. The absence of a filter for finding cheap hotels was
also brought to attention.

Furthermore, some users mentioned that the interface lacked attractiveness. Addressing
these valuable user comments will play a significant role in improving the overall user
experience of the website, making it more intuitive, user-friendly, and visually appealing.

60
Sandhil Lakvindhu E157729
Plan after the get some alpha feedbacks from end user
First, we created a prototype for the target consumers and planned to collect feedback using
a survey question form. The developer intended to learn about the prototype design flaws
from the developers themselves, as well as hear their suggestions. The developer then
finished the site based on those suggestions and planned to seek input two more times and
three times each.

61
Sandhil Lakvindhu E157729
New high-fidelity prototype iteration (Beta version)
Kuoni Home page

62
Sandhil Lakvindhu E157729
Our Service

63
Sandhil Lakvindhu E157729
About and Destination

64
Sandhil Lakvindhu E157729
Packages

65
Sandhil Lakvindhu E157729
Book Trips

66
Sandhil Lakvindhu E157729
Customer Feedback and about us

67
Sandhil Lakvindhu E157729
Registration

68
Sandhil Lakvindhu E157729
Sign In Page

69
Sandhil Lakvindhu E157729
Travel Inquiry

70
Sandhil Lakvindhu E157729
Hotel Booking

71
Sandhil Lakvindhu E157729
Get Feedback result after All modifications

72
Sandhil Lakvindhu E157729
Task 04

Analysis of new iteration test findings

According to the analysis, compared to the first iteration, end consumers have accepted the
new version of the Kuoni website far better. From 56% in the initial iteration to an
astonishing 96% in the latest version, the direct success rate has increased significantly.
Only 3% of users had indirect success, showing that most users were able to effectively
complete tasks. Contrarily, the First Iteration had a number of problems, with just 29% of
tasks indicating indirect success and 15% being impossible to accomplish. The first
iteration's user feedback was mostly unfavorable, highlighting problems with navigation,
interface design, and general user-friendliness.
The author chose 50 IT-literate individuals from a range of ages, including computing
undergrads and workers from IT organizations, to undertake the product usability testing.
The opinions of the participants were quite helpful in pinpointing the problems with the
initial Kuoni iteration. The author made considerable adjustments to the interface's layout,
colors, navigation, font styles, content, and functionalities after taking the majority of user
input into account. Users requested every modification because they were the main source
of information for system design.
The astounding 96% direct success rate of the current iteration demonstrates how the
improvements made in response to user feedback significantly enhanced the user
experience. The author stresses the value of testing new design concepts before putting
them into practice and asserts that the new prototype is significantly better than the prior
iteration. As a result of these encouraging findings, the author is certain that the new
iteration is suitable for future evolution utilizing the selected evolutionary prototyping
approach.

Test cases to test the Kuoni web application


The Kuoni web application has been evaluated using the test cases listed below following
the coding stage. These test cases cannot be performed using the prototype because it is a
constrained version of the real product. However, the author has created a thorough list of

73
Sandhil Lakvindhu E157729
test cases to evaluate the website's performance and usefulness after it has been fully
designed and constructed.

Test Case 01 - Sign up page


Test case Feature Description Test steps Test data Expected
No: results
1 User All input Check - UI should be
interface fields, cursor free from
buttons, focused on errors
Terms input fields,
&conditions click
etc. buttons etc.
2 Required Check Click Sign - Display
fields required up without mandatory
fields without entering symbol next

filling data values to all


required
fields
3 Required Check Click Sign - Successful
fields required up after sign up
fields by entering message
filling data values to

Test cases 02 - Log In


Test case Feature Description Test steps Expected results
No:

74
Sandhil Lakvindhu E157729
1 User interface All input fields, Check cursor UI should be free
buttons etc. focused on input from errors
fields, click
buttons etc.
2 Required fields Check required Click Log In Display mandatory
fields without without entering symbol next to all
filling data values required fields
3 User login Check when Enter correct User should not be
correct username username and allowed to Log In
and incorrect incorrect and display error
password is password message
entered
4 User login Check when Enter incorrect User should not be
incorrect username and allowed to Log In
username and correct password and display error
correct password message
is entered
5 User login Check when Enter User should not be
incorrect allowed to Log In
incorrectly
username and

75
Sandhil Lakvindhu E157729
username and incorrect and display error
incorrect password message
password is
entered
6 User login Check when Enter correct User should be
correct username username and allowed to Log In
and correct correct password
password
is entered
7 User login Check if Enter correct Password is masked
password is username and
masked correct password
and press Log In
8 Forgot Check forgot Click forgot User is emailed
password password link password link with forgot
password link
9 Sign up option Check whether Click Sign up link Direct user to Sign
for new users the Sign up link up page
is working

76
Sandhil Lakvindhu E157729
Test cases 03 - Travel inquiry
Test Feature Description Test steps Test data Expected
case results
No:
1 User All input Check cursor - UI should
interface 昀椀 elds, focused on be free
buttons, etc. input Fields, from errors
click buttons,
etc.

2 Required Check Click Submit - Display the


fields required without mandatory
Fields without entering symbol next
昀椀 lling values to all
data required 昀
椀 elds
3 Optional Check Do not enter - Successful
Fields optional valid data in form
Fields to optional 昀 submission
without 昀椀 椀 elds and inquiry
lling data ID
generation
4 Optional Check Enter valid - Successful
Fields optional 昀 data in to form
椀 elds a 昀 optional 昀椀 submission
琀 er 昀椀 elds and inquiry
lling data ID
generation

77
Sandhil Lakvindhu E157729
Test cases 04 - Search tour packages
Test Feature Description Test steps Test data Expected
case results
No:
1 packages Check Click search - Disable
packages without search
without entering
entering keyword
keyword
2 packages Check Click search - Display
packages by after entering search
entering keyword results
keyword
3 packages Check Click search - Display
no

packages by after results

entering entering found

incorrect incorrect

keyword keyword

78
Sandhil Lakvindhu E157729
Test cases 05 - Search hotels

Test Feature Description Test steps Test data Expected


case results
No:
1 User Checkboxes, click buttons - UI should be
interface buttons etc. free
from errors
2 Filter Check Press Apply - Default
pressing without hotels
Apply applying filter display
without
selecting
3 Filter Apply filter Select criteria - Display
and appropriate
press apply results

79
Sandhil Lakvindhu E157729
Overall success of prototyping

As a preliminary version of the web application, the Kuoni Leisure prototype enables the
author to test various functionality and assumptions. Prototyping is a popular and
economical approach to evaluate design and incorporate end user feedback for changes,
while being a constrained version and lacking fully working features like the final product
(John S. Gero, 1990). Reducing software failure is the primary goal of prototyping (Purtilo
et al., 1991). It entails identifying software development risks, developing a prototype,
doing user testing, analyzing the findings, and iterating the procedure.

The alpha and beta iterations of the Kuoni prototype were created by the author. Since the
alpha version is the first release, it frequently has problems that are examined in light of
user comments, feedback, and opinions. The Kuoni web application's alpha version is
represented by the first iteration of the high-fidelity prototype. The beta version was created
as a result of the first iteration test analysis showing a lack of comprehension of end user
requirements and bad design. The beta version prioritized user needs and underwent user
testing, producing noticeably better results.

Users liked the updated iteration of the high-fidelity prototype since the author addressed
the problems they had raised. The first iteration's faulty design needed to be improved, and
it took the participation of end users in the prototyping process to achieve a 96% success
rate. The author stresses the significance of frequent updates and ongoing development,
particularly for travel agency websites like Kuoni where client wants are continuously
changing.
The author gained an understanding of how prototyping reduces risks in software
development through this prototyping assignment. Prototyping guarantees that the product
is developed using end user testing and input, even though it is an additional expense and
time-consuming activity. It creates a strong rapport between developers and clients right
away, enabling the detection and correction of mistakes prior to execution. Prototyping, in
the author's opinion, should be a crucial component of software development because it has
several advantages over downsides (see Prototyping's benefits and drawbacks). In the end,

80
Sandhil Lakvindhu E157729
prototyping makes it easier for customers to comprehend complicated technological items
and helps firms stay competitive by answering changing customer wants.

References
Anon., n.d. [Online]
Available at: https://www.andplus.com/blog/4-types-of- prototyping
Anon., n.d. [Online]
Available at: https://maze.co/blog/prototype-testing
Anon., n.d. [Online]
Available at: https://www.techtarget.com/searchsoftwarequality/definition/user-
acceptance-testing-UAT
Anon., n.d. [Online]
Available at: https://rapidsrepro.com/advantages- disadvantages-prototyping
Anon., n.d. [Online]
Available at: https://www.apt-mold.com/blog/the-advantages- and-disadvantages-of-
rapid-prototyping
Anon., n.d. [Online]
Available at: https://prototypeinfo.com/evolutionary- prototyping-and-throw-away-
prototyping
Anon., n.d. [Online]
Available at: https://mockitt.wondershare.com/prototyping/evolutionary-prototyping.html
Anon., n.d. [Online]
Available at: <http://tryqa.com/what-is-incremental-model- advantages-disadvantages-
and-when-to-use-it
Anon., n.d. [Online]
Available at: : https://www.interaction-design.org/literature/book/the- encyclopedia-of-
human-computer-interaction-2nd-ed/contextual-design

81
Sandhil Lakvindhu E157729

You might also like