Professional Documents
Culture Documents
Student’s name
List which assessment criteria Pass Merit Distinction
the Assessor has awarded.
LO2. Plan a prototype for specific target end users and planned tests.
Pass, Merit & Distinction P3 P4 M2 M3 D1
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
Resubmission Feedback:
* 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.
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Assignment Feedback
Formative Feedback: Assessor to Student
Action Plan
Summative feedback
Assessor Date
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signature
Student Date
signature
General Guidelines
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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
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Student Name /ID Number
Assignment Title
Issue Date
Submission 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.
LO1. Explore forms of prototypes appropriate for various functionality and end
user testing requirements.
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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.
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
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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
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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
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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.
.
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Grading Rubric
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M4Employ an appropriate set of tools to develop your plan
into a prototype.
Task 01
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What is Prototyping
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.
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.
Types of Prototypes:
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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.
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.
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.
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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
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.
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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.
8. Parallel Testing:
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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.
Advantages of Prototyping:
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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.
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.
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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.
Low-fidelity prototyping
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.
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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.
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.
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.
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7. Limited Functionality Testing: Low-fi prototypes are best suited for testing basic
interactions; complex functionalities might not be accurately conveyed.
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.
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Disadvantages of High-Fidelity Prototypes:
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.
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.
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:
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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.
5. Mitigation of Risks: By testing and validating individual functionalities, you can address
potential risks and challenges before they impact the overall product development.
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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.
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.
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.
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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.
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.
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.
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Evolutionary Prototypes
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.
7. Efficient Resource Allocation: Resources are allocated incrementally, reducing the need
for extensive upfront investment and allowing for more agile project management.
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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.
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.
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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.
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.
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.
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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.
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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.
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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
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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
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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
• 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
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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.
3. They can recall more than novices because their knowledge is chunked.
5. Experts can find constant confirmation screens irritating - Use these only
when important.
Examples
1. Input username
2. Input password
1. repeat 2-7 or
2. toggle 'caps-lock' and repeat 2-7 or
3. ask for help
KEY TAKEAWAYS
• Behavioral modeling attempts to explain why an individual makes a decisions and the
model is then used to help predict future behavior.
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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.
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.
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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.
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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.
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• 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
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template for the case prototyping situation mentioned above.
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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.
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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.
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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
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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
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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
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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
Our Service
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About
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Packages
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Book Trips
Customer Feedback
Register
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Sign in
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Travel Inquiry
Hotel Booking
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Survey form screenshots and survey results (Feedback)
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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.
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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.
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New high-fidelity prototype iteration (Beta version)
Kuoni Home page
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Our Service
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About and Destination
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Packages
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Book Trips
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Customer Feedback and about us
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Registration
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Sign In Page
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Travel Inquiry
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Hotel Booking
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Get Feedback result after All modifications
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Task 04
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.
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test cases to evaluate the website's performance and usefulness after it has been fully
designed and constructed.
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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
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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
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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.
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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
incorrect incorrect
keyword keyword
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Test cases 05 - Search hotels
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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,
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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
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