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Unit 40: User Experience and Interface Design
Unit(s)
User Experience and Interface Design
Assignment title
Pabasara Ahangama
Student’s name
List which assessment criteria Pass Merit Distinction
the Assessor has awarded.
LO2 Plan an appropriate User Experience map and Interface Design for a User Interface concept with a
specific target end user in mind and also outline the tests you mean to conduct.
Pass, Merit & Distinction P3 P4 M3 M4 D2
Descripts
LO3 Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and
attitudes as planned.
LO4 Evaluate user feedback, test results and insights gained from end users interacting with your User
Interface concept to determine success or failure and steps to improve in future versions.
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Pearson Higher Nationals in
Computing
Unit 40: User Experience and Interface Design
Assignment 01 of 01
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mpabasara.ahangama@gmail.com
Student’s Signature: Date: 19th November 2019
(Provide E-mail ID) (Provide Submission Date)
Higher National Diploma in Business
Assignment Brief
Student Name /ID Number Pabasara Ahangama | COL/A-060361
Unit Number and Title Unit 40: User Experience and Interface Design
Issue Date
Submission Date
Submission format
The submission is in the form of an individual written report about. 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 and referenced using the Harvard referencing system. Please also provide an end list of
references using the Harvard referencing system. Please note that this is an activity-based
assessment where your document submission should include evidences of activities carried out
and of team working. To carry out activities given on the brief, you are required to form groups,
comprising not exceeding 15 individuals.
The recommended word count is 4,000–4,500 words for the report excluding annexures. Note
that word counts are indicative only and you would not be penalised for exceeding the word
count.
Unit Learning Outcomes:
LO1. Research what aspects of User Experience and Interface Design are necessary and
appropriate to satisfy end-user emotions, desires and attitudes when using a user
interface concept.
LO2. Plan an appropriate User Experience map and Interface Design for a User Interface concept
with a specific target end user in mind and also outline the tests you mean to conduct.
LO3. Build a User Interface concept and test it with users to see if it satisfies their emotions,
desires and attitudes as planned.
LO4. Evaluate user feedback, test results and insights gained from end users interacting with your
User Interface concept to determine success or failure and steps to improve in future
versions.
Assignment Brief and Guidance:
e-music cloud (EMC) is an emerging, cloud based, online music platform developed in Sri Lanka
by a tech start-up founded by a group of young graduates. EMC’s vision is to “become the Sri
Lanka’s No1 online music provider” with a mission set to “Create a seamless user experience for
discovering and immersing in music’s that beat with you and your heart no matter who you are
and where you are or what device you use”. EMC team will be bringing Sri-Lankan &
International music online and available to all registered EMC users.
EMC team is hiring you as the Chief User Experience Officer, putting you in-charge with
designing UI for the various faces of the service and creating a seamless experience to EMC’s
users which is superior to any similar services available throughout the globe.
Chief Technology Officer of EMC has following outline of the services available within the EMC,
which represent core functionalities of the platform and be available to relevant users of the
service.
EPN: e-music producer network: Section of the e-music cloud where music produces can
register, sign up their latest work for distribution, publish or un-publish their work,
monitor the distribution of their published songs, view their account balance and use a
button to withdraw the balance through a cheque.
eMusic Discovery: Section of the service where registered users can look up artists,
albums, generals to find music they like. Once the discovery is made, the user has
options to
o Rent the song for 3 months: Song will be available in My Library for 3 months.
o Own the song: Song will be available in My Library until user cancels the
subscription.
My Library: Include all music’s, music videos& playlists available to the user at that time.
User has options to view and sort by Artist, Album, Genera, Year, Source (Rented, Own,
Gifted) and etc. User has options to select a song and
o Preview it
o Add it to a playlist
o Gift it to a friend (for a week, Permanently, just one listen) (* When gifted, it will
be greyed out from My Library for the ‘Gifted duration’. If it is a permanent gift,
clicking on it will bring user back to the eMusic Discovery with the song in
discussion already selected”)
o Find “Music Like This” which will take the user to discovery section to find similar
music’s, artists and albums.
eMPlayer: When user plays a song or a list, the user will be brought to the eM Player
which gives play controls and allow different playlist manipulations. It also contains
records of previous play-lists and gives user to rate the presently playing music. In
addition, player also contains the previously discussed “Music Like This” and “Gift”
options which can be applied to the selected song or selected play-list.
Settings: Will give user the options to manage visual appearance, language settings,
payment options and options to manage devices connected to user’s EMC account.
EMC is open to new innovative additions to its feature set and gives a reward to the staff
members who suggest such features.
Traditionally minded tech-engineers and management at EMC believes having a solid feature set
is more important than a “fancy interface” and therefore have allocated only a small fraction of
its budget towards the interface development.
Activities / Tasks:
Activity 01:Research what aspects of User Experience and Interface Design are necessary and
appropriate to satisfy end-user emotions, desires and attitudes when using a user
interface concept.
Write an elaborative report to the board of directors of EMC to convince them why they
need to increase their focus on the user interface and user experience in addition to the
system’s feature set to achieve the company’s corporate goal. This report should include
following areas,
Different forms of user interfaces and their features.
Different forms of user experience and their features.
Impact of UX & UI development in Software Development life Cycle.
Tools available in UX UI Development.
Methods available for testing for user requirements against the UX-UI design.
Importance of using multiple different forms of experience and interface design in
building EMC services.
Activity 02: Plan an appropriate User Experience map and Interface Design for a User Interface
concept with a specific target end user in mind and also outline the tests you mean to conduct.
2.1 : Review different end users of EMC using standard user categorizations, classifications and
behavior modelling techniques.
2.2 : Select a specific und user from those identified in 2.1 & appraise & develop user ‘Persona’
for the identified user. Present your empathy map, experience map, customer journey map &
service blueprint.
2.3 : Choose a suitable development methodology to develop interaction / interface for the
Persona developed in 2.2 and justify your selection.
2.4 : Develop the user interface / interaction concept for the selected persona based on the
selected development methodology.
2.5 : Plan end user testing for the selected persona based on the standard testing
methodologies.
Activity 03: Build a User Interface concept and test it with users to see if it satisfies their
emotions, desires and attitudes as planned
3.1 :Examine appropriate tools to develop the interface/ interaction designed in activity 2
3.2 : Develop the user interface using tools discussed in 3.1
3.3 : Conduct a user experiment and collect feedbacks
3.4 : Evaluate feedback received in 3.3 and build a new iteration if the interface based on the
outcome of the evaluation.
Activity 04: Critique the overall success of your User Interface concept and discusses your
insight using prototyping.
4.1 :Collect feedback for the new interaction of interface developed in 3.4 and evaluate
feedbacks across all iterations of the interfaces developed.
4.2 : Critically review the final version of the interface and test results comparing against the
original interface/ interaction plan.
4.3 :Critique the overall success of your User Interface concept and discusses your insight using
prototyping.
Acknowledgment
In performing my assignment, I had to take the help and guideline of my respected persons,
who deserve my greatest gratitude. The completion of this assignment gives to me much
pleasure. I would like to show my gratitude to our lecturer Ms. Sumudu
I like to express my gratitude towards my parents & my friends for giving me their kind co-
operation and encouragement, which help me in completion of this project.
I would also like to extend my sincere thanks to all those who have guided me directly and
indirectly in writing this assignment.
Thank you.
Activity 01
Research what aspects of User Experience and Interface Design are necessary and
appropriate to satisfy end-user emotions, desires and attitudes when using a user
interface concept.
Beginning toward the start, what precisely is UI plan? UI structure (UI) or UI building is the
plan of UIs for machines and programming, for example, PCs, home apparatuses, cell phones,
and other electronic gadgets, with the emphasis on augmenting ease of use and the client
experience.
Or on the other hand, in straightforward terms, client experience is the manner in which your
clients feel about cooperating with your item, and the UI is the way they associate with it. UX
configuration can't exist without an all around considered UI structure and the other way
around. By concentrating on the ease of use of your item, you are giving your clients the
apparatuses they need so as to be effective and make for themselves the client experience that
they hunger for.
With clients having bunches of decisions and options for the items as well as administrations
you are offering them, the range of time you get the opportunity to catch the eye of your
clients is very less and you need to hit the bullseye in this limited capacity to focus time.
The UI and UX Design help to win the customers' certainty and make them utilize your
application or site giving them what they are searching for. The quantity of buyers you are
jumping on your site/application can gauge the achievement of the incomparable UI and UX.
For a beginning up or a little adventure, the significance of UI and UX Design turns out to be
significantly progressively pivotal as the early introduction keeps going long and utilizing UI
and UX structuring can represent the deciding moment the brand acknowledgment.
A UI, likewise some of the time called a human-PC interface, includes both equipment and
programming parts. It handles the connection between the client and the framework.
There are various methods for interfacing with PC frameworks which have advanced
throughout the years. There are five primary kinds of UI:
1. REQUIREMENT
UXD isn't just worried about necessity gathering from inner partners, yet in addition from each
and every client that will utilize the framework consistently. Not understanding their work
process, agonies and requirements dangers structuring a framework dependent on the partner's
vision just (which is normally a shallow and watered down comprehension of what the
framework very).
2. ANALYSIS
UXD utilizes numerous strategies to orchestrate every one of the learnings accumulated from
necessities. It can discover inclines crosswise over both subjective and quantitative information.
This outcomes in an unmistakable vision of what the agony indicates are and an arrangement
push ahead.
Without this the venture can experience the ill effects of extension creep, implying that each
element recommended by a partner appears to be legitimate. At some point or another, your
undertaking develops into a Frankenstein of highlights with no reasonable reason. This
explodes cost, time and unnecessary dissatisfaction.
3. DESIGN
DESIGN in light of the clients. Configuration unraveling their fundamental issues. Having a
reasonable picture of who the client is, their agony focuses, will center and streamline the plan
choices taken. Everything that doesn't straightforwardly affect the current issue is consequently
dispensed with.
4. CODING
Software engineers can work next to each other with planners from Requirement, Analysis to
Design. Being included early and adding to the undertaking enables them to partake, give
specialized knowledge, be put resources into the extend and comprehend the necessities of the
client. This will bring about better choices made during coding.
5. TESTING
Testing in UXD can come at any phase of the task (essentially at whatever point a hole in
information is distinguished and should have been replied).
Testing before coding enables planners to make snappy models to test suppositions and various
arrangements without spending a lot of capital.
Testing in the wake of coding, fashioners can ensure the framework is working appropriately
and constantly test and improve it after sending.
Without testing, groups are left with settling on choices dependent on suspicions and
inclinations. This is an exercise in futility in light of the fact that any choice taken did not
depend on certifiable information.
6. DEPLOYMENT
Focus Groups
Late inquire about demonstrates that 3 to 6 center bunches with 8 to 10 members can
recognize 90% of topics inside a dataset. These center gatherings are regularly led during
the technique period of a task. There are numerous activities to lead with center gathering
members, from participatory plan activities to open talks.
Heatmaps
As of late found that 39 clients are required to give the required heatmap subtleties to eye
following activities. At least 30 arrangements of good eye following information are
essential for each tried page, which midpoints out to 39 real clients so as to accomplish
that informational collection (since eye following innovation isn't impeccable). Eye
following for heatmaps is commonly performed after another structure is executed.
Surveys
Review members differ by the item populace size. Ideal results incorporate a 5% room
for mistakes (or less) and at any rate a 95% certainty level. You can utilize an example
size adding machine to decide the necessary number of members.
For example, a little site with a populace size of 100 just needs 80 study members, while
a famous site with a populace size of 100,000 would require 383 overview members.
Studies are directed at both the start and end of a task.
So as explain above, it generate more importance to EMC when we decide to give more focus
on UX/UI. It’s very important role to catch more subscribers to our service while entertaining
their satisfaction.
Activity 02
Plan an appropriate User Experience map and Interface Design for a User Interface
concept with a specific target end user in mind and also outline the tests you mean to
conduct.
2.1 : Review different end users of EMC using standard user categorizations, classifications
and behavior modelling techniques.
Subscribers to service:
Subscribers are the persons who use EMC service as a end user. In our categorization they
belong to clients area. So they can access below areas.
Download
Upload
Share music access
Buy Music
Listen
Artists:
Those who are produce music and have a legal contract with EMC. They can acces,
Upload music
Their current earning for their music
Legal contact period time and renovation with Company
2.2 : Select a specific und user from those identified in 2.1 & appraise & develop user
‘Persona’ for the identified user. Present your empathy map, experience map, customer journey
map & service blueprint.
An Agile Model
For build up a few personas, maybe seven or eight at first for the financial framework, to
guarantee that you investigate every one of the requirements of your client base. To
compose personas viably you should do some type of client network research to
guarantee you really comprehend your clients. You should consider holding a center
gathering with potential clients, conversing with your client assistance individuals
(bolster staff regularly have an excellent thought about what end clients need), or with
item administrators whose activity is to comprehend your client network.
Personas are unimaginably valuable when you don't have simple access to genuine clients
since they go about as "client subs", directing your choices about usefulness and plan.
Questions like "How might Ross utilize this component" or "Would Frances even be keen
on this?" can begin extraordinary discussions inside your group, getting you to think the
manner in which that your clients really would. Personas are regularly utilized when
assembling openly got to electronic programming, for example, the Amazon or eBay
frameworks, just as therapist wrapped programming. Truth be told, personas and use
situations are mainstream at Microsoft and are one of the ancient rarities depicted in their
Agile MSF process. To put it plainly, personas are one of a scope of demonstrating
strategies which you need to have in your scholarly toolbox.
2.4 : Develop the user interface / interaction concept for the selected persona based on the
selected development methodology.
Activity 03
3.1 :Examine appropriate tools to develop the interface/ interaction designed in activity 2
Invision
Relevant to gather feedback from stakeholders, clients and team members. Making Invision an
important platform to manage design projects. Invision focuses on the flow by easily link
pages using hotspots. Quickly bounce between build, preview and comment mode to progress.
It integrates nicely with Sketch and Photoshop, including the new artboards feature.
Cons
Linking pages based just on filenames
Low-fi prototype
Pros
Great for collaboration
Easy to share
Relatively easy to learn
Origami
Is a great tool for instant iteration, and to collaborate directly with developers by exporting
code snippets that your engineers can use.
It is also a really powerful tool for fine-tuning animations and interactions.
Cons
Complex tool with a high learning curve
Not easy to share prototype
CPU hit
Pros
Great for simulation, with a immediate visual feedback
Free
(Charts)
(Member Sign up)
User feedbacks
Best
Very Good
Good
Bad
Gathered those details by survey conduct by face book poll created by me.
3.4 : Evaluate feedback received in 3.3 and build a new iteration if the interface based on the
outcome of the evaluation.
There is no actual bad feedbacks. So it’s better to keep this UI/UX for beta version. I can
critically guarantee that feedback and, there is no actually bad feedbacks. So no need to
implement a new version or some changes.
Activity 04
Critique the overall success of your User Interface concept and discusses your insight
using prototyping.
4.1 :Collect feedback for the new interaction of interface developed in 3.4 and evaluate
feedbacks across all iterations of the interfaces developed.
User feedbacks
Best
Very Good
Good
Bad
4.2 : Critically review the final version of the interface and test results comparing against the
original interface/ interaction plan.
I have no added any changes to the firstly created UI.
4.3 :Critique the overall success of your User Interface concept and discusses your insight
using prototyping.
I have hosted this user interfaces through hosting services and let people to observe the
design and I found that all of the feedbacks are so good and they like it very much. There
is no this much good music web site interface available in Sri Lanka so far. So this going
to be huge impact to Sri Lanka music web industry and I wish to proceed this as a actual
web site near future.
Grading Rubric
LO2Plan an appropriate User Experience map and Interface Design for a User Interface concept with a specific target end user in
mind and outline the tests you mean to conduct.
P3Review different end-user categorisations, classifications and
behaviour modelling techniques.
LO3Build a User Interface concept and test it with users to see if it satisfies their emotions, desires and attitudes as planned.
P5Examine appropriate tools to develop a user interface.
LO4 Evaluate user feedback, test results and insights gained from end users interacting with your User Interface concept to
determine success or failure and steps to improve in future versions.
P7Evaluate end-user feedback from multiple iterations of
your user interface.