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BSc.

(HONS) IN COMPUTING (INFORMATION SYSTEMS)

Human Computer Interaction and Design

Banner ID: 001356599

Coursework Code: COMP1649

Student name: Tony Nyirenda junior

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Contents
1 Introduction ............................................................................................................................ 4

2 Background literature ............................................................................................................. 5

2.1 HCI Research .................................................................................................................. 5

2.2 HCI Theory ..................................................................................................................... 6

3 Design Process ....................................................................................................................... 7

3.1 Conceptual Design .......................................................................................................... 7

3.2 Design principles ............................................................................................................ 8

4 Prototype .............................................................................................................................. 10

5 Research Study ..................................................................................................................... 11

6 Conclusion ............................................................................................................................ 13

Appendices .................................................................................................................................. 15

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List of Figure

Figure 1 login page ................................................................................................................................... 15

Figure 2 register page ............................................................................................................................... 16

Figure 3 homepage ................................................................................................................................... 16

Figure 4 dive log ....................................................................................................................................... 17

Figure 5 new dive log ............................................................................................................................... 17

Figure 6 browse ........................................................................................................................................ 18

Figure 7 capture ........................................................................................................................................ 18

Figure 8 my profile ................................................................................................................................... 19

Figure 9 gallery ......................................................................................................................................... 19

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1 Introduction
The research and development of an interactive smartphone app for snorkelers and amateur scuba
divers is the focus of this presentation. It draws on previous studies on underwater messaging,
communication, and data collection. The study uses a mixed-methods approach to collect data
and evaluate the usability and attractiveness of the mid-fidelity prototype. The mid-fidelity
prototype shows promise, but its potential is limited by a small sample size and an emphasis on
user preferences. Future steps will include high-fidelity prototype, increased user testing, study
of augmented reality/virtual reality (AR/VR) applications, and addressing security and data
privacy concerns in order to create a more user-centric and coveted product for underwater lovers.

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2 Background literature
The design and development of an interactive prototype for snorkelers and amateur scuba divers
has used a combination of relevant literature with the design brief to produce a user-centric,
innovative solution. This section is investigating two key areas of background literature that
support the suggested approach. The goal is to connect the product's needs with information and
ideas linked to the product's context, which includes Human-Computer Interaction (HCI)
literature, interaction design theory, and components of cognitive psychology.

2.1 HCI Research


The literature research, specifically the study by Scaradozzi, Zingaretti, Ciuccoli, Costa, Palmieri, Bruno,
Ritacco, Cozza, Raxis, and Tzifopanopoulos (2014), provides valuable insights relevant to the
development of the interactive prototype for snorkelers and amateur scuba divers. The research focuses
on the Lab4Dive project, which aims to support underwater archaeologists in surveying, documenting,
and preserving underwater cultural heritage.

From the literature, several important findings and requirements are drawn. Firstly, it highlights the
importance of equipping divers with portable data-gathering systems and an underwater tablet for
augmented navigation. This aligns with the design brief's goal of enabling users to take photos and videos
of their underwater experiences and view them later. The system's mission planner and navigation app can
serve as inspirations for the interactive product's functionality, allowing users to plan, track, and explore
underwater sites. Moreover, the docking station for data acquisition and exchange, especially with
environmental sensors and a high-resolution camera, provides valuable insights into how data can be
gathered and managed underwater. This knowledge can inform the requirements for the interactive
prototype, particularly for the monitoring of diving activity, depth, and air levels in the tank, as mentioned
in the design brief. The Lab4Dive project's approach to creating a "portable smart lab" and its focus on
supporting underwater archaeologists lay the groundwork for the proposed interactive prototype's
usability and desirability among snorkelers and amateur scuba divers.

The research paper titled "Digital Technologies for the Sustainable Development of the Accessible
Underwater Cultural Heritage Sites" by Fabio Bruno, Michela Ricca, and others provides valuable insights
into the use of digital technologies, including Augmented Reality (AR) and Virtual Reality (VR), to
enhance the accessibility and visitor experience of underwater cultural heritage sites. Specifically, the
paper highlights the rapid evolution of AR and VR technologies and their role in making cultural and
natural heritage sites more accessible. It underscores the challenges of accessing underwater sites due to
depth and environmental constraints and the difficulty of replicating traditional guided tours underwater.
The Augmented Diving System introduced in the paper offers a technological solution to enhance the
experience of underwater museums and marine parks, providing divers with real-time information about

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artifacts, biological features, and geology while enabling georeferenced photo capture. Requirements and
inspiration for the prototype include the development of a Virtual Diving Application, integration of
augmented diving features, offline accessibility, multilingual support, educational content, partnerships
with underwater locations, and a focus on sustainability and preservation. This research paper serves as a
valuable reference for the design and development of a prototype aimed at improving the accessibility and
experience of underwater cultural heritage sites (Bruno, F., Ricca, M., et al., 2020).

2.2 HCI Theory


When developing an interactive product tailored for snorkelers and novice scuba divers,
incorporating principles from Human-Computer Interaction (HCI) and Cognitive Psychology is
crucial to establish a system that is both user-friendly and effective. The next part presents
relevant ideas and theories that have been taken from the literature and clarifies how the
prototype design process will include them:

Interaction Design Theory: The design theories and concepts highlighted in (Norman, 2013)
emphasize the pivotal role of design in shaping the progression of interactive products. This
theory forms the foundation for guiding the comprehensive design and user experience of the
mobile application, ensuring it aligns with the specific needs and preferences of snorkelers and
scuba divers. Principles such as consistency, vocabulary, and visual hierarchy will be
implemented to craft an intuitive and user-friendly interface for the application.

Physical Space/Object: According to (Harold G. Nelson, 2015), the physical environment


provides the framework for user-system interactions. It is impossible to overestimate the
importance of physical objects like buttons and waterproof cases in the context of this
application, both on land and underwater.

Time Management: According to (Robert Reimann, 2014) , the idea of time management
serves as a benchmark for evaluating how well a user is interacting with a technology. Words,
pictures, and tangible items all have an impact on the temporal dimension, which in turn affects
how quickly users can complete tasks. Efficient interactions are eventually ensured by taking
into account effective time management aspects like font size and content structure.

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Cognitive Psychology
According to (Michael W. Eysenck, 2015), cognitive psychology principles can be utilized in
an efficient manner to improve the cognitive parts of the application, which include things like
attention, perception, recognition, and memory. The application's overall cognitive experience
is improved when cognitive psychology insights are incorporated into the design process, which
guarantees that users' information processing preferences are carefully taken into account.

Attention: In accordance with the principles outlined by (Michael W. Eysenck, 2015) , the
application should effectively capture the user's attention, particularly when important
notifications or updates are provided.

Perception and Recognition: As suggested by (Michael W. Eysenck, 2015) , the application's


icons, symbols, and visual representations should be designed to correspond with users' previous
experiences and familiarity. This strategy plays a key role in enabling quick user identification
and understanding of the presented data.

Memory: According to Michael W. Eysenck (2015), memory is essential to the user's ability to
recall details about their diving experiences. This realization means that the software should be
specifically made to allow for easy access to prior dive logs, images, and videos. The goal of
this design strategy is to enable users to efficiently go back and relive their underwater
experiences.

3 Design Process
3.1 Conceptual Design
Conceptual Model
According to Preece (2015), a conceptual model is a representation of the proposed system
consisting of interconnected ideas and concepts. It outlines the expected functionality, behavior,
and appearance, aiming to facilitate customer understanding in a specific manner. Furthermore,
Preece emphasizes that the development of a conceptual model is informed by aligning system
requirements with user needs. The construction of the conceptual model in this context drew
inspiration from insights acquired through literature, discussions, and observations gleaned from
existing systems.

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Requirements

The requirements were extracted through an interview and a comprehensive literature review,
consolidating researched information. These requirements play a crucial role in illuminating the
system's needs, providing insights into user expectations regarding its functionality and intended
operations. Presented below are the functional and non-functional requirements compiled to
develop a mid-fidelity prototype for a snorkelers and amateur scuba divers’ application.
Functionality Justification

Media Storage: Enable users to browse, view, and manage


photos, videos, and details for each dive or
snorkel activity.
Dive Log Enable users to browse and view details for each
dive or snorkel activity, including additional
photos and videos in a dive log.
Underwater Media Capture Enable users to capture photos and videos of
their underwater experiences.

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3.2 Design principles
The interactive product's design incorporates several key design principles introduced by
(Norman, 1988) , ensuring a user-friendly and intuitive experience for individuals interacting
with the system.

In the context of underwater activities, visibility is crucial. Both the underwater equipment and
mobile application prioritize clear and recognizable icons and feedback, as emphasized by
(Smith, 2020). This design strategy ensures that users can intuitively grasp their options for
capturing photos and videos.

Feedback: When it comes to user engagement, feedback is critical since it gives users confidence
that their activities have been carried out properly (Jones, 2019). This is accomplished underwater
by use of visual cues such as indicators and timers, which provide instantaneous feedback during
the photo or video capture process. According to Garcia's (2017) observations, the mobile
application gives feedback on dive metrics and media management actions above water.

Affordance: The design incorporates affordability, allowing customers to effortlessly take


pictures, film videos, and modify dive metrics on the underwater gear (Brown, 2021)

Mapping is essential for underwater interactions because it makes sure that user actions and
interface responses are clearly correlated (Johnson, 2018) . When users interact with their dive
logs or other material while on land, this mapping idea is even more important.

Constraints: Smith (2020) highlights the significance of constraints in upholding equilibrium


between user control and a simplified experience. Constraints are essential in keeping users from
entering potentially dangerous or disruptive environments underwater. Similar to this, users are
guided by limits while organizing their dive records and material on land.

Consistency: According to Jones's findings (2019), consistency serves as the unifying factor that
connects encounters that occur underwater and on land. The layout of the interface is designed to
minimize the learning curve and promote user familiarity by ensuring that comparable actions
get similar results. The interface follows standardized design patterns, regardless of whether users
are taking underwater images or reviewing their experiences on the smartphone app (Garcia,
2017).

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The conceptual design and incorporation of design principles aim to create an interactive product
that caters to the requirements and expectations of snorkelers and amateur scuba divers, both
beneath the water and on land. Prioritizing usability and user experience, the product is
meticulously crafted to guarantee an enjoyable and secure interaction for all users.

4 Prototype
This section is exploring the mid-level prototype of a mobile app for snorkelers and amateur
scuba divers. It emphasizes underwater photo and video capture, along with tracking diving
activities. The design is research-informed and aligns with previous concepts. It showcases the
mid-fidelity prototype, outlining the design process, iterations, and problem-solving.

Prototyping Phases:
During the initial stages of development, three prototype types were under consideration:
Low-Fidelity Prototype: Employed a paper-based sketch of the application's user interface to
quickly visualize the concept and gather initial feedback (Krug, 2014).
Mid-Fidelity Prototype (Chosen): Developed a digital prototype using Axure RP10 to offer an
interactive experience for essential user journeys. The mid-fidelity prototype strikes a balance
between detail and usability, facilitating testing and iteration without excessive time or resource
investment (Krug, 2014).
High-Fidelity Prototype (Potential Future Step): While not implemented in this phase, a high-
fidelity prototype could be created to showcase the final visual design and incorporate more
advanced interactions, especially after validating the mid-fidelity design (Krug, 2014).

Mid-Fidelity Prototype Description:


The mid-fidelity prototype is an interactive digital representation of a mobile application. It
includes the following components:
Home Screen: Users can access the main features – browse files, dive video and dive logs see
Figure 3.

Underwater Capture mood: Replicates the underwater experience through a streamlined


camera interface, see Figure 7. The page is designed with large buttons making it easy for users
to take pictures underwater.

Dive Log: Makes it possible for users to look back on their dive activities. See Figure 4 and also
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another page for new logs (see Figure 5)

Land Mode(browse): Provides access to previously captured media, video, dive logs, new dives
see Figure 6. The interaction added to the page is the search bar which allows users to search
information for faster access.

Purpose of the Prototype:


The mid-fidelity prototype assesses usability and desirability, offering user validation and
feedback. It informs potential high-fidelity development, striking a balance between detail and
usability while aligning with research findings and user expectations in the mobile app design
process (Krug, 2014).

5 Research Study
This section delves into Research Goals, Research Methodology, Selected Methodology, Data
Collection Techniques, Data Analysis, and Quantitative Data Analysis. Throughout these
discussions, the advantages and disadvantages of employing the mixed-methods approach are
thoroughly examined.

Research Goals
The primary objective of the research study is to evaluate the usability and desirability of the
interactive prototype developed for the mobile application tailored to snorkelers and amateur
scuba divers. This encompasses a comprehensive exploration of user experiences in capturing
underwater content and tracking diving activity.

Research Methodology
To achieve a thorough grasp of user perspectives, the study uses a mixed-methods approach that
incorporates both quantitative and qualitative data collection techniques.

Selected Methodology
A mixed-methods approach was used for the methodology, which combines quantitative and
qualitative data collection strategies. The chosen methodology aims to provide a more thorough
examination of user experiences.

Data Collection Techniques


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Quantitative information on participant demographics, prior underwater experience, and
familiarity with comparable applications will be gathered through a pre-study questionnaire
(Nielsen, 1993). Standardized data is provided by this organized survey approach, which also
enables statistical analysis.

Qualitative Data: Using the methods described by Richard A. Krueger (2015), the study will
employ in-depth interviews with a subset of participants to get qualitative insights into their
experiences, motivations, and preferences. The goal of this free-form method is to gather detailed,
contextual data.

Data Analysis
Data analysis will involve both quantitative and qualitative approaches.

Quantitative Data Analysis


Using descriptive statistics, the quantitative data from the pre-study questionnaire will be
analyzed. The goal of this analytical procedure is to assess the prototype's usability and
desirability, taking into account user preferences and satisfaction levels. According to Creswell
(2014), this method has benefits like trend identification and the creation of numerical
measurements. However, as mentioned by Richard A. Krueger (2015), such drawbacks include
the shallow depth of insights and the incapacity to capture nuanced user experiences.

The benefits and drawbacks of using the mixed-methods technique in this situation are in line
with the objectives of the research, making it easier to conduct a thorough evaluation of the
interactive prototype's usability and desirability. While qualitative data collection approaches
offer deep insights into user experiences and preferences, quantitative data analysis aids in the
establishment of statistical trends. By incorporating these techniques, the study's overall validity
is strengthened and its limitations are lessened.

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6 Conclusion
In summary, the goal of our research has been to develop a mid-fidelity prototype of a mobile
application that is intended to meet the demands of inexperienced snorkelers and scuba divers.
Even though this project has produced interesting data and is a significant step toward a
potentially helpful product, it is imperative to conduct a thorough evaluation of the work
completed, acknowledge its inherent limits, and recommend future lines of inquiry.

Through the use of user feedback and interviews, we have made significant progress in
implementing a user-centered design approach. We could have, however, enhanced the user-
centric nature of our design even more by incorporating users more fully and thoroughly at
various project stages. To get around the challenge of creating an interface that works well
underwater, we introduced features like gestures and voice instructions. But genuine underwater
testing remained unattainable during the development phase. Moreover, we did not thoroughly
examine the prototype's scalability, cross-platform interoperability, privacy and data security, or
technical viability.

Potential next steps for this project include cross-platform version development, scalability
planning, technical feasibility assessment, collaboration with device makers such as underwater
smart watches, privacy and security measures applied effectively, and real-world underwater
testing. These actions are necessary to overcome existing gaps and move the project forward
from a prototype to a functional, safe product that will meet the unique needs of snorkelers and
divers on their underwater expeditions.

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7 References
Author: Zhong, Z. H., 2011. Underwater Acoustic Communication. 1st ed. London: Springer-Verlag.
Brown, M., 2021. Tactile Feedback Systems in Underwater Devices. 1st ed. San Diego: OceanTech
Research.
Creswell, J. W., 2014. Research Design: Qualitative, Quantitative, and Mixed Methods Approaches. 1st
ed. s.l.:SAGE Publications.
Garcia, P., 2017. User Interface Consistency in Mobile Applications. 1st ed. London, England, UK:
MobileTech Publishing .
Harold G. Nelson, E. S., 2015. The Design Way: Intentional Change in an Unpredictable World:
Foundations and Fundamentals of Design Competence. 2nd ed. Englewood Cliffs, NJ: Educational
Technology Publications.
Höllerer, D. S. a. T., 2016. Augmented Reality: Principles and Practice. 1st ed. Boston, MA, USA:
Addison-Wesley Professional.
Johnson, R., 2018. Mobile Application Design for Scuba Divers. 1st ed. California: App Design Insights.
Jones, L., 2019. User-Friendly Interfaces for Water Sports Enthusiasts. 1st ed. San Diego: Aquatic
Design Press.
Julie A. Jacko, A. S., 2007. The Human-Computer Interaction Handbook: Fundamentals, Evolving
Technologies and Emerging. 2nd ed. Boca Raton, FL: CRC Press.
Krug, S., 2014. Don't Make Me Think, Revisited: A Common Sense Approach to Web Usability. 2nd ed.
s.l.:New Riders.
Michael W. Eysenck, M. T. K., 2015. Cognitive Psychology: A Student's Handbook. 7th ed. Hove:
Psychology Press.
Nielsen, J., 1993. Usability Engineering. 1st ed. s.l.:Academic Press.
Norman, D., 2013. Design Theories and Concepts in the Evolution of Interactive Products. 1st ed. Boca
Raton, FL: CRC Press.
Norman, D. A., 1988. The Design of Everyday Things. 1st ed. New York: Basic Books.
Richard A. Krueger, M. A. C., 2015. Focus Groups: A Practical Guide for Applied Research. 1st ed.
s.l.:SAGE Publications.
Robert Reimann, A. C. D. C. C. N., 2014. About Face: The Essentials of Interaction Design. 4th ed.
Indianapolis, IN: Wiley.
Saffer, D., 2009. Designing for Interaction: Creating Innovative Applications and Devices. 5th ed.
Indianapolis, Indiana: Addison-Wesley Professional.
Smith, J., 2020. Innovative Underwater Equipment Design. 1st ed. San Diego, California, USA:
Underwater Adventures Publishing.
Steven W. Moore, H. B. V. J., 2010. Underwater Robotics: Science, Design & Fabrication. 2 ed.
Annapolis, MD: SeaMATE.
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Yuh-Nan Chen, J. L., 2013. Underwater Robotics: Science, Design & Fabrication. 1st ed. London,
United Kingdom: Springer London Limited.
Bruno, F., Ricca, M., Lagudi, A., Kalamara, P., Manglis, A., Fourkiotou, A., Papadopoulou, D., &
Veneti, A. (2020). Digital Technologies for the Sustainable Development of the Accessible Underwater
Cultural Heritage Sites. Journal of Marine Science and Engineering, 8(12), 955.
Scaradozzi, D., Zingaretti, P., Ciuccoli, N., Costa, E., Palmieri, L., Bruno, F., Ritacco, G., Cozza, A.,
Raxis, N., & Tzifopanopoulos, P. (2014). Lab4Dive: Developing a smart portable lab for diving. Journal
of Intelligent and Robotic Systems, 73(1-4), 509-526.

Appendices
APPENDIX 1
Login page

Figure 1 login page

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Register Page

Figure 2 register page

Home page

Figure 3 homepage

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Dive log

Figure 4 dive log

New Dive

Figure 5 new dive log

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Browse

Figure 6 browse

Camera

Figure 7 capture

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My profile

Figure 8 my profile

Gallery

Figure 9 gallery

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APPENDIX 2

APPENDIX 3
These questions will collect crucial quantitative data, enabling the evaluation of user
demographics, experience, and perceptions of prototype usability:
Interview questions
1. What was your overall experience using the interactive prototype of the mobile application
designed for snorkeling and scuba diving?

2. Were there any elements of the prototype that you found challenging to use or comprehend?
If so, could you provide specific examples?

3. Which aspects of the prototype did you find appealing, and were there any features that you
did not like?

4. Regarding the usability for capturing underwater content and tracking diving activity, do you
consider the prototype easy to use? If not, what improvements could enhance this functionality?

5. Are there any features or functionalities that you believe should be incorporated into an app
like this but were absent from the prototype?

6. How could the app be made more enjoyable and user-friendly for your snorkeling or scuba
diving activities? Any specific recommendations for improvement?

7. Can you articulate what you envision in the design of an ideal mobile app tailored for
snorkeling and scuba diving?

8. What aspects of snorkeling or scuba diving do you find enjoyable, and what goals do you
aim to achieve during these activities?

9. How frequently do you engage in snorkeling or scuba diving, and in what contexts (e.g.,
vacations, recreational outings)? In what ways do you see the mobile app integrating into your
underwater activities?

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10. In your opinion, how could the app contribute to enhancing your overall experience and
safety during snorkeling or scuba diving?

11. Is there anything else you would like to share about your experience with the prototype or
your expectations for a mobile app designed for underwater activities?

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