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College of Computing and Informatics
Project
Deadline: Monday 04/12/2023 @ 23:59
[Total Mark is 14]
Student Details:
CRN:
Name:
Name:
Name:
ID:
ID:
ID:
Instructions:
• You must submit two separate copies (one Word file and one PDF file) using the Assignment Template on
Blackboard via the allocated folder. These files must not be in compressed format.
• It is your responsibility to check and make sure that you have uploaded both the correct files.
• Zero mark will be given if you try to bypass the SafeAssign (e.g. misspell words, remove spaces between
words, hide characters, use different character sets, convert text into image or languages other than English
or any kind of manipulation).
• Email submission will not be accepted.
• You are advised to make your work clear and well-presented. This includes filling your information on the cover
page.
• You must use this template, failing which will result in zero mark.
• You MUST show all your work, and text must not be converted into an image, unless specified otherwise by
the question.
• Late submission will result in ZERO mark.
• The work should be your own, copying from students or other resources will result in ZERO mark.
• Use Times New Roman font for all your answers.
Description and Instructions
Pg. 01
Description and Instructions
General Guidelines

The deadline for project submission is Monday, December 4, 2023.

Each group can have up to 3 members.

The project carries a total of 14 marks: 10 marks are allocated for the project
work and documentation, while 4 marks are for the PowerPoint presentation.

Students are required to both present and upload their PowerPoint
presentations on Blackboard (BB).

The project is divided into four sections, with marks designated for each. The
PowerPoint presentation is worth 4 marks.
Part One
Pg. 02
Learning
Outcome(s):
LO1: Define
interaction design
process and
describe different
type of models,
theories and
frameworks for
conceptualizing
interaction.
LO3:
Demonstrate data
gathering,
analysis, and
presentation
techniques for
discovering user
interface
requirements
Part One
2 Marks
Modern HCI recognizes the multifaceted nature of design approaches that cater
to diverse user needs and contexts. Four significant design strategies include
user-centered design, activity-centered design, systems design, and genius
design. Each of these approaches offers unique insights and methodologies for
crafting effective interfaces.
1. Using the design approaches discussed in Chapter 2, propose a design for
a software prototype for one of these groups of users:
a. Remote Workers
b. Travelers
c. Students
d. Healthcare Professionals
2. Your software prototype can be of any platform – web, mobile, stand-alone,
wearable, etc. Your tasks are:
• Name your software prototype and elucidate its aim, objective(s), and the
specific problem it seeks to address. Also, specify which design
approach(es) from Chapter 2 you are primarily leveraging and why.
3. Requirements Gathering:
• Engage potential users through an online survey, interviews, or
observations, tailored to your chosen user group. Aim for at least 10
survey responses and conduct two interviews or observations (or a
combination).
4. Summarizing Findings:
• Analyze and present your findings, focusing on user needs, tasks, and
functional requirements. How do these findings align or diverge from the
design approach(es) you’ve chosen?
Part One
Pg. 03
5. Insights and Feedback:
• Point out any unique insights, feedback, or innovative metaphors
encountered during your data collection phase. How might these insights
influence the design approach(es) you’ve chosen?
Part Two
Pg. 04
Learning
Outcome(s):
LO2: Explain
cognitive, social,
and emotional
aspects of
different types of
user interfaces.
Part Two
2 Marks
The design phase is a precursor to prototyping. This involves visualizing and
detailing the UI design. Based on your discoveries from Part One, articulate how
the prototype will be fashioned and function. Your tasks involve:

Conceptualizing the Design:
o Craft at least three preliminary layouts that represent user requirements,
the problems the prototype intends to solve, and the envisioned user
interactions.
o Explain how the chosen design approach(es) from Chapter 2 influenced
these conceptual designs. For instance, if activity-centered design was a
primary choice, how does the design cater to specific user activities?
o Simple sketches or wireframes can be utilized for this task.

Concrete Design:
Convert your conceptual designs, enriching them with specifics like colors,
auditory cues, graphics, menus, icons, etc. Dive deeper into design nuances as
discussed in Chapters 7 and 12. Employ any visual design software you’re
comfortable with.
Part Three
Pg. 05
Learning
Outcome(s):
LO4: Illustrate
prototyping for
interaction design
and explain
practical facets of
interface
construction.
Part Three
4 Marks
Prototyping brings your designs from Part Two to life, emphasizing interactivity.
Design the interactive elements, ensuring users can explore and engage with
the UI for eventual feedback during evaluations. While your prototype doesn’t
need to be fully operational, it should be demonstrative of the intended final
product. Utilize any visual programming platform of your choice.

For every interface screenshot, describe its function, its state transitions,
and underline any UX methodologies applied to minimize user errors.
Chapter 13 provides insights into UX design patterns.

Complement your prototype with a 2-minute video showcasing its
interactive features.
Part Four
Pg. 06
Learning
Outcome(s):
LO5: Describe
and apply various
interaction
evaluation
techniques.
Part Four
2 Marks
Evaluation determines the prototype’s usability and user acceptance based on
UX benchmarks. Select at least three potential users, ideally those you
previously interviewed or who participated in your survey. Execute a User
Acceptance Test (UAT) with these individuals and analyze their feedback with
these criteria:
1. Gauge the average user satisfaction based on the prototype’s goals and
objectives.
2. Count occurrences of both recognizable and unfamiliar metaphors or details
to users.
3. Identify elements or functionalities that users found perplexing.
4. Gather additional suggestions or feedback for refinement.

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