CS470 – Solve only 3 questions – 4366

I want the answer without similarity at all, and Conceptual and professional, they’re important.

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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
Answer:
Students
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.
• Answer:
Key learn educational program help for students in the fields of
programming languages can achieve many goals and benefits.
• Aim
The Key Learn application aims to provide an interactive learning
environment to develop students’ programming skills and provide
an understanding of the common languages required in the
technology industry. By leveraging modern mobile technology,
Part One
Pg. 03
the application on the programming education program aims to
provide students with the skills and knowledge necessary to enter
the field of software development and technological innovation.
The main objectives of the Key Learn project include motivating
students to be interested in areas such as artificial intelligence,
web application development, and others, by teaching
programming languages that suit the needs of the labor market.
• Objectives
i. User-Friendly Interface: Develop an intuitive and user-friendly
mobile application interface that allows students to easily
navigate through the app’s features.
ii. Cross-Platform Compatibility: Ensure compatibility across
various mobile platforms (iOS and Android) to reach a broad user
base.
iii. Security and Privacy: Implement robust security measures to
safeguard user data and privacy, ensuring that sensitive
academic information remains confidential.
iv. Notification System: Implement a notification system to alert
students about new lessons, assignments, and important
announcements. Also Customize notifications based on individual
progress and preferences. And use the notification system to
encourage regular participation and keep learners informed about
program updates.
v. Language Proficiency:
Teach a variety of programming languages to ensure students
are proficient in industry-relevant languages.
• Problem it seeks to address.
The Key Learn application addresses several challenges and shortcomings in
traditional programming education methods:
Students often face challenges Practical Relevance Gap: Many students
struggle to see the practical relevance of programming concepts learned in a
classroom setting to real-world applications. Key Learn seeks to bridge this gap
by emphasizing the practical applications of programming skills in the
Part One
Pg. 04
technology industry, showcasing how these skills are used in fields such as
artificial intelligence and web application development.
Limited Exposure to Industry Needs: Students often graduate with theoretical
knowledge but lack exposure to the specific programming languages and skills
in demand by the technology industry. Key Learn addresses this by focusing
on teaching programming languages that are relevant to the labor market,
thereby increasing students’ employability and Outdated Learning Methods:
Traditional educational approaches may not keep pace with the rapidly
evolving landscape of programming languages and technologies. Key Learn
leverages modern mobile technology to ensure that the education program
remains current, providing students with up-to-date knowledge and skills that
align with industry demands.
• Approach adopted:
user-centered design
The primary design approach leveraged by Key Learn is the User-Centered Design
(UCD(approach. This approach prioritizes understanding the needs and preferences of endusers (students) throughout the design and development process. By incorporating user
feedback, Key Learn ensures that the software prototype is user-friendly, meets educational
needs, and provides a positive learning experience. UCD aligns well with the goal of creating an
interactive and engaging learning environment tailored to users’ requirements. Additionally,
iterative design and continuous user feedback loops are key components of UCD, allowing for
ongoing improvements based on real user experiences. This approach is chosen to address the
specific needs and challenges of the students who will be using the Key Learn platform.
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).
Part One
Pg. 05
Functional requirements for the system include:
User Authentication:
The system must enable users to securely create accounts.
Users should be able to log in using secure authentication methods.
Passwords must be securely stored using industry-standard encryption techniques.
Notification System:
Users must receive timely notifications regarding upcoming lectures, events, or important updates.
Notification preferences should be customizable, allowing users to choose their preferred
communication channels (e.g., push notifications, email).
Cross-Platform Compatibility:
The application must be compatible with both iOS and Android platforms.
The app should adhere to platform-specific design guidelines to provide a consistent and native user
experience.
Feedback Mechanism:
A user-friendly feedback feature should be incorporated into the system.
Users must be able to provide feedback on lectures, events, or any other system-related aspects.
Nonfunctional requirements:
Performance:
The system should respond to user requests Rapidly.
The app must handle a large number of users simultaneously without performance problems.
Scalability:
The application architecture should support scalability to accommodate an increasing number.
Part One
Pg. 06
Reliability:
The app must be reliable and available for use.
Scheduled maintenance, if necessary, should be communicated to users in advance.
Usability:
The user interface should be simple and easy to navigate.
The app must be designed with accessibility considerations for users with diverse needs.
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?
User Needs:
1\ Flexibility in using the application
2\ Providing highly efficient educational courses
3\ Timely Notifications
4\ Personalization and Preferences
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. 07
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.
Part Two
Pg. 08
Our design of the Key learn application has been intricately shaped according
to the principles of the user-centered design approach. From the early stages
of development, we prioritized understanding the unique needs and
preferences of our users through extensive research and gathering feedback.
This iterative process involves users at every step, from defining the problem
and specifying requirements to testing prototypes and improving features
based on user insights.
The incorporation of a feedback mechanism, focus on customization, and
flexibility in Key learn (programming language)are direct results of this usercentric methodology. By constantly aligning our design decisions with the
valuable feedback and preferences of our users, we have created an app that,
but also provides an easy-to-use, intuitive, and highly personalized experience
tailored to their diverse needs. Needs and expectations.

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 Two
Pg. 09
4 Marks
Learning
Outcome(s):
Part Three
LO4: Illustrate
prototyping for
interaction design
and explain
practical facets of
interface
construction.
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 Two
Pg. 10
Sign-up interface:
This interface is for creating an account in keylearn application.
Account creation requirements:
Here you will enter your name.
Here enter your email
Enter your email password.
After completing the requirements,
click this button to create an account.
If you have already created an
account, click this button.
Part Two
Pg. 11
Sign-in interface:
this interface if you already created an account, you will just Sign in by entering the
requirements below.
Here enter your email
Enter your email
Then click this button to take you to
the next interface.
If you want to go back to the sign-up
interface, click this button.
password.
Pg. 12
Welcoming interface:
This interface welcomes the user and begins the educational journey.
This button to return to the previous
interface.
Then click this button begins the
educational journey.
.
Pg. 13
Programming languages list interface:
This interface is for choosing the programming language course you want to learn
Choose the course you want and press
the course button.
Part Four
Pg. 14
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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