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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Introduction
In this assignment we are required to create an interactive multimedia application using
an authoring tool of our choice.
We made a conclusion in a group deciding to make an interactive advertisement on
alienware pc. This is basically because most of us are not aware of alienware pc but it has
many jaw opening characteristic, due to that we came up with a conclusion that we would
be able to create an advertisement that is effective and wonderful.
In completing this project we will be using FLASH MX as our main authoring tool to
complete our project successfully.

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TP2F0601

Acknowledgement
Before anything we would like to thank my dedicated, dynamic, understanding: human
computer interaction lecturer Mr. Albert Quek for guiding us as a whole class throughout
this whole assignment period by providing required information on developing this
project.
Following after that we would also like to thank our classmates who gave us idea and
suggestion on the assignment which was really helpful for us in completing this project.
Last but not least we would like to thank APIIT library in providing us required books in
order for us to refer and come up wit a solution and finishing our assignment successfully
and on the prefixed due date.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Cognitive psychology
Cognitive psychology is the scientific study of cognition. Cognitive is basically a study
performed to learn the thinking of an individual when they perform their daily activities.
On the HCI point of view this study would be basically about understanding the
interaction between humans and computers which relates on how is the knowledge being
transmitted between entities.

Taking this into consideration one of those factor that we focused is the attention a user
would be giving. First of all, the system that we produce would be fitting the
requirements of a normal user that will actually feel normal to use this system because we
had look into certain aspects; the first aspect would be attention is important to system,
but when there is a scenario where a user needs concentration more then 20 minutes then
there would be a Attention deficit (hyperactivity) disorder, this was taken from
dictionary.com, so due to that we have made our advertisement simple and effective, the
information given is very brief and if the user would want look at an expanded version of
what they are reading they can click on the specific hyperlink to download the detailed
specification.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Second part would be the memory issue taken into consideration whereby its the ability
to access information in the mind relating to past events or experiences this basically
relates to our system is because we are creating a system based on computers, when it
comes to computers the user should have sufficient knowledge of the specifications to
basically understand how powerful the machines are. In this scenario when a person is
well versed with computers they would have sufficient knowledge on a computer based
advertisement. So from this they would know that they should do (e.g. click a button to
perform a task or access a menu.)

These are the ways we relate cognitive psychology in our system and this is basically the
study of how an individual think and learn, considering their physical and mental
capabilities. Those were the two main aspects we thought would be a key effect on
creating a system.

HUMAN COMPUTER INTERACTION

ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Stakeholder analysis
There were two entries found for the meaning of stakeholders in dictionary.com which
the meanings are; one who holds the bets in a game or contest and also the second
meaning would be one who has a share or an interest, as in an enterprise. In our
assignment point of view stakeholder is basically the second entry from dictionary.com,
Stakeholder is basically defined as anyone who is affected by the success or failure of the
specific system. Stakeholder basically can be categorizing into 4 categories which are;
primary stakeholder, secondary stakeholder, tertiary stakeholder, and facilitating
stakeholder.

Primary stakeholder
Primary stakeholder is the users who uses the system directly, basically the
consumers or the customers of a developed system. The users of our system will be
computer related individuals which can collect information on Alienware computers.

Secondary stakeholder
Secondary stakeholder is mainly users who do not use the system directly but receive
an output from the system. Whereby there would not be any direct interaction with
the system by this group of people but the output of the system would provide a sort
of information to the specific category. The users of our system will be basically the-sales department of alienware where they will know how effective this advertisement

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

is when they see the turn over of this system when customers purchase alienware
computers from this interactive advertisement.

Tertiary stakeholder
Tertiary stakeholder is users who do not directly uses the system but receive an output
from the system. This means they do not use the system but the output of the system
produces an output to a certain group of people. The users of our system will
basically vendors, hardware designers; the way they get an output will be by making
profit when customers start buying Alienware computers.

Facilitating stakeholder
Facilitating stakeholder simply means the set of people who are involved with the
design, development and maintenance of the system. In this case the category of
facilitating stakeholders would be our design team, and our system support team who
will actually maintain the system.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Storyboarding

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

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Main screen
Products

This would be the main layout of our main screen whereby the product button will be
active, whereby there would be six buttons on the main screen, the principles used has
been discussed in the media guidelines

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

About us

On this screen its the same but the information on the layout would be about us, where
are we located, what we do and things like that

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Contact us

This screen basically talks about the ways a user which is a potential customer can
contact us.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Accessories

This page mainly shows the accessories our organization provides, this would include
laptops, gadgets, and monitors, and the main screen layout is also being used in this
screen.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Gallery

This screen basically talks about or products that are currently in the market for trading
purpose. The users can have a look at our products and try to get the inspiration behind
our products.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Future products

In this screen, as we would be aware that the main design of the screen would be the
same from the product screen right up to this screen. The placing of buttons, color, font
used and also other contributing factors are the same since the beginning. This screen
basically talks about the future products that our organization would launch.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Usability principles used in system


Usability of a system is basically about the structured presentation of general principles
that is applied during the design phase of an interactive system. It is also to enhance the
communication between human and computers. In our system we have basically used
three main principles of usability which are:-

Learnability
How easy is the system is to the users when the users actually use the system to
achieve maximum performance of the system..

Flexibility
Basically means the different various ways information can be conveyed from the
system to the user.

Robustness
This means to provide sufficient help to the user by the construct and the direct
behavior of the system.

These three principles used in our system is extended and explained below:-

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Learnability

Predictability
This basically means the system can be predicted even before the user can actually
click the button. We have implemented this by each of our button are actually words,
so the user would actually know what information he would get if he were to click
that specific button.

Familiarity
This is when a user looks at a developed system it should be easy for him to know
how the system works in the sense of when users looks at a button he would know
that is a button and its clickable.

Consistency
Consistency simply means how consistence is the system through out the whole run
of the system. In our assignment, its clearly shown because there is no sudden
change in the font and its smooth all the way.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Flexibility

Allowing a user to customize the user interface, Keep interfaces flexible


Demand for flexibility is driven by the observation that there is a diverse range of users
and usage environments. Thus, most style guides suggest that there should usually be
more than one way to perform a task. This goes so far as to require that every task be
possible using either the keyboard or the mouse. If users are to be in control of the
interaction, it also follows that they should be able to customize the interface themselves,
a suggestion also offered by some of the guides. The multiplicity ways the user and
system exchange information.

Dialog initiative
Multi-threading
Task migratability
Substitutivity
Customizability

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Robustness

A common contention among most style guides is that users are prone to make at least
some errors, partly because many users prefer to learn by trial-and-error rather than
reading manuals. Thus, systems are expected to prevent errors by: (a) providing clear
guidance to the user, (b) being flexible in their expectation of user behaviour, and (c)
providing cues and warnings which alert the user to exercise caution. In the event that an
undesirable action does occur, the software should make it easy to recover.the level of
support provided the user in determining successful achievement and assessment of goaldirected behaviour. In a work or task domain a user is engaged with a computer to
achieve some set of goals. The robustness of that interaction covers features that support
the successful achievement and assessment of the goals. The level of support provided to
the user and determining successful achievement and assessment of goal directed
behaviour.

Observability
Recoverability
Responsiveness
Task Conformance

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Media design guidelines


The basic design of the screen should be given emphasis upon designing and the
development process of the system. Therefore, the team has followed some underlying
principles on designing the system.

Firstly, the system follows a set of guideline whereby we are a layout of buttons will be
placed from the left to right of the screen this is because a normal person would look
from the left to right. There would be five buttons on the menu which is products, about
us, contact us, accessories, gallery, future products. All the buttons are placed at the
bottom of the screen so it will be easier for the user to look at all the options. The buttons
will be placed in a sequence from the left to right; hence most individuals look from the
left to right. The background color of our system is consistent throughout our system.
This is to ensure that the users can relate one screen to the other, and does not sit to think
is this screen connected to the previous screen.

Navigation had always played an important role in the system. If the navigation is user
friendly, itll be more accessible for the users to cruise and find on the information they
would want to get. Therefore, our group has decided to place all the buttons on the main
screen so it would be easy for the user to navigate our system efficiently and has no need
to place a back button for the user to go back and check.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Buttons should always be designed attractively and interactively. In the main menu, the
buttons are designed using text. This is because; the text would be more appealing to
users and these buttons would give a certain meaning rather then using a metaphor
because our system is mainly concentrated on high end users it would look more
professional. The buttons are created in an interactive way whereby there would be an
animation on every buttons so when a user moves the cursor over the button the user can
be informed that its a clickable button and there it would be easier for the user to see
when the cursor is placed on the button.

The background color in our system is red color. This symbolically represents the color of
violence, hot, it brings attention of users when this color is used. This would draw the
attention of the user due to the characteristics of the color we choose. We have
standardized the same color on all the screens to make the system look professional.

We have choose to use all lower case buttons in our system, this is because alien basically
means something unknown, unknown is usually something different, taking this into
consideration we have come up to a conclusion of doing something different and unique
which brought us to creating our buttons on that manner. The text we choose would be
Arial and also Arial Black, this font was chosen is because our system would be
published on electronic media, due to that using these fonts would make it easier for the
users to read whatever is published in our system.
We also have included audio and also sound effects to enhance the system standards and
also to keep the user focused to our system, the audio we choose sounds alien.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Task analysis
Task Analysis belongs to a collection of evaluation techniques designed to help one
uncover details about the human part of a systems equation. (A system is usually defined
as any collection of humans and machines that work together to achieve some common
goal.) The techniques include investigate an existing situation and analyze the underlying
purpose of what an individual is doing, what are they trying to achieve, why are they
trying to achieve it, and how are they going about it?
The term goal (also called an external task) can be defined as a state of a system that the
human wishes to achieve. For example the goal of our assignment is to design an
attractive, informative system for the high end utilizers of a desktop computer. Our
targeted set of users would be high end gamers, engineers that need high graphic
performance, flight simulation that allows pilot training and many more other high end
users. The term task (or internal task) can be defined as the activities required, used or
believed to be necessary to achieve a goal. A task is a structured set of activities in which
actions are undertaken in some sequence. Tasks are what the human has to do in order to
accomplish a goal. An action (also known as simple task) is defined as a task that
involves no problem solving or control structure component.
There are three different categories of task analysis such as Task Taxonomic also known
as knowledge-based analysis, Task Decomposition and Entity-Relationship Based
Analysis. Task Taxonomic is knowledge-based analysis, which looks at what users
need to know about the objects and actions involved in a task, and how that knowledge is
organized. Task Decomposition is the way to split a higher-level task into smaller subtasks for more manageable components. These sub-tasks are arranged in a sort of
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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

hierarchy, which gives them a descriptive structure and also demonstrates


interrelationships among the various tasks such as dependence and inheritance. EntityRelationship Based Analysis is a bottom-up approach to task analysis. It inherits much
of its structure from object-oriented programming, and is the most 'computer-like' of the
three varieties of task analysis being presented here. Entity-relationship analysis concerns
itself with objects, actions, and their relationship. A good way to start is to examine the
data you collected - interview transcripts especially - and pull out every relevant noun
(objects) and verb (actions). Objects are divided into four categories: simple objects,
actors, composite objects, and events. Each simple object may have attributes or qualities
associated with it for example: size, weight, or color. Actors (which are typically
though not always humans) have attributes, but are also associated with a list of actions,
which they perform. Composite objects are composed of a group of simple objects or
actors. Actors perform actions upon objects, possibly changing the attributes of the object
in the process (for example: changing the status of a device from 'off' to 'on'). Events are
things that take place spontaneously, either randomly or caused by actions outside of the
model, which objects and actors react to.
Due to all these criteria I decided to perform a fact finding technique which is the
effective, questionnaire .

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

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Task analysis(research)
Fact finding.
These are one of those basic ways an organization can perform on what are they supposed
to focus on the meet the requirements of the scoped users, in our system we have came up
with a set of questions to be passed around to get sufficient information in order for us to
have a path or a goal to focus on.
This questionnaire basically is constructed of 10 questions, each question focusing on the
level of knowledge of a user on the alienware pc. These questions are a mixture of
opinion, ideas and also choices given to our participants.
The result of the questionnaire would be very helpful for us because it would provide us
with sufficient information on what kind of information are we suppose to put into the
system so that our system would be a efficient and outstanding interactive advertisement.
All the questions are created very short and effective for the participants so they would
not feel this questionnaire a hassle or look at it as nonsense. The questionnaire would not
require the users to spend a lot of time filling it up.

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Questionnaire
Please choose the answer best suits your knowledge.
1) Do you own a computer?
a. Yes.
b. No.
2) Who is your computer manufacturer?
______________________________
3) Have you heard about alien ware pc? (if your answer is no, please proceed to
question 9)
a. Yes.
b. No.
4) Where did you hear about aienware pc?
_________________________________
5) Is it good looking?
a. Yes.
b. No.
6) Is it worth for money?
a. Yes.
b. No.
7) Is alienware computer faster then other computers?
Yes.
No.
8) Does the company satisfy the users, computer needs?
a. Yes.
b. No.
9) Do you plan to buy alienware product?
a. Yes.
b. No.
10) Do u think we need to improve?
a. Yes
b. No.

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Result of Questionnaire
There was 10 copies of this questionnaire distributed all around, the result we received
was very helpful and provided us a guideline on what are we supposed to display in the
interactive system.
Question 1
Choice
a9
b1
Question 2
This was basically, various answers we received from our participants on their provider,
wholesaler, and manufacturers.
Question 3
Choice
a5
b5
Question 4
The result of this was basically media which was widely concentrated on the internet
world.
Question 5
Choice
a5
Question 6
Choice
a2
b3

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

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Question 7
Choice
a2
b3
Question 8
Choice
a5
b0
Question 9
Choice
a6
b4
Question 10
Choice
ab-

8
2

These are the result from what we received from the questionnaire we distributed. This
fact finding technique is very effective.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

TP2F0601

Heuristic evaluation
What is evaluation? Evaluation is all about gathering data about the usability of a design
by specified group of users for a particular activity within a specified environment.

Typically, there are things to be considered while evaluating characteristics of the users of
the product who take part in evaluating. As an example, the age, gender, experience,
psychological and physical characteristics as well as the type of predicted activities that
the user will do.

According to Scriven an Independent Information Provider (IIP) in 1980, there are 4


steps in the logic of evaluation.

1. Setting standards of performance on those criteria, comparative or absolute levels


that must be exceeded to warrant the appellation good.
2. Gathering data pertaining to the valued performance on the criteria relative to the
standards.
3. Integrating the result into a final value judgment.
4. Selecting criteria of merit, those things the valued must do to be judged good.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

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There are many reasons for doing an evaluation. The most helpful reason is to compare
designs. There are many incidents where designers want to compares two or more design
ideas. So, after they did the evaluation, the evaluation report may help them to discuss
about which functions are essential and how it is best represent on the screen display.

I can conclude that, evaluation is help to identify important and useful lessons reflecting
the diverse goals. Other than that, evaluation also provides practical information to
improve program operations which increase opportunities to obtain good result and it also
reliable and useful evidence of the performance and innovations.

Hence, after all the researches and findings about evaluation, I have decided to choose
and go with Heuristic evaluation method of Jacob Nielsens. Heuristic Evaluation is one
of the techniques to Evaluate and gathering data to evaluate the system. Heuristic
evaluation is a method of quick and easy evaluation of user interface. It is help to find the
usability problems in the design. It is because, and then only it can be attended to as part
of an interactive design process. It is a form of usability inspection where usability
specialists judge whether each element of a user interface follows a list of established
usability heuristics. Usually two or three analysts evaluate the system with reference to
established guidelines. There is an advantage as well as disadvantage in implementing
Heuristic Evaluation technique. The advantage are, it identify many more problems
includes serious problems and is cost low to conduct.

The disadvantages of this

technique are, it requires user interface experience and it also requires several evaluators.

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ASIA PACIFIC INSTITUTE OF INFORMATION TECHNOLOGY

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The inspection method that will be used to identify the usability problems is with the help
of 10 usability heuristic techniques developed by Jacob Nielsen. Below are the Ten
Usability Heuristics of Jacob Nielsens.

1.

Visibility of system status


The system should always keep users informed about what is going on,
through appropriate feedback within reasonable time. (Nielsen, J, 1994)

2.

Match between system and the real world


The system should speak the users' language, with words, phrases and
concepts familiar to the user, rather than system-oriented terms. Follow
real-world conventions, making information appear in a natural and
logical order. (Nielsen, J, 1994)

3.

User control and freedom


Users often choose system functions by mistake and will need a clearly
marked "emergency exit" to leave the unwanted state without having to go
through an extended dialogue. Support undo and redo. (Nielsen, J, 1994)

4.

Consistency and standards


Users should not have to wonder whether different words, situations, or
actions mean the same thing. Follow platform conventions. (Nielsen, J,
1994)

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5.

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Error prevention
Even better than good error messages is a careful design which prevents a
problem from occurring in the first place. Either eliminate error-prone
conditions or check for them and present users with a confirmation option
before they commit to the action. (Nielsen, J, 1994)

6.

Recognition rather than recall


Minimize the user's memory load by making objects, actions, and options
visible. The user should not have to remember information from one part
of the dialogue to another. Instructions for use of the system should be
visible or easily retrievable whenever appropriate. (Nielsen, J, 1994)

7.

Flexibility and efficiency of use


Accelerators -- unseen by the novice user -- may often speed up the
interaction for the expert user such that the system can cater to both
inexperienced and experienced users. Allow users to tailor frequent
actions. (Nielsen, J, 1994)

8.

Aesthetic and minimalist design


Dialogues should not contain information which is irrelevant or rarely
needed. Every extra unit of information in a dialogue competes with the

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relevant units of information and diminishes their relative visibility.


(Nielsen, J, 1994)

9.

Help users recognize, diagnose, and recover from errors


Error messages should be expressed in plain language (no codes),
precisely indicate the problem, and constructively suggest a solution.
(Nielsen, J, 1994)

10.

Help and documentation


Even though it is better if the system can be used without documentation,
it may be necessary to provide help and documentation. Any such
information should be easy to search, focused on the user's task, list
concrete steps to be carried out, and not be too large. (Nielsen, J, 1994)

Therefore from here this enables us to come up with the usability testing. All the
identified Jacob Nielsens ten usability principles will be tested here. In addition, the
Heuristic Evaluation Checklist is created based on Jacob Nielsens ten Usability
heuristics.

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HEURISTIC EVALUATION

System Checklist
System Title :
Release

Evaluator

Date

1. Visibility Of System Status

#
1.1
1.2

Review Checklist

Yes

No

N/A

Comments

Does every display begin with a title that describes


screen contents?
Is there selected icon clearly visible when surrounded
by unselected icons?

1.3

Is the current status of Button clearly indicated?

1.4

Are response times appropriate to the task?

1.5

Is the menu-naming terminology consistent with the


user's task domain?

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2. Match between system and the real world

#
1.1
1.2
1.3
1.4
1.5

Review Checklist

Yes

No

N/A

Comments

Yes

No

N/A

Comments

Are menu choices ordered in the most logical way,


given the user, the item names, and the task variables?
When prompts imply a necessary action, are the words
in the message consistent with that action?
If there is a natural sequence to menu choices, has it
been used?
Do menu choices fit logically into categories that have
readily understood meanings?
Are menu titles parallel grammatically?

3. User Control and Freedom

#
1.1
1.2

Review Checklist
If setting up windows is a low-frequency task, is it
particularly easy to remember?
In systems that use overlapping windows, is it easy for
users to switch between windows?

1.3

Can users cancel out of operations in progress?

1.4

If users can go back to a previous menu, can they


change their earlier menu choice?

1.5

Can users easily reverse their actions?

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4. Consistency and Standards

Review Checklist

1.1

Has a heavy use of all uppercase letters on a screen


been avoided?

1.2

Does each page have a title?

1.3

Are vertical and horizontal scrolling possible in each


window?

1.4

Are attention-getting techniques used only for


exceptional conditions or for time-dependent
information?

1.5
1.6
1.7
1.8

Yes

No

N/A

Comments

Yes

No

N/A

Comments

Color: up to four (additional colors for occasional use


only)
Sound: soft tones for regular positive feedback, harsh
for rare critical conditions
Is the most important information placed at the
beginning of the prompt?
Does the structure of menu choice names match their
corresponding menu titles?

5. Error Prevention

#
1.1
1.2
1.3
1.4
1.5

Review Checklist
Are menu choices logical, distinctive, and mutually
exclusive?
Does the system prevent users from making errors
whenever possible?
If the system displays multiple windows, is navigation
between windows simple and visible?
Are the function keys that can cause the most serious
consequences in hard-to-reach positions?
Are the function keys that can cause the most serious
consequences located far away from low-consequence
and high-use keys?

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6. Recognition rather than recall

Review Checklist

1.1

Does the data display start in the upper-left corner of


the screen?

1.2

Do text areas have "breathing space" around them?

1.3

Is video or color highlighting used to get the user's


attention?

1.4

Is color coding consistent throughout the system?

1.5

Is there good color and brightness contrast between


image and background colors?

Yes

No

N/A

Comments

Yes

No

N/A

Comments

7. Flexibility and Efficiency of use

#
1.1
1.2

Review Checklist
Does the system allow novices to use a keyword
grammar and experts to use a positional grammar?
If menu lists are short (seven items or fewer), can users
select an item by moving the cursor?

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8. Aesthetic and Minimalist Design

Review Checklist

1.1

Is click on the menu has a immediate response?

1.2

If the system uses a standard GUI interface where


menu sequence has already been specified, do menus
adhere to the specification whenever possible?

1.3

Are Menu labels brief, familiar, and descriptive?

1.4

Does each menu stand out from its background?

1.5

Are all Menus is a set visually and conceptually


distinct?

Yes

No

N/A

Comments

9. Help users recognize, diagnose, and recover from errors


There are not possible for the error to take place in our system because we our site is
highly recommended and will used by High End Computer User as well as Gamer.

10. Help and documentation

Review Checklist

1.1

Do the instructions follow the sequence of user


actions?

1.2

Navigation: Is information easy to find?

1.3

Presentation: Is the visual layout well designed?

1.4

Conversation: Is the information accurate, complete,


and understandable?

1.5

Is the information relevant?

HUMAN COMPUTER INTERACTION

Yes

No

N/A

Comments

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As a conclusion of this Heuristic Evaluation section, I talked about the evaluation of the
facts and figure that has been discovered in the evaluation and how was it implemented
successfully. First and foremost we will be looking at the functionality checklist which
evaluated by my fellow classmates (Rajneesh Group). The evaluators have checked and
identified all the fields on the checklist based on our system usability criteria and
principles. This strongly suggests that this system designs has a high usability whereby
the users can easy adapt to the system designs. This also shows that the system is very
much robustness where its very supportive to the user. Besides that there are also certain
drawbacks which identify by the evaluators. The evaluators feel that there should be a
help file included in the system. To be adding the help file into system, designers also
waiting for the response from the users whereby if they get the same feedback than the
designers will include a separate help file in the future versions of this system. Other than
that, there are no errors found by the evaluators in the system. Anyhow this matter is
being taken in consideration and it has been passed to the users to proof that the system is
free from errors after the beta version of the system comes out to the market. The system
designers believe that the level of observation of evaluators is extremely low.

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References
Dictionary.com,
http://dictionary.reference.com/search?q=stakeholders
http://www.reference.com/browse/crystal/07525
Nielsen, J, 1994, Heuristic Evaluation [online],
http://www.useit.com/papers/heuristic/heuristic_evaluation.html
[Accessed 30th March 2006]
Nielsen, J, 1994, Ten Usability Heuristics [online],
http://www.useit.com/papers/heuristic/heuristic_list.html
[Accessed 2nd April 2005]

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Appendix

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Gantt chart

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Project proposal

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PROJECT PROPOSAL
ALIENWARE
Objective
We as a group agreed together to choose alienware products and create a
interactive advertisement, the main reason behind it for us to choose this
alienware products is because there is a wide variety of products for us to
choose and advertise on. We will be focusing on alienwares extraordinary
and unique designs, the hardware specifications which includes processor,
ram, graphic cards, motherboards. We will be also comparing its software,
design, performance with other competitors.

Scope of project
We would be focusing on alienwares product. We would be mainly focusing
on desktop computer, whereby focusing on the various types of desktop
computers.

Tools
The software we prefer to use would be:1. Flash MX
2. Adobe photoshop
3. Illustrator

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Work load matrix

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TASK

VIVEGAN

ARWIN

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VASANTAN

SHAKEEL

Gantt Chart
Workload Matrix

Storyboard

Program(System)

PART A
Stakeholder Analysis

Cognitive Psychology
Task Analysis

*
*

Peer-To-Peer Evaluation

PART B
Media Design Guidelines

PART C
*

Heuristic Evaluation

PART D
Usability Principles

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