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final-ueid-assignment

The document outlines the internal verification process for an assignment in User Experience and Interface Design for a Higher National Diploma in Computing. It includes details about the assessment criteria, feedback mechanisms, and guidelines for assignment submission, emphasizing the importance of user-centered design in the context of an emerging online video platform. The assignment tasks involve researching, planning, and evaluating user interface concepts while adhering to academic integrity and proper referencing standards.
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0% found this document useful (0 votes)
146 views

final-ueid-assignment

The document outlines the internal verification process for an assignment in User Experience and Interface Design for a Higher National Diploma in Computing. It includes details about the assessment criteria, feedback mechanisms, and guidelines for assignment submission, emphasizing the importance of user-centered design in the context of an emerging online video platform. The assignment tasks involve researching, planning, and evaluating user interface concepts while adhering to academic integrity and proper referencing standards.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Final UEID assignment

HND In Computing (ESOFT Metro Campus)

Scan to open on Studocu

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Higher Nationals

Internal verification of assessment decisions – BTEC (RQF)

INTERNAL VERIFICATION – ASSESSMENT DECISIONS


Programme title

BITEC Higher National Diploma in Computing

Assessor Internal
Mr. Nuhman Verifier Mr. Thanulagshan

Unit(s) Unit 36- User Experience and Interface Design

Assignment title User experience design for E-video cloud

Student’s name

Mohammedu Riyal Mohammedu Aflal


List which assessment criteria Pass Merit Distinction
the Assessor has awarded.

INTERNAL VERIFIER CHECKLIST

Do the assessment criteria awarded match


those shown in the assignment brief?
Y/N
Is the Pass/Merit/Distinction grade awarded
justified by the assessor’s comments on the
Y/N
student work?

Has the work been assessed accurately?


Y/N
Is the feedback to the student:
Give details:
• Constructive?
Y/N

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• Linked to relevant assessment criteria? Y/N


• Identifying opportunities for improved Y/N
performance?
• Agreeing actions? Y/N
Does the assessment decision need amending?
Y/N

Assessor signature Date

Internal Verifier signature Date


Programme Leader signature
(if required) Date

Confirm action completed

Remedial action taken


Give details:

Assessor signature Date


Internal Verifier
signature Date

Programme Leader
signature (if required) Date

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Assignment Feedback Form


Student Name/ID Mohammedu Riyal Mohammedu Aflal / E167670
Unit Title Unit 36- User Experience and Interface Design

Assignment Number Assessor

Mr. Nuhman
Date Received
Submission Date 1st submission

21.01.2024
Date Received 2nd
Re-submission Date submission
Assessor Feedback:
LO1 Research User Experience and Interface Design in relation to end user

requirements in a User Interface concept

Pass, Merit & P1 P2 M1 M2 D1


Distinction Descripts
LO2 Plan a User Experience map and Interface Design for a User Interface concept for
a target end use

Pass, Merit & Distinction P 3 P4 M3 M4


D2 Descripts

LO3 Build a User Interface concept and test it with end users for enhancement purposes

Pass, Merit & P5 P6 M5 M6


Distinction Descripts
LO4 Evaluate user feedback and test results from interaction with the User Interface
concept to determine improvements

Pass, Merit & P7 P8 M7 D3


Distinction Descripts

Grade: Assessor Signature: Date:


Resubmission Feedback:

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Grade: Assessor Signature: Date:

Internal Verifier’s Comments:

Signature & Date:

* Please note that grade decisions are provisional. They are only confirmed once internal and external moderation has taken place and grades

decisions have been agreed at the assessment board.

Assignment Feedback
Formative Feedback: Assessor to Student

Action Plan

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Summative feedback

Feedback: Student to Assessor

My lecturer for the User Experience and Interface Design unit is Mr. Nuhman His lecturing
style is perfect. He used a variety of interesting techniques to lecture us and supported us in
completing our assignment. He not only encouraged us to do our best, but he also guided us to
do our best.

Assessor signature Mr. Nuhman Date

Student signature M.R.M Aflal Date 21.01.2024

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Pearson Higher Nationals in


Computing
Unit 36: User Experience and Interface
Design
Assignment

General Guidelines

1. A Cover page or title page – You should always attach a title page to your assignment. Use
previous page as your cover sheet and make sure all the details are accurately filled.
2. Attach this brief as the first section of your assignment.
3. All the assignments should be prepared using a word processing software.
4. All the assignments should be printed on A4 sized papers. Use single side printing.
5. Allow 1” for top, bottom, right margins and 1.25” for the left margin of each page.

Word Processing Rules

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1. The font size should be 12 point, and should be in the style of Time New Roman.
2. Use 1.5 line spacing. Left justify all paragraphs.
3. Ensure that all the headings are consistent in terms of the font size and font style.
4. Use footer function in the word processor to insert Your Name, Subject, Assignment No, and
Page Number on each page. This is useful if individual sheets become detached for any reason.
5. Use word processing application spell check and grammar check function to help editing your
assignment.

Important Points:

1. It is strictly prohibited to use textboxes to add texts in the assignments, except for the
compulsory information. eg: Figures, tables of comparison etc. Adding text boxes in the body
except for the before mentioned compulsory information will result in rejection of your work.
2. Carefully check the hand in date and the instructions given in the assignment. Late submissions
will not be accepted.
3. Ensure that you give yourself enough time to complete the assignment by the due date.
4. Excuses of any nature will not be accepted for failure to hand in the work on time.
5. You must take responsibility for managing your own time effectively.
6. If you are unable to hand in your assignment on time and have valid reasons such as illness, you
may apply (in writing) for an extension.
7. Failure to achieve at least PASS criteria will result in a REFERRAL grade.
8. Non-submission of work without valid reasons will lead to an automatic RE FERRAL. You will
then be asked to complete an alternative assignment.
9. If you use other people’s work or ideas in your assignment, reference them properly using
HARVARD referencing system to avoid plagiarism. You have to provide both in-text citation and a
reference list.
10. If you are proven to be guilty of plagiarism or any academic misconduct, your grade could be
reduced to A REFERRAL or at worst you could be expelled from the course

Student Declaration

I hereby, declare that I know what plagiarism entails, namely to use another’s work and to present it as
my own without attributing the sources in the correct form. I further understand what it means to copy
another’s work.

1. I know that plagiarism is a punishable offence because it constitutes theft.


2. I understand the plagiarism and copying policy of Pearson UK.

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3. I know what the consequences will be if I plagiarise or copy another’s work in any of the
assignments for this program.
4. I declare therefore that all work presented by me for every aspect of my program, will be my
own, and where I have made use of another’s work, I will attribute the source in the correct way.
5. I acknowledge that the attachment of this document signed or not, constitutes a binding
agreement between myself and Pearson UK.
6. I understand that my assignment will not be considered as submitted if this document is not
attached to the assignment.

Student’s Signature: Date:


[email protected] 21.01.2024

Higher National Diploma in Business


Assignment Brief
Student Name /ID Number Mohammedu Riyal Mohammedu Aflal / E167670

Unit Number and Title Unit 36: User Experience and Interface Design

Academic Year 2022/23

Unit Tutor Mr. Nuhman

Assignment Title User Experience Design for e-video cloud

Issue Date 20.09.2024

Submission Date 21.01.2024

IV Name & Date

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Submission format

The submission should be in the form of an individual report written in a concise, formal business
style using single spacing (refer to the assignment guidelines for more details). You are required
to make use of headings, paragraphs, and subsections as appropriate, and all work must be
supported with research and referenced using Harvard referencing system. Please provide in-text
citation and a list of references using Harvard referencing system.

The recommended word count is 4,500–5,000 words excluding annexures.


Minimum word count – 4,500
Maximum word count – 5,000

Unit Learning Outcomes:

LO1. Research User Experience and Interface Design in relation to end user requirements
in a User Interface concept.

LO2. Plan a User Experience map and Interface Design for a User Interface concept
for a target end user.

LO3. Build a User Interface concept and test it with end users for enhancement purposes.

LO4. Evaluate user feedback and test results from interaction with the User Interface
concept to determine improvements.

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Assignment Brief and Guidance:

Scenario

e-video cloud (EVC) is an emerging, cloud based, online video platform developed in Sri Lanka
by a tech start-up founded by a group of young graduates. EVC team is hiring you as an
Associate User Experience Engineer, putÝng you in-charge with designing UI of the EVC system.

You need to thoroughly consider about following features when you are designing the UI,

• EPN: e-video producer network: A music producer can register, sign up, publish or un-
publish their work, monitor the distribution of their published videos, view their
account balance and to withdraw the balance through a cheque.
• eVideo Discovery: A registered user can look up artists, director, producer and find
videos they like. Once the eVideo Discovery is made, the user has options to o Rent a
video for 3 months: Videos will be available in My Library.
o Own a video: Video will be available in My Library until user cancels the
subscription.
• My Library: Include all films, videos & playlists available to the user at that time. User
has options to view and sort by IMDB Ratings, Genre, Year, Source (Rented,
Own, Gifted) and etc. User has options to select a video and o Preview it o Add it to a
playlist o Gift it to a friend (for a week, Permanently, just one watch) (* 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 eVideo Discovery and
indicate” already selected”)
o “Find Video Like This” will take the user to discovery section to find similar
videos, director and genre.

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• eM Player: When user plays a video 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 video. In
addition, player also contains the previously discussed “Video Like This” and “Gift”
options which can be applied to the selected video or selected play-list.

• SetÝngs: Will give user the options to manage visual appearance, language setÝngs,
payment options and options to manage devices connected to user’s EVC account.

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Activities / Tasks:

Activity 01:
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.

• Present an overview of UE and UI design and assess standard tools available in UE & UI
design. Analyze the Impact of UE & UI methodology in Software Development life Cycle
and evaluate specific forms of UE-UI.
• Recognize, review and evaluate different forms of UE-UI and their end-user testing
requirements by referring to advantages and disadvantages of them for different testing
outcomes. Justify their use in a User Interface concept method available for testing for
user requirements against the UE-UI design.

Activity 02:

• Review different end users of EVC using user categorizations, classifications and behavior
modelling techniques and select a specific end user from the identified categories.
Appraise and develop user ‘Persona’ for the identified user. Present your empathy map,
experience map and customer journey map.
• Apply a relevant development methodology to develop interaction / interface for the
Persona developed in the above and devise a plan to test User Interface Design
methodology and tools selected against end user requirements. Justify your selection.

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Activity 03:
Examine and employ appropriate tools that can be used to develop the interface/ interaction
designed in activity 2. Create a plan to test the interface / interaction you created using the
appropriate tools for testing.

Activity 04:

• Conduct a user experiment for the developed interface and examine feedback. Analyze
feedback received and make multiple iterations of the interface based on the outcome of
the analysis. Critically Evaluate the feedback and tests results received for multiple
iterations of the final interface developed in activity 3.
• You then must compare it against the original plan/ user requirements and discuss your
insight in using prototyping by critically evaluating the overall success of concept of the
interface you developed. Suggest ways in which any future versions of the UI you
developed can be improved.

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Grading Rubric

Grading Criteria Achieved Feedback


LO1 Research what aspects of User Experience and Interface Design are necessary and appropriate to satisfy enduser
emotions, desires and atÝtudes when using a user interface concept.

P1 Recognize specific forms of User Experience and


Interface Design and end-user testing requirements.

P2 Assess standard tools available for use in User


Experience and Interface Design.

M1 Analyze the impact of common User Experience and


Interface Design methodology in the software
development lifecycle.

M2 Review specific forms of User Experience and


Interface Design and advantages and disadvantages of
end-user testing requirements for appropriateness to
different testing outcomes.
D1 Evaluate specific forms of User Experience and
Interface Design and justify their use in a User Interface
concept.

LO2 Plan a User Experience map and Interface Design for a User Interface concept for a target end user.

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P3 Review different end-user categorisations, classifications


and behaviour modelling techniques.

P4 Appraise a specific end user and an appropriate User


Experience and Interface Design methodology to test with
this user type.

M3 Apply end user classification and behaviour modelling to


select an appropriate Interface Design methodology.

M4 Devise a plan to use appropriate User Interface Design


methodology and tools to conduct end-user testing.

D2 Develop multiple iterations of your User Interface concept


and modify each iteration with enhancements gathered from
user feedback and experimentation.

LO3 Build a User Interface concept and test it with end users for enhancement purposes

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P5 Examine appropriate tools to develop a user interface.

P6 Conduct end-user experiments and examine


feedback see if it satisfies emotions, desires and
attitudes as planned.

M5 Employ an appropriate set of tools to develop your plan


into a user interface.

M6 Analyse end-user feedback and build a new


iteration of your User Interface modified with the most
important feedback and enhancements.

LO4 Evaluate user feedback and test results from interaction with the User Interface concept to determine improvements

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P7 Review end-user feedback from multiple iterations


of the User Interface.

P8 Suggest steps to improve in future versions of your


UI.

M7 Undertake a critical review and compare your final


user interface and your test results with the original
plan.

D3 Critically evaluate the overall success of your User


Interface concept and discusses your insight using
prototyping.

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User Experience and Interface Design

Unit 36

User experience design for E-video cloud

Whom: Mohammedu Riyal Mohammedu Aflal

Student ID: E167670

Unit – 36 User Experience and Interface Design

HND in COM-SE/3

IN ESOFT Metro Campus


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Acknowledgment

I would like to express my deepest gratitude to Mr. Nuhman, my esteemed lecturer at ESoft
Metro Campus in Batticaloa, for his invaluable guidance and support throughout the User
Experience and Interface Design Subject.

Mr. Nuhman's passion for the subject, extensive knowledge, and commitment to fostering a
positive learning environment have greatly enriched my educational experience. His dedication
to ensuring that each student grasps the intricacies of UX/UI design has been a source of
inspiration.

I am sincerely thankful for the time and effort Mr. Nuhman invested in imparting not only
theoretical knowledge but also practical insights into the world of user-centric design. His
constructive feedback, encouragement, and willingness to go the extra mile in assisting students
have significantly contributed to my growth and understanding of this dynamic field. I am
privileged to have had Mr. Nuhman as a mentor and educator, and I will carry the lessons learned
under his guidance throughout my career in User Experience and Interface Design. Thank you,
Mr. Nuhman, for being an outstanding teacher and for your enduring commitment to fostering
excellence in your students.

Additionally, I want to express my gratitude to all of the ESoft Batticaloa branch professors, as
well as to my friends and other people who assisted me in finishing the work on time. Finally, I
would like to express my gratitude to God and my parents for helping me accomplish this project
successfully and for their patience, support, and encouragement.

Thank you.

Mohammedu Riyal Mohammedu Aflal

HND in Computing

E Soft Metro Campus- Batticaloa.

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[email protected]
Table of Content

Contents

Acknowledgment..........................................................................................................................20

Table of Content............................................................................................................................21

Table of Figure..............................................................................................................................24

Activity 01....................................................................................................................................26

1.1 Introduction........................................................................................................................26

1.2 Overview of UE and UI Design.........................................................................................27

1.2.1 The Importance of UI/UX............................................................................................30

1.2.2 Example scenario from real world scenario................................................................32

1.3 Standard Tools in UE & UI Design.....................................................................................35

1.4 Impact on Software Development Life Cycle (SDLC).......................................................43

1.5 Specific Forms of UE-UI Methodology..............................................................................44

1.6 Review and Evaluation of UE-UI Forms............................................................................45

1.6.1 End-User Testing Requirements..................................................................................45

1.6.2 Advantages and Disadvantages....................................................................................47

1.6.3 Justification for Testing................................................................................................49

1.7 Conclusion..........................................................................................................................51

1.8 Recommendations...............................................................................................................52

Activity 02....................................................................................................................................54

2.1 Review of EVC End Users..................................................................................................54

2.1.1 Selected End User: Music Producer............................................................................56

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2.1.2 Development of User Persona..........................................56

2.2 UX Development Methodology for Alex Harmonizer........................................................58

2.2.1 Selected Methodology: LUCID (Logical User-Centered Design)...............................58

2.3 User Interface Design Plan for Alex Harmonizer...............................................................59

2.3.1 Design Steps:...............................................................................................................59

2.4 Testing Plan.........................................................................................................................61

2.4.1 Testing Objectives:.......................................................................................................61

2.4.2 Justification for Selection............................................................................................63

2.5 Conclusion..........................................................................................................................64

3. Activity 03................................................................................................................................65

3.1 Interface Development Tools..............................................................................................65

3.1.1 Figma...........................................................................................................................65

3.1.2 InVision........................................................................................................................65

3.1.3 UsabilityHub................................................................................................................66

3.1.4 Browser Developer Tools............................................................................................66

3.2 Develop the user interface...................................................................................................67

3.3 UI Design for E-Video Cloud Producer Interfaces.............................................................73

3.4 Testing Plan.........................................................................................................................83

Activity 4 User Experiment and Interface Iterations....................................................................87

4.1 User Experiment and Feedback Analysis............................................................................87

4.1.1 User Experiment..........................................................................................................87

4.1.2 Feedback Analysis.......................................................................................................88

4.2 Interface Iterations..............................................................................................................96

4.2.1 Initial Feedback............................................................................................................96

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4.2.2 Iterative Prototyping.........................................................96

4.2.3 Usability Testing..........................................................................................................97

4.2.4 Feedback Consolidation...............................................................................................97

4.3 Critical Evaluation..............................................................................................................98

4.3.1 Comparison Against Original Plan..............................................................................98

4.3.2 Evaluation of Prototyping............................................................................................98

4.3.3 Suggestions for Future Improvements.........................................................................99

4.4 Conclusion........................................................................................................................100

Self-criticism...............................................................................................................................101

Gantt chart..................................................................................................................................102

References...................................................................................................................................103

Table of Figure

Figure 1UE and UI Design ........................................................................................................... 29

Figure 2Figma ...............................................................................................................................


35

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Figure 3 Adobe
XD ....................................................................................................................... 37

Figure 4 Sketch .............................................................................................................................


38

Figure 5 InVision .......................................................................................................................... 39

Figure 6 Axure RP ........................................................................................................................ 40

Figure 7 Balsamiq .........................................................................................................................


41

Figure 8 Marvel............................................................................................................................. 42

Figure 9 Wireframe 1 ....................................................................................................................


67

Figure 10 Wireframe 2 ..................................................................................................................


68

Figure 11 Wireframe 3 ..................................................................................................................


69

Figure 12 Wireframe 4 ..................................................................................................................


70

Figure 13 Wireframe 5 ..................................................................................................................


71

Figure 14 E-Video Cloud Producer Interfaces Sign Up Interface ................................................ 73

Figure 15 Profile Interface ............................................................................................................


74

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Figure 16 Manage Video

Interface................................................................................................ 75 Figure 17 Wallet


Interface ............................................................................................................. 76

Figure 18 General Users Interfaces ...............................................................................................


77

Figure 19 Rent a Video Interface ..................................................................................................


78

Figure 20 Library Interface ...........................................................................................................


79

Figure 21All Videos Interface .......................................................................................................


80

Figure 22 All Videos Interface 2 ...................................................................................................


81

Figure 23 Em Player Interface ......................................................................................................


82

Figure 24 Feedback from users .....................................................................................................


88

Figure 25 Feedback from users .....................................................................................................


90

Figure 26 Response for E-Video Cloud System Users .................................................................


91

Figure 27 Gantt chart ..................................................................................................................


102

Activity 01

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1.1 Introduction

Introducing E-Video Cloud (EVC), a cutting-edge, cloud-based online video platform originating
from Sri Lanka, developed by a dynamic tech start-up founded by a group of talented young
graduates. As an Associate User Experience Engineer, you have been entrusted with the pivotal
role of designing the UI for the EVC system. In crafting the user interface, your focus will be on
seamlessly integrating key features that elevate the user experience. The EVC system boasts the
E-Video Producer Network (EPN), enabling music producers to register, sign up, publish or
unpublish their work, monitor video distribution, and manage account balances with the option
to withdraw earnings. Additionally, E-Video Discovery empowers users to explore artists,
directors, and producers, offering options to rent or own videos, all conveniently organized in the
user's library. The My Library feature provides users with the ability to categorize and view
videos, playlists, and films, with various sorting options and unique functionalities like gifting
videos to friends. The eM Player enhances the viewing experience with play controls, playlist
manipulations, and interactive features such as rating videos and discovering similar content. The
Settings section offers users the flexibility to manage visual appearance, language settings,
payment options, and connected devices. Join EVC in revolutionizing the online video streaming
landscape with a user interface designed for unparalleled convenience and engagement.

1.2 Overview of UE and UI Design

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What Is UI

UI is a crucial aspect of digital development that balances the visual presentation of a product
with its user functionality. Therefore, UI involves designing and arranging various visual and
interactive components to create aesthetic interfaces that are intuitive, easy to navigate, and
responsive to user action (Contributing, 2023).

An effective UI design increases the likelihood that users will repeatedly use the digital product,
leave good reviews, and recommend the product to others. As a result, user engagement levels
climb, conversion rates increase, and the company’s reputation and success are elevated.

UI elements that designers utilize and incorporate include:

• Colors

• Typography

• Content layout

• Buttons and icons

• Menus

• Forms

• Images

What Is UX

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UX has a broad scope that encompasses UI and


delves deeper into the total experience users have with a digital product. A
user-centric approach to product design, UX seeks to thoroughly understand the needs and
behaviors of users to create enjoyable digital experiences that streamline workflows, refine
interactions, and ultimately fulfill user expectations and goals.

Accordingly, a digital product with an effective UX design helps enhance accessibility and
usability, as users find it easy to accomplish tasks and achieve their goals. This boosts user
satisfaction, brand awareness, customer loyalty, and the overall success of the company behind
the digital product.

The key components of UX design include:

• User research

• Information architecture

• Visual hierarchy

• Wireframing

• User flows

• Prototyping

• Iterative testing and feedback

• Accessibility

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Figure 1UE and UI Design

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1.2.1 The Importance of UI/UX

Website and Web Application Development

UI/UX design focuses on creating intuitive, visually appealing interfaces that are simple to
navigate. As such, UI/UX plays a crucial role in developing successful, seamless, and impactful
websites and web applications.
UI/UX designers are responsible for considering user needs, behaviors, and preferences to create
well-designed website or web application interfaces that leave a lasting impression. UI/UX
ensures that users can effortlessly find the information they need and perform desired actions
with minimal friction.

SEO

The relationship between UI/UX and search engine optimization (SEO) is powerful, with UI/UX
directly influencing website rankings, organic traffic, and additional UI and UX factors that
affect SEO performance.

Website Rankings

Search engines prioritize delivering the best possible user experience. As a result, they consider
UX signals when determining search rankings. Factors like time spent on a site, bounce rate, and
pages per session indicate how users engage with a website. If users have a positive experience
and spend more time on a site, it signals that the content is relevant and valuable. As a result,
search engine rankings increase and thus help boost organic traffic.

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Information Architecture and Navigation

A well-structured information architecture and user-friendly navigation guides users to the


information they need swiftly and effortlessly. Additionally, it also helps search engines crawl
and index a website’s content, which positively impacts its visibility in search results and
increases organic traffic.

Page Load Speed

Users expect fast-loading websites, and search engines recognize this by favoring sites that offer
a speedy experience. Slow-loading pages can increase bounce rates and negatively impact user
engagement, which leads to a drop in rankings. Alternatively, optimized images, refactored code,
and leveraging caching techniques are some ways to improve page load speed.

Mobile-Device-Friendly

Mobile-friendly websites are favored by search engines and provide a better user experience for
those on the go. Responsive UI/UX designs ensure the website adapts to different screen sizes
and devices.

Business Success

A well-designed UI/UX significantly contributes to the overall success of a digital product as


well as the company behind it by helping boost conversion rates, user retention, and brand
loyalty.

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Conversion Rates

Effective UI/UX design promotes user-friendly interfaces, seamless user journeys, clear call-
toaction buttons, and intuitive navigation. And when users find a digital product easy to use,
they’re more likely to complete conversions, such as making a purchase, signing up for a service,
or submitting a form.

User Retention and Brand Loyalty

Digital products that provide a positive and satisfying UI/UX design experience increase the
likelihood that users will keep using and engaging with them. And when users associate a digital
product with a seamless and enjoyable experience, they’re likely to become loyal customers of
the brand behind the product and contribute to its success and growth.

1.2.2 Example scenario from real world scenario.

Imagine a real-world scenario where a user, let's call her Sarah, is a passionate music producer
eager to showcase her latest creations on E-Video Cloud (EVC). As she navigates the platform,
the user interface (UI) seamlessly guides her through the E-Video Producer Network (EPN)
registration process. Sarah easily sets up her account, publishes her music videos, and gains
access to a comprehensive dashboard that allows her to monitor the distribution of her content.

One day, Sarah decides to explore the E-Video Discovery feature to find other artists and videos
that align with her musical taste. With intuitive search and filtering options, she quickly
discovers new talents, directors, and producers. Impressed by a particular video, she chooses to
rent it for three months, adding it to her My Library for convenient access. In the My Library
section, Sarah finds a well-organized collection of her rented and owned videos. The UI presents
her with options to sort her library by various criteria, including IMDB ratings, genre, and source
(rented or owned). Intrigued by the "Find Video Like This" feature, she uses it to explore similar
content, directors, and genres, expanding her musical horizons.

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When Sarah engages with the eM Player to play


her chosen video or playlist, she experiences a user-friendly interface with
play controls and playlist manipulation options. The player not only enhances her viewing
experience but also provides her with the opportunity to rate the video and discover related
content through the "Video Like This" feature. As Sarah delves deeper into the platform, she
appreciates the thoughtful design of the Settings section.

Here, she can easily manage the visual appearance of the platform, customize language settings
to her preference, update payment options, and seamlessly control devices connected to her EVC
account.

In this real-world scenario, the thoughtfully crafted UI/UX of E-Video Cloud empowers Sarah,
the music producer, to effortlessly navigate the platform, showcase her work, discover new
content, and manage her preferences, fostering a delightful and engaging user experience.

The importance of UI (User Interface) and UX (User Experience) in determining users'


satisfaction cannot be overstated in today's digital landscape. These elements play a crucial role
in shaping how users interact with a product or service, influencing their overall satisfaction and,
subsequently, the success of the platform. Here are key aspects highlighting their significance:

First Impressions Matter: The UI is the first thing users encounter when interacting with a
digital product. An aesthetically pleasing and intuitive interface creates a positive first
impression, capturing users' attention and interest. A well-designed UI establishes credibility and
sets the tone for a positive user experience.

Ease of Use: A well-crafted UX ensures that users can easily navigate through the platform and
accomplish their tasks without unnecessary complications. Intuitive navigation, clear information
architecture, and logical flow contribute to a seamless experience. Users are more likely to be
satisfied if they can achieve their goals effortlessly.

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Efficiency and Productivity: A thoughtful


UI/UX design focuses on efficiency, enabling users to complete tasks quickly and effectively.
Streamlined processes and well-placed features contribute to increased productivity, saving users
time and effort. An efficient design enhances user satisfaction by respecting their valuable time.

User Engagement: Engaging experiences keep users interested and invested in the platform. A
well-designed UI captures attention, and a positive UX ensures that users enjoy interacting with
the product. Engaged users are more likely to explore the platform further, increasing overall
satisfaction.

Reduced Learning Curve: An intuitive UI and UX reduce the learning curve for new users.
When users can easily understand how to navigate and use the features of a platform, they are
more likely to feel confident and satisfied. This is particularly important for onboarding
processes.

Consistency and Familiarity: Consistency in design elements and interactions across the
platform creates a sense of familiarity for users. When users encounter familiar patterns and
layouts, they can predict how certain actions will behave. Consistency contributes to a smoother
user experience, enhancing satisfaction.

Feedback and Responsiveness: UI/UX design should provide feedback to users about their
actions. Whether it's a button press, form submission, or loading process, clear feedback assures
users that their interactions are registered. Responsiveness contributes to a sense of control and
reduces uncertainty, leading to greater satisfaction.

Emotional Connection: A well-designed UI/UX has the potential to evoke positive emotions in
users. From visual appeal to user-friendly interactions, a positive emotional connection

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contributes significantly to user satisfaction and


fosters brand loyalty.

1.3 Standard Tools in UE & UI Design

UI/UX design tools are specialized software applications that help designers create, modify, and
explore user interfaces and user experiences. They encompass a broad range of functionalities,
from sketching and wireframing to prototyping and usability testing. These tools are an essential
part of a designer's toolkit. They use these tools to turn abstract ideas into user-friendly designs
that meet and exceed user expectations in seamless experiences.

1. Figma

Figure 2Figma

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Figma is a cloud-based design tool known for


its collaborative features. It allows multiple designers to work on a project
simultaneously, which makes it a popular choice for design teams.

• Unique Features: Figma supports advanced drawing tools, components, and real-time
collaboration. You can create interactive wireframes within the application. Figma
promotes design asset management and provides design systems that promote
consistency across designs.

• Pricing Model: Figma offers a free tier for individuals. For additional features, Figma

Professional is available for $12 per editor/month, and Figma Organization is available

for $45 per editor/month.

• Pros: Figma's cloud-based nature makes it accessible from any system with a browser. It

also promotes seamless collaboration between team members.

• Cons: Some users report that Figma can be slower than other design tools, particularly for

larger design files.

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2. Adobe XD

Figure 3 Adobe XD

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Adobe XD is a powerful tool for creating user


interfaces and interactive prototypes. It's part of
Adobe's Creative Cloud, making integration with other Adobe tools easy.

• Unique Features: XD supports voice prototyping and auto-animate features. It also


provides a repeat grid tool for duplicating design elements and integrating them with
other Adobe applications like Photoshop and Illustrator.

• Pricing Model: Adobe XD is free for one shared document and 2GB of cloud storage.
Paid plans start at $9.99/month and offer unlimited shared documents and 100GB of
cloud storage.

• Pros: XD's integration with other Adobe tools can be a significant advantage for designers
familiar with the ecosystem.

• Cons: Adobe XD lacks some advanced features, like micro-interactions and responsive
resizing, available in other design tools.

3. Sketch

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Figure 4 Sketch

Sketch is a vector graphics editor tool for macOS known for its simplicity and efficiency. It's
widely used for creating interfaces, icons, and web development.

• Unique Features: Sketch provides symbols and styles for reusable components, plugins
for extended functionality, and shared libraries for team collaboration.

• Pricing Model: Sketch costs $99 annually, with a free trial available. The license includes
updates for one year, and you can continue to use the last version you downloaded even
after the license expires.

• Pros: Sketch's extensive plugin ecosystem offers a highly customizable design


experience.

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• Cons: Sketch app is only available for


macOS, which limits its use to designers who work on different
operating systems.

4. InVision

Figure 5 InVision

InVision is a comprehensive tool for designing and prototyping user interfaces. It's part of the
InVision suite of tools, including InVision Cloud, for collaboration and feedback.

• Unique Features: Studio offers responsive design, rapid prototyping, and advanced
animations. It also integrates with InVision Cloud for sharing and gathering feedback on
designs.

• Pricing Model: InVision Studio is free to use. Other InVision tools, such as InVision
Cloud, offer both free and paid plans starting at $7.95 per month.

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• Pros: InVision Studio's prototyping


features and seamless integration with InVision Cloud make it a
robust tool for both design and collaboration.

• Cons: Some users find InVision Studio less intuitive than other design tools and may
require a steeper learning curve.

5. Axure RP

Figure 6 Axure RP

Axure RP is a comprehensive tool for wireframing, prototyping, and documenting design


projects. It's known for its detailed specifications, documentation capabilities, and dynamic,
conditional interactions.

• Unique Features: Axure RP allows designers to create highly interactive and dynamic
prototypes with conditional logic, variables, and adaptive views. It also supports
collaborative editing and automated specification documentation.

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• Pricing Model: Axure RP offers a 30-day


free trial. After that, the pricing starts at $25 per user/month for the
pro edition and $42 per user/month for the team edition.

• Pros: Axure RP's advanced interaction features make it ideal for complex projects and
detailed prototyping.

• Cons: With its many features, Axure RP can be overwhelming for beginners and might
require more time to master.

6. Balsamiq

Figure 7 Balsamiq

Balsamiq is a wireframing tool that helps designers and product managers create mockups
quickly.
It's designed to mimic the speed and simplicity of sketching on a whiteboard.
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• Unique Features: Balsamiq provides an extensive library of UI components and icons,


drag-and-drop functionality, and sketch-style wireframes for a low-fidelity look.

• Pricing Model: Balsamiq offers a 30-day free trial. Pricing starts at $9 monthly for two
projects, with more extensive plans available.

• Pros: Balsamiq's simplicity makes it a good starting point for beginners or quick,
lowfidelity wireframes.

• Cons: Balsamiq is less suitable for high-fidelity designs and interactive prototypes. It's
best used for early-stage concept development.

7. Marvel

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Figure 8 Marvel

Marvel is a user-friendly design platform that supports wireframing, prototyping, user testing,
and design handoff. It's known for its simplicity and ease of use.

• Unique Features: Marvel allows designers to create interactive prototypes without any
coding. It also offers user testing features like user flows, heatmaps, and screen
recordings. • Pricing Model: Marvel offers a free plan with limited features. Paid plans
start at $12 per user/month.
• Pros: Marvel's user testing features provide valuable insights into how users interact with
your designs.
• Cons: While Marvel is great for simple projects, it needs more advanced features for
more complex designs.

Each of these tools offers unique features and capabilities. The best tool for you will depend on
your specific needs, budget, and design challenges. It's worth trying a few different tools to see
which best fits your workflow and design approach (Soegaard, 2023).

1.4 Impact on Software Development Life Cycle (SDLC)

The integration of User Experience (UE) and User Interface (UI) methodologies into the
Software Development Life Cycle (SDLC) significantly influences the development process,
offering several key advantages. Firstly, the early inclusion of UI/UE design ensures a user-
centric approach right from the beginning. This alignment with user needs and expectations helps
in creating a software product that resonates well with its intended audience. Moreover,
integrating UI/UE into the SDLC acts as a proactive risk mitigation strategy. Addressing UI/UE
aspects early on reduces the likelihood of major revisions or adjustments in later stages of

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development. This not only saves time but also


mitigates the risk of extensive rework, contributing to overall project
stability.

The positive impact extends to the user experience itself. The incorporation of UI/UE
methodologies results in the creation of a more intuitive and user-friendly software interface.
This enhancement contributes to the overall satisfaction of end-users, as they interact with a
product that aligns seamlessly with their expectations.

In terms of efficiency, the early consideration of UI/UE design streamlines the development
process. This minimizes the need for extensive revisions and iterations later on, leading to
improved time and cost efficiency. Developers can focus on refining features and functionalities
rather than addressing fundamental design flaws, ultimately accelerating the project timeline.

1.5 Specific Forms of UE-UI Methodology

Various forms of User Experience (UE) and User Interface (UI) methodologies play crucial roles
in shaping effective design processes. Three specific methodologies—Iterative Design,
Participatory Design, and Design Thinking—offer distinct approaches, each contributing to the
development of user-centric and innovative interfaces.

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Iterative Design:

• Involves cycles of prototyping and testing throughout the design process.


• Allows for continuous refinement based on user feedback.
• Emphasizes the importance of feedback loops, enabling designers to learn from user
interactions and iteratively improve the design.

Participatory Design:

• Prioritizes active user involvement in the design process.


• Ensures that end-users play a significant role in shaping the interface and overall user
experience.
• Fosters collaboration between designers and users, resulting in a more inclusive and
userfriendly design.

Design Thinking:

• Emphasizes empathy for users, ideation to generate creative solutions, and prototyping to
quickly visualize and test ideas.
• A holistic methodology that involves understanding user needs, defining problems,
brainstorming, prototyping, and testing solutions.
• Encourages a human-centered design process by considering the emotional and
experiential aspects of users.

1.6 Review and Evaluation of UE-UI Forms

1.6.1 End-User Testing Requirements

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User testing is a process where you put your


product or service through the paces of real users in order to find and fix
problems. This helps to ensure that your product is as user-friendly and effective as possible and
that users have a positive experience using it.

User testing is an important part of the development process for any product or service, and it can
be particularly helpful for new products or services. By using user testing, you can identify and
fix problems early on, before they become widespread and difficult to fix.

User testing can also be a valuable tool for refining your product or service. By observing how
users use your product or service, you can discover areas in which you can improve it. This
feedback can help you to make your product or service even better than before.

User testing is a vital part of the development process for any product or service, and it can be
particularly helpful for new products or services. By using user testing, you can identify and fix
problems early on, before they become widespread and difficult to fix (Natchimuthu, 2022).

Why Is User Testing Valuable?

User testing is a great way to improve your website's usability and ensure that your users have a
positive experience when they visit your site. By testing with real users, you can find and fix
problems early, which will help your site run more smoothly and make users happier. Here are
some of the benefits of user testing:

1. You can find and fix problems early - User testing helps you find and fix problems in
your website before they become too big or difficult to fix. This saves you time and money, and
improves the usability of your site for everyone.

2. Your website is more user-friendly - When you use user testing to find and fix problems,
you create a more user-friendly website. This makes it easier for users to find what they're

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looking for, navigate around the site, and


complete tasks.

3. Your website is more effective - User testing helps you identify how users are using your
site and how best to improve it. This information helps you design better websites that are more
effective in reaching their goals.

4. You can learn about users' needs - User testing also allows you to learn about users' needs
and wants. This information can help you create content that is useful and interesting to users, as
well as design features that will benefit them.

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1.6.2 Advantages and Disadvantages

End-User Testing (UE) Advantages and Disadvantages:

Iterative Design

Pros: Facilitates continuous improvement through cycles of prototyping and testing, ensuring a
refined and user-friendly interface.

Cons: May extend project timelines due to the iterative nature of the design process, potentially
impacting deadlines and resource allocation.

Participatory Design

Pros: Ensures active user involvement, leading to more user-centric solutions that resonate well
with the intended audience.

Cons: Can be challenging to manage, requiring effective coordination and communication with
diverse stakeholders, potentially leading to logistical complexities.

Design Thinking

Pros: Fosters innovation by prioritizing empathy, ideation, and prototyping, allowing for creative
and groundbreaking solutions.

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Cons: Requires a creative mindset and may not


be suitable for all project teams or industries, posing challenges for
organizations without a strong emphasis on creativity.

Evaluation Criteria

Project Timelines: Consider whether the project requires a more time-efficient process or can
accommodate an extended timeline for iterative refinement.

Stakeholder Involvement: Assess the level of stakeholder and end-user involvement that the
project demands, influencing the choice between participatory design and other methods.

Innovation Requirements: If innovation is a key goal, design thinking may be preferred;


otherwise, a more structured approach like iterative design might be suitable.

Resource Constraints: Consider available resources, both in terms of team capabilities and
project constraints, when choosing the appropriate UE-UI methodology.

Adaptability to Company’s Needs

Evaluate each methodology's alignment with the company's goals, project requirements, and
organizational culture to determine the best fit.

Balancing Trade-Offs

Recognize that each approach has trade-offs, and the selection process involves finding a balance
between the advantages and disadvantages based on specific project constraints and priorities.

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Flexibility in Methodological Choices

Understand that projects may benefit from a hybrid approach that combines elements of different
methodologies to address specific challenges or capitalize on unique opportunities.

Iterative Decision-Making

The evaluation of pros and cons should be an iterative process, allowing for adjustments and
refinements as the project progresses and more insights are gained. This iterative decision-
making ensures that the chosen UE-UI methodology aligns with evolving project needs and
goals.

1.6.3 Justification for Testing

Vital Role of UI Testing

User Interface (UI) testing is a crucial step: It validates designs against user requirements and
expectations, ensuring that the final product meets the intended objectives.

Insights into User Behavior

UI testing provides valuable insights: It helps designers understand how users interact with the
interface, offering critical information about user behavior and preferences.

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Identification of Pain Points

Through testing, designers can identify pain points: UI testing allows for the identification of
challenges and areas of friction in the user experience, guiding designers in refining the design
for improved usability.

Design Alignment with User Requirements

UI testing ensures design resonates with the target audience: It guarantees that the final design
aligns with user requirements and expectations, enhancing overall user satisfaction.

Methodology Alignment with Testing

Chosen UE-UI methodology should align with testing requirements: The selection of a User
Experience (UE) and UI methodology should seamlessly integrate with testing to provide an
accurate representation of end-user interactions.

Accuracy in User Interaction Representation

Selecting a methodology that integrates with UI testing: Ensures that the testing process
accurately represents how end-users will interact with the final product, promoting reliable
outcomes.

Usability Testing Integration

Integrating usability testing: As part of the overall testing strategy helps validate design
decisions, ensuring that the UI is intuitive, efficient, and user-friendly.

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Feedback for Iterative Improvement

UI testing feedback serves as valuable input: It aids in iterative improvement, allowing designers
to refine the interface based on real-world user interactions and feedback.

User-Centric Design Validation

UI testing validates user-centric design principles: It confirms that the UI effectively addresses
user needs and expectations, aligning the design with a user-centric approach.

Continuous Optimization

UI testing as a continuous process: Enables ongoing optimization of the interface, ensuring that it
remains aligned with changing user requirements and technological advancements over time.
Continuous testing supports the adaptability and longevity of the UI design.

1.7 Conclusion
In conclusion, the emphasis on User Interface (UI) and User Experience (UE) holds paramount
importance in realizing EMC's corporate goals. The integration of UE and UI methodologies into
the Software Development Life Cycle (SDLC) not only ensures a user-centric approach but also
serves as a catalyst for innovation, significantly elevating the success rate of software
applications. By investing in these critical aspects, EMC demonstrates a commitment to
delivering exceptional value to end-users. This dedication not only enhances the usability and
effectiveness of software solutions but also contributes to the overall success and reputation of
the organization. As technology continues to evolve, prioritizing UI and UE remains a strategic

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imperative, aligning EMC with the ever-


changing landscape of user expectations and industry standards. In
essence, the commitment to superior UI and UE is a proactive step towards not just meeting but
exceeding the evolving needs of end-users, solidifying EMC's position as a leader in delivering
cutting-edge and user-friendly software solutions.

1.8 Recommendations

Allocate Resources for Training

The board is strongly advised to allocate resources for comprehensive training programs in User
Experience (UE) and User Interface (UI) methodologies. This investment in skill development
will empower EMC's workforce with the knowledge and expertise needed to implement cutting-
edge design practices.

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Adopt UE & UI Methodologies

Actively encourage the adoption of UE and UI methodologies across all phases of the Software
Development Life Cycle (SDLC). This proactive integration will ensure a consistent and
usercentric approach, fostering innovation and enhancing the overall quality of software
solutions.

Stay Ahead of Technological Trends

In a rapidly evolving technological landscape, it is recommended to stay ahead of emerging


trends in UE and UI. Regularly assess and update methodologies to align with industry best
practices, ensuring that EMC remains a leader in delivering state-of-the-art software solutions.

Promote Collaboration and Cross-Functional Teams

Foster collaboration between design, development, and testing teams. Encourage cross-functional
teams that include UX/UI designers from the outset of projects to ensure a holistic and seamless
integration of design principles throughout the development process.

Invest in A/B Testing

Consider allocating resources for A/B testing as part of the testing strategy. A/B testing is a
valuable method for optimizing user interfaces and experiences by comparing different versions
and identifying the most effective design elements.

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Establish Key Performance Indicators (KPIs)

Establish and regularly monitor Key Performance Indicators (KPIs) related to user satisfaction,
engagement, and usability. This data-driven approach will provide valuable insights into the
effectiveness of implemented UE and UI methodologies.

Encourage User Feedback Mechanisms

Implement and encourage user feedback mechanisms throughout the development process.
Actively seek input from end-users to identify areas for improvement, ensuring that software
solutions align closely with user expectations and preferences.

Evaluate and Iterate Regularly

Emphasize the importance of continuous evaluation and iteration. Regularly review the
effectiveness of UE and UI methodologies, making adjustments based on evolving user needs,
technological advancements, and industry trends.

Activity 02

2.1 Review of EVC End Users

Diverse User Base:

EVC caters to a diverse range of end users, showcasing its versatility and appeal across various
user segments. The platform's ability to accommodate different user needs contributes to its
overall accessibility.

User Categorizations:

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Through user categorizations, EVC efficiently


distinguishes between different roles and responsibilities within its
ecosystem. This categorization is crucial for tailoring user experiences to specific needs,
ensuring relevance and effectiveness.

Content Creators (Music Producers):

One key user group comprises content creators, particularly music producers. EVC provides a
dedicated space for these users to register, sign up, publish or un-publish their work, and monitor
the distribution of their published videos. The platform recognizes the unique requirements of
content creators, emphasizing their role in contributing to the platform's content library.

Content Consumers (Registered Users):

Another significant user group consists of content consumers, represented by registered users.
EVC offers these users the ability to discover artists, directors, and producers, rent or own
videos, and organize their library. The platform prioritizes the user experience for content
consumers, providing features that enhance video discovery, user libraries, and viewing options.

Administrators:

Beyond content creation and consumption, EVC acknowledges the importance of administrators
overseeing platform operations. This user group plays a critical role in maintaining the platform's
functionality, ensuring smooth operations, and managing user interactions. The inclusion of
administrative tools and features underscores EVC's commitment to effective platform
governance.

User Behavior Modeling:

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EVC demonstrates a proactive approach to


understanding user behavior through modeling techniques. By analyzing
how users interact with the platform, EVC can tailor features and functionalities to align with
user preferences, ultimately enhancing the overall user experience.

Tailored User Experiences:

The platform's recognition of distinct user groups and their specific needs underscores its
commitment to providing tailored user experiences. This approach contributes to user
satisfaction and loyalty, fostering a positive relationship between EVC and its diverse user base.

Conclusion:

EVC's consideration of content creators, content consumers, and administrators reflects a holistic
understanding of its user base. By acknowledging the diverse needs and expectations of these
user groups, EVC positions itself as a versatile and user-centric platform, capable of delivering a
wellrounded and engaging experience to all segments of its user community.

2.1.1 Selected End User: Music Producer

In this analysis, the selected end user under consideration is the music producer, recognized as a
pivotal participant in the content creation process on the EVC platform. The choice to spotlight
the music producer is justified by the influential role they play in shaping the platform's success.

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As content creators, music producers contribute


significantly to the platform's content library, utilizing features such as
registration, sign-up, and the ability to publish or un-publish their work. Their interaction with
EVC goes beyond mere content sharing; it extends to monitoring the distribution of their
published videos and managing their account balance. The successful engagement of music
producers directly impacts the diversity and quality of content available on EVC, making it
essential to understand and address their unique needs and expectations. By focusing on the
music producer as a representative end user, this analysis aims to underscore the criticality of
accommodating the requirements of content creators for the overall success and sustainability of
the EVC platform.

2.1.2 Development of User Persona

User Persona: Alex Harmonizer

Background:

Alex Harmonizer is a seasoned music producer, bringing a wealth of experience and creativity to
the EVC platform. With a deep passion for crafting unique and engaging content, Alex has
established a reputation as a proficient music producer in the industry.

Goals:

Alex's primary goals on the EVC platform revolve around the seamless publication and effective
monitoring of music videos. Beyond content creation, tracking the distribution of the published
videos is crucial for understanding audience reach. Additionally, as a content contributor,
managing earnings is a key goal for Alex to ensure a sustainable and rewarding experience on the
platform.

Challenges:

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Despite the wealth of experience, Alex faces


time constraints inherent in the dynamic and demanding field of music
production. The need for a user-friendly platform is a notable challenge, as efficiency in content
management becomes critical amidst a busy schedule.

Preferences:

Alex places a premium on efficient video management tools that facilitate easy organization and
retrieval of content. Quick access to financial data is a top preference, streamlining the process of
tracking earnings and ensuring a transparent and hassle-free financial experience on the platform.

Summary:

As a seasoned music producer, Alex Harmonizer embodies a user persona with a rich background
in content creation. The goals, challenges, and preferences outlined underscore the importance of
a user-centric approach for EVC. Addressing Alex's need for efficient content management and
quick access to financial information will not only enhance the user experience for Alex but will
also contribute to the overall success and satisfaction of music producers using the platform.

2.2 UX Development Methodology for Alex Harmonizer

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2.2.1 Selected Methodology: LUCID (Logical


User-Centered Design)

The chosen methodology for the development of the EVC platform is LUCID (Logical
UserCentered Design). This selection is driven by its comprehensive approach that aligns
seamlessly with the requirements of end user Alex Harmonizer, a seasoned music producer with
a focus on content creation and financial management within the platform.

Reasons for Selection

1. Comprehensive Vision

LUCID places a strong emphasis on developing a clear, shared vision of the system. This aligns
perfectly with Alex's need for a platform that not only facilitates content creation but also
provides robust tools for financial management. The methodology's commitment to a
comprehensive vision ensures that the EVC platform is designed with a holistic understanding of
the user's goals.

2. User Task Analysis

A key strength of LUCID lies in its focus on user task analysis. This is particularly advantageous
for Alex, as it ensures that the platform's interface is tailored to meet his specific needs. Whether
it's the seamless publishing of music videos, monitoring their distribution, or managing financial
transactions, LUCID's user task analysis aligns with Alex's objectives, enhancing the overall
usability of the platform.

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3. Iterative Design

LUCID incorporates an iterative design approach, allowing for continuous refinement based on
user feedback. This iterative process is invaluable for addressing the dynamic nature of Alex's
requirements. As he engages with the platform, iterative design ensures that any evolving needs
or challenges are promptly identified and incorporated into the platform's design, enhancing its
responsiveness to Alex's workflow.

2.3 User Interface Design Plan for Alex Harmonizer

2.3.1 Design Steps:

a) Envision

The initial step in the design process is to envision the UI, establishing a comprehensive
roadmap.
This involves crafting a high concept statement that encapsulates the essence of the EVC
platform. Clear business objectives, the identification of target users, and key functionalities are
outlined. This step lays the foundation for a user-centric approach by establishing a shared vision
for the design process.

b) User Task Analysis

Conducting a thorough user task analysis is crucial, with a specific focus on tasks relevant to
music producers like Alex Harmonizer. This step identifies key features such as video publishing,
distribution monitoring, and financial tracking. Understanding these tasks ensures that the design
caters to the specific needs of the end users, providing a streamlined and efficient user
experience.
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c) Design Concepts and Prototypes

Building upon the insights from the user task analysis, the next step involves creating design
concepts and prototypes. These prototypes specifically concentrate on interfaces related to video
publishing, financial dashboards, and distribution monitoring. Visualization of these key
components allows for a tangible representation of the design, providing a basis for further
refinement.

d) Iterative Design

To validate and enhance the design, usability testing is conducted with Alex Harmonizer and
other music producers. This iterative design step involves gathering feedback on the prototypes,
refining the design based on user insights, and ensuring that the interface aligns seamlessly with
the expectations and preferences of the target users. This iterative process contributes to the
continuous improvement of the design.

e) Implement Software

The final step involves the implementation of the software, incorporating the refined design and
feedback from usability testing. The development team translates the envisioned UI, user task
analysis, design concepts, and prototypes into a functional software solution. This step is crucial
for ensuring a seamless UI/UX, aligning with Alex's specific requirements, and delivering a
platform that enhances the content creation and financial management experience for music
producers on the EVC platform.

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2.4 Testing Plan

2.4.1 Testing Objectives:

a) Usability Testing

The primary objective is to conduct usability testing to thoroughly evaluate the efficiency of key
features for music producers like Alex Harmonizer. Specifically, the focus will be on assessing
the usability of video publishing, financial tracking, and distribution monitoring functionalities.
This testing aims to identify any usability issues, understand user interactions, and ensure that
these critical features are intuitive and user-friendly.

b) User Satisfaction Metrics

Utilizing the Software Usability Measurement Inventory (SUMI), the objective is to


quantitatively measure Alex's satisfaction with the EVC platform. The SUMI metrics will assess
various dimensions, including control, helpfulness, affect, learnability, and efficiency. By
employing SUMI, the testing aims to provide a comprehensive understanding of how well the
platform aligns with Alex's subjective satisfaction and user experience.

c) Cognitive Workload Measures

An essential objective is to assess the cognitive workload associated with performing key tasks
on the platform. By measuring the mental effort required for activities such as video publishing,
financial tracking, and distribution monitoring, the testing aims to ensure a balanced cognitive
load. This objective contributes to the creation of an interface that minimizes cognitive strain,
enhancing overall usability.

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d) Analytic Metrics

The objective here is to employ Computer-Aided Software Engineering (CASE) tools to analyze
the platform's alignment with Alex's usability expectations. Analytic metrics will be used to
assess how well the platform meets predefined usability criteria, identifying areas of
improvement and ensuring that the design aligns with both quantitative and qualitative usability
standards.

By incorporating these testing objectives, the evaluation process aims to comprehensively


address the usability, satisfaction, cognitive workload, and analytical aspects of the EVC
platform. The insights gained from testing will inform refinements to the platform's design,
ensuring that it not only meets but exceeds the expectations of music producers like Alex
Harmonizer.

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2.4.2 Justification for Selection

The selected testing plan is inherently aligned with the specific needs and expectations of the
user persona, Alex Harmonizer. The incorporation of usability testing serves as a practical
assessment, focusing on critical features such as video publishing, financial tracking, and
distribution monitoring. By evaluating the efficiency of these functionalities, the testing plan
directly addresses Alex's requirements for a platform that is not only feature-rich but also
practical and user-friendly. The inclusion of Software Usability Measurement Inventory (SUMI)
metrics is a strategic choice to measure Alex's satisfaction across key dimensions. This
quantitative approach provides a nuanced understanding of Alex's subjective experience,
covering aspects such as control, helpfulness, affect, learnability, and efficiency. It ensures that
the platform resonates with Alex's expectations on an emotional and functional level.
The consideration of cognitive workload measures is pivotal for assessing the mental effort
required during essential tasks. By balancing cognitive load, the testing plan aims to enhance the
overall usability of the EVC platform, ensuring that Alex can seamlessly navigate through key
functionalities without undue cognitive strain.
Analytic metrics, integrated through Computer-Aided Software Engineering (CASE) tools,
contribute to a holistic evaluation. This approach ensures that the platform not only meets the
immediate needs of Alex but also aligns with predefined usability criteria, providing a robust and
objective assessment of the platform's performance.
In essence, the chosen testing plan is designed to be comprehensive, covering usability,
satisfaction, cognitive workload, and analytical aspects. By incorporating these diverse testing
objectives, the plan is tailored to meet the standards set by the user persona, Alex Harmonizer.
This strategic alignment ensures that the EVC platform is not only functional but also resonates
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positively with its end users, contributing to a


successful and user-centric design.

2.5 Conclusion

The emphasis on the user persona, Alex Harmonizer, coupled with the implementation of the
LUCID methodology, positions EVC to achieve a notable elevation in its user interface and
overall user experience, specifically tailored to the unique needs of music producers. The
thoughtful consideration of Alex's goals and challenges ensures that the design process is user-
centric, fostering innovation and addressing the intricacies of content creation and financial
management.

Furthermore, the proposed testing plan, encompassing usability testing, user satisfaction metrics,
cognitive workload measures, and analytic metrics, serves as a robust mechanism to validate the
platform's alignment with Alex's expectations. This holistic testing approach aims to identify and
address any potential shortcomings, guaranteeing that the EVC platform evolves iteratively to
meet and exceed the standards set by its target user.

In essence, the integration of the LUCID methodology and the meticulous testing plan positions
EVC for success by prioritizing the specific needs of music producers like Alex Harmonizer.
This commitment to a user-centric design ensures that EVC is not just a platform but a tailored
experience, making it poised for success within the dynamic landscape of online video content
creation and distribution.

3. Activity 03

3.1 Interface Development Tools

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3.1 Interface Development Tools

For the development of the interface designed in Activity 02, we recommend using a suite of
versatile and collaborative tools to ensure efficient UI/UX design and testing. The selected tools
include:

3.1.1 Figma

Purpose: Figma will be the primary tool for creating detailed screen designs and interactive
prototypes. It offers a collaborative environment, making it ideal for team collaboration during
the design process.

Features: Figma provides real-time collaboration, cloud-based storage, and a comprehensive set
of design and prototyping features. Its versatility allows designers to create, share, and iterate on
designs seamlessly.

3.1.2 InVision

Purpose: InVision will serve as a collaborative platform for creating interactive prototypes,
facilitating stakeholder feedback and enhancing the overall design review process.

Features: InVision offers real-time collaboration, user testing capabilities, and seamless
integration with Figma. It streamlines the process of turning static designs into interactive
prototypes for a more dynamic and engaging user experience.

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3.1.3 UsabilityHub

Purpose: UsabilityHub will be employed for quick usability testing, including preference testing
and click testing, providing valuable insights into user interactions.

Features: UsabilityHub offers rapid feedback, preference testing tools, and heatmaps for
visualizing user interactions. Its user-friendly interface allows for quick and efficient testing of
design elements.

3.1.4 Browser Developer Tools

Purpose: Browser developer tools will be utilized for real-time debugging and testing across
different browsers, ensuring a consistent and reliable user experience.

Features: Browser developer tools provide live editing of CSS and HTML, performance analysis,
and mobile device emulation. These tools are essential for identifying and addressing any
compatibility issues during the development process.

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3.2 Develop the user interface

Wireframe for E-Video Cloud Producer Interfaces

Figure 9 Wireframe 1

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Figure 10 Wireframe 2

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Figure 11 Wireframe 3

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Figure 12 Wireframe 4

Figure 13 Wireframe 5

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Purpose of wireframe for E-Video Cloud


(EVC)

The wireframe for E-Video Cloud (EVC) is a critical component in the UI design process, playing
a central role in crafting a user-centric and intuitive interface for the online video platform. In the
position of Associate User Experience Engineer, the responsibility involves meticulous
consideration of EVC's key features: EPN, eVideo Discovery, My Library, eM Player, and
Settings. The wireframe serves as a visual guide, providing a skeletal structure that outlines the
overall architecture and interaction flow of the platform. For EPN, the wireframe precisely details
the user journey, starting from registration through video publishing and withdrawal procedures,
ensuring a streamlined and user-friendly process. In eVideo Discovery, the wireframe establishes
clear pathways for users to explore, rent, or own videos, emphasizing visual clarity and intuitive
navigation. My Library's wireframe delves into the organization and interaction options, offering
users efficient ways to manage their video collections. The eM Player wireframe focuses on
delivering an immersive playback experience, featuring controls, playlist manipulations, and
interactive elements to enhance user engagement. The Settings wireframe outlines the interface
for users to personalize their experience, covering visual appearance, language settings, payment
options, and device management. As a collaborative tool, the wireframe facilitates
communication among stakeholders, designers, and developers, ensuring a cohesive and user-
friendly design that aligns with the evolving needs of the E-Video Cloud platform.

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3.3 UI Design for E-Video Cloud


Producer Interfaces

Figure 14 E-Video Cloud Producer Interfaces Sign Up Interface Profile Interface

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Figure 15 Profile Interface

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Manage Video Interface

Figure 16 Manage Video Interface

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Wallet Interface

Figure 17 Wallet Interface

General Users Interfaces

Profile Interface

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Figure 18 General Users Interfaces

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Rent a Video Interface

Figure 19 Rent a Video Interface

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Library Interface

Figure 20 Library Interface

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All Videos Interface

Figure 21All Videos Interface

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Figure 22 All Videos Interface 2 Em Player Interface

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Figure 23 Em Player Interface

3.4 Testing Plan


Following table is a test plan for e-Video Cloud System:

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Test No Plan Process


Expectation Output
001 Run user Attempt to run Working without Successfully
authentication page. the sign up and any error
loaded and
sign in Pages
working

002 Test the process of renting a Select a video Prototype should Display of the
video. and attempt to Handle video rented video in
rent it for a the users library
specified rental request, with the correct
duration. reflecting rental duration.
changes in the
users library.

003 Evaluate the prototype's Simulate Prototype should Smooth


concurrent maintain
Performance under load functioning of
user responsive and
features with
access to various performance
consistent
features under typical
performance
user loads.
under simulated
load.

Test cases for the E-Video Cloud System

Test Case ID 001

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Test
Description Run user authentication page

Input Data Attempt to run the sign in interface


Expected
Result Working without any error
Actual Result

Conclusion The user authentication pages is functioning as expected.

Test Case ID 002

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Test Test the process of renting a video


Description

Input Data Select a video and attempt to rent it for a specified duration

Expected Prototype should handle video rental requests, reflecting changes in the user’s
Result library.

Actual Result

Conclusion The video rental process is functioning as expected.

Test Case ID 003

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Test Evaluate the prototypes performance under load


Description

Input Data Simulate concurrent user access to various features

Expected Result Prototype should maintain responsive and performance under typical user loads.

Actual Result

Conclusion The prototype handles concurrent user access as expected.

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Activity 4 User Experiment and


Interface Iterations

4.1 User Experiment and Feedback Analysis

4.1.1 User Experiment

Objective

The primary objective of this user experiment is to gather valuable insights into the usability and
user satisfaction of the developed interface for EVC. By engaging a representative group of end
users from different categories identified in Activity 02, the experiment aims to assess how
effectively the interface meets user needs and expectations.

Methodology

• Participant Selection: Identify a diverse group of end users, including music producers
(content creators), registered users (content consumers), and administrators overseeing
platform operations.
• Task Definition: Define specific tasks that align with common user interactions on the
EVC platform. Tasks may include video publishing, content discovery, playlist
management, and settings customization.
• User Interaction: Provide participants with access to the developed interface and instruct
them to perform the assigned tasks. Observe their interactions, paying attention to
navigation, task completion, and overall user experience.
• Feedback Collection: Gather both quantitative and qualitative feedback from participants.
Utilize surveys, questionnaires, and open-ended discussions to capture user opinions,

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preferences, and any challenges faced


during the experiment.

4.1.2 Feedback Analysis

I have got feedback from some users to know how the system works. I created questionnaires
with the help of Google forms and sent the link to users and I got feedback from them. The
images of questionnaires are given below:

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Figure 24 Feedback from users

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Figure 25 Feedback from users

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Response for E-Video Cloud (EVC) System Users

Figure 26 Response for E-Video Cloud System Users

you can see, 71.4% of respondents were very satisfied with their experience, 14.3% were
satisfied, and 14.3% were dissatisfied. This is a very positive result! It shows that the vast
majority of your users are happy with your taxi system. There are a few things you could do to
improve the user experience even further: Find out what the 14.3% of dissatisfied users were
unhappy with.

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You can do this by adding an open-ended question to your form that asks respondents to explain
their rating. Once you know what the problems are, you can take steps to fix them. Keep up the
good work! The 71.4% of very satisfied users shows that you're doing something right. Keep
doing what you're doing, and your users will continue to be happy with your E-Video Cloud
(EVC)system.

• 57.1% of respondents said the system is Good.


• 14.3% said it's Excellent.
• 14.3% said it's Better.
• 14.3% said it's Bad.

Overall, it seems that the majority of respondents (71.4%) have a positive impression of the
system's efficiency. However, there's also a significant minority (28.6%) who have less positive
views. There's a strong base of satisfied customers. The majority find the system "Good" or
"Excellent" is a good indicator that you're meeting the basic needs of your users.
There's room for improvement. The 28.6% who found the system "Bad" or "Better" suggests that
there are areas where you can improve the efficiency of your E-Video Cloud (EVC) system.

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The pie chart has four slices, labeled "Very Satisfied", "Satisfied", "Dissatisfied", and "Very
Dissatisfied". The percentages of respondents who selected each option are shown next to the
slices. 14.3% of respondents were very satisfied, 14.3% were satisfied, 71.4% were dissatisfied.
Unfortunately, number of respondents who participated in the survey. This makes it difficult to
assess the representativeness of the results. However, based on the available data, it appears that a
majority of respondents were dissatisfied with their experience with the E-Video Cloud (EVC)
system.

E-Video Cloud system. is user-friendly. 28.6% of respondents said yes, 14.3% said no, and
57.1% said maybe. Overall, it seems that the majority of users (57.1%) are not sure whether the
system is user-friendly, while a smaller percentage (28.6%) find it to be user-friendly, and an

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even smaller percentage (14.3%) do not find it


user-friendly.

As you can see, 71.4% of respondents were very satisfied with their experience with the system.
14.3% were satisfied, and 14.3% were dissatisfied. This is a very positive result! It shows that the
vast majority of your users are happy with your E-Video Cloud system. Here are a few things
you could do to improve the user experience even further: Find out what the 14.3% of dissatisfied
users were unhappy with. You can do this by adding an open-ended question to your form that
asks respondents to explain their rating. Once you know what the problems are, you can take
steps to fix them. Keep up the good work! The 71.4% of very satisfied users shows that you're
doing something right. Keep doing what you're doing, and your users will continue to be happy
with your E-Video Cloud system.

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Quantitative Analysis:

• Usability Metrics: Utilize established usability metrics such as System Usability Scale
(SUS) to quantitatively measure the overall usability of the interface.
• Task Success Rates: Analyze the success rates of participants in completing assigned tasks
to gauge the effectiveness of the interface in facilitating task completion.
• Completion Times: Measure the time taken by users to accomplish each task, providing
insights into the efficiency of the interface.

Qualitative Analysis:

User Comments: Analyze qualitative comments provided by users regarding their experience with
the interface. Identify positive feedback, areas of improvement, and any pain points mentioned.

Preferences: Explore user preferences by gathering insights into specific features or design
elements that users found particularly appealing or problematic.

Pain Points: Identify pain points and challenges faced by users during the experiment. Prioritize
areas for improvement based on recurring issues.

By combining quantitative and qualitative analysis, this feedback analysis approach aims to offer
a comprehensive understanding of the user experience on the EVC platform. The insights
obtained will inform iterative improvements to enhance usability and overall user satisfaction.

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4.2 Interface Iterations

4.2.1 Initial Feedback

Analysis:

Upon receiving initial user feedback, conduct a thorough analysis to identify common issues and
areas requiring improvement. Evaluate both quantitative and qualitative feedback to gain insights
into usability challenges, user preferences, and potential pain points.

Iterations:

Based on the analysis, initiate immediate iterations to address critical issues that significantly
impact usability and user satisfaction. Prioritize changes that can be implemented swiftly to
enhance the initial user experience.

4.2.2 Iterative Prototyping

Analysis:

Analyze the impact of iterative changes on user satisfaction and interface performance. Assess
how the implemented changes influence user interactions, task success rates, and overall
usability.

Iterations:

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Implement additional changes based on user


feedback and insights gained during the iterative prototyping phase. Focus
on refining specific interactions, improving visual elements, and ensuring a cohesive and user-
friendly interface.

4.2.3 Usability Testing

Analysis:

Conduct usability testing after each iteration to measure improvements in task success rates and
user satisfaction. Analyze the data to understand how the interface modifications have positively
or negatively influenced the overall user experience.

Iterations:

Continuously refine the interface based on ongoing usability testing results. Prioritize changes
that contribute to enhanced usability, efficiency, and user engagement. Iteratively fine-tune the
interface to align with user expectations.

4.2.4 Feedback Consolidation

Analysis:

Consolidate feedback from multiple iterations to identify overarching trends and areas requiring
strategic improvements. Look for recurring issues and patterns in user comments to inform
comprehensive enhancements.

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Iterations:

Implement strategic changes aimed at addressing persistent issues and enhancing the overall user
experience. Ensure that each iteration builds upon the insights gained from previous feedback,
resulting in a progressively refined and user-centric interface.

4.3 Critical Evaluation

4.3.1 Comparison Against Original Plan

Upon completion of the development and testing process, it is crucial to compare the final
interface against the original plan and user requirements. This evaluation provides valuable
insights into the success of the project and its alignment with the envisioned goals. By identifying
any deviations, successes, or challenges encountered during the development and testing stages,
teams can gain a comprehensive understanding of the project's outcomes. A thorough discussion
of these points facilitates continuous improvement by acknowledging achievements and
addressing areas that may require further attention.

4.3.2 Evaluation of Prototyping

Reflecting on the effectiveness of the prototyping process is essential in understanding how well
it served in identifying and addressing user needs. The evaluation should delve into the role of
prototyping in refining the design, facilitating collaboration among team members, and enabling
efficient iterations. A critical discussion on the overall success of the interface concept,
considering its evolution through prototyping, helps in recognizing the impact of the iterative
design approach on the final user experience.

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4.3.3 Suggestions for Future Improvements

Providing insights into potential areas for future improvements in the UI is a forward-looking and
proactive approach that is essential for the ongoing evolution of a digital platform such as E-
Video Cloud (EVC). This involves a comprehensive examination of various factors that could
contribute to the platform's growth and user satisfaction. Firstly, incorporating user feedback into
the design process is crucial. Regularly collecting and analyzing user feedback can uncover pain
points, user preferences, and areas of improvement within the current UI. This user-centric
approach allows the development team to address real user needs and preferences, ensuring that
future iterations of the UI align more closely with user expectations. Monitoring emerging design
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trends is another key aspect. Staying abreast of


industry trends and design advancements helps the UI design team
anticipate changes in user expectations and preferences. This foresight enables the incorporation
of modern and relevant design elements, keeping the UI visually appealing and in tune with
contemporary design standards. Advancements in technology also play a significant role. Keeping
an eye on new technologies and innovations allows the UI design team to leverage new
capabilities, enhance user interactions, and stay competitive in the ever-evolving digital
landscape. Providing specific suggestions for strategies, tools, or methodologies that could be
employed in future versions is a proactive step. This could include adopting user testing
methodologies, implementing design thinking workshops, or exploring cutting-edge design tools.
These recommendations serve as a roadmap for continuous improvement, guiding the
development team in refining the UI iteratively. In conclusion, a forward-looking approach to UI
design involves a combination of user-centricity, awareness of design trends, and incorporation of
technological advancements. By providing insights and specific suggestions, the development
team can lay the groundwork for a UI that not only meets current user needs but also anticipates
and adapts to future changes in user expectations and technological landscapes.

4.4 Conclusion

The conclusion underscores the comprehensive approach taken in the design and refinement of
the user interface (UI) for E-Video Cloud (EVC), emphasizing the importance of user
experimentation, iterative design, and critical feedback evaluation. The primary objective
throughout this process has been to ensure that the UI aligns seamlessly with user expectations,
ultimately delivering an optimal and satisfying user experience.

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The iterative refinement process involves an


ongoing cycle of user testing and feedback incorporation, ensuring that the
interface is continually adjusted based on real-world user interactions and preferences. This user-
centric methodology acknowledges the diverse needs of various stakeholders on the EVC
platform, including music producers, registered users, and administrators.

The insights gained from these iterative processes not only contribute to the immediate success of
the UI but also serve as a valuable foundation for future improvements. By understanding user
behaviors, preferences, and challenges, the EVC platform becomes better equipped to adapt to
evolving user expectations and technological advancements. The commitment to a user-centric
design philosophy positions the platform for ongoing enhancement, reinforcing the idea that the
UI is a dynamic and evolving component of the overall digital experience.

In essence, the conclusion reflects a commitment to continuous improvement, with the


understanding that the user interface is a living entity that must adapt to the changing landscape
of user needs and technological possibilities. This approach aims not only to meet the current
expectations of users but also to proactively address future challenges, striving to deliver an
outstanding and continually evolving user-centric digital experience on the E-Video Cloud
platform.

Self-criticism

During this User Experience and Interface Design assignment, I learned about my strengths and
weakness personally. I always planned to complete this assignment successfully. I always put my
efforts to make this assignment a good way. I used my strengths to make this assignment
efficient. I made this assignment an opportunity to find my weaknesses and improve my skills.
The below tables show the strengths and weaknesses I figured out during this assignment.

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Strength Weakness

Supportive and friendly lectures Poor Time Management.

Other Activities.
Ability to absorb new knowledge and
Issues in the laptop.
Use applications like Figma

Identify the measures taken to pursue


answers (critical thinking)

Gathered require resources.

Cooperative and supportive friends.

Enough English knowledge to do this

assignment.

Gantt chart

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Figure 27 Gantt chart

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