1 / 31

RUGGAAMUFFIN

RUGGAAMUFFIN. Requirements analysis and design Shane Murphy. Contents. Overview of prototype Typical user Prototype – website Interface design -Pressman, Nielsen and Sommerville User acceptance and feedback References. Overview of Prototype.

lexine
Download Presentation

RUGGAAMUFFIN

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. RUGGAAMUFFIN Requirements analysis and design Shane Murphy

  2. Contents • Overview of prototype • Typical user • Prototype – website • Interface design -Pressman, Nielsen and Sommerville • User acceptance and feedback • References

  3. Overview of Prototype • Ruggaamuffin is a charity website which helps children and schools in developing countries by providing them with temporary learning spaces in the classroom by designing mats made from old recycled tyres. • This website provides the user to look at the background of Ruggamuffin and also possibly purchase one of these mats.

  4. Typical user • A typical user would include any person involved in any kind of charity organisation, especially dealing with the school systems in developing countries in Africa. • The main task I have chosen, is the application of ordering online. The user will navigate to the order page from the home page under the order tab. They will then proceed to filling in their information, like their personal details and their payment options. They will then be given a view of their order.

  5. Prototype - Website • This is the home page • To proceed to ordering the product online, click the order tab on the navigation bar.

  6. Prototype - Website • Once you click on the order tab, this will appear. • This page gives you a brief description and allows you to enter the quantity you wish to order.

  7. Prototype - Website • This is where you fill in your personal information such as name, address etc. • Click proceed if you are happy with your details

  8. Prototype - Website • The next page, is where you fill in your method of payment.

  9. Prototype - Website • This page allows you to look over your order. • If you are happy, then click proceed, if you are unhappy, you can go back and correct your mistake.

  10. Prototype - Website • This page, is a thank you, showing appreciation for placing an order. • If there is any problems with your order, you can contact the email address.

  11. Interface Design • According to Pressman’s principles, you must: • Place the user in control • Reduce the users memory load • Make the interface consistent

  12. 1. Place user in control • The user is able to go back a step if they feel they have made a mistake in the process of ordering.

  13. 2. Reduce memory load • Once the user has made an order for the very first time, if they wish to place a second order in the future, their information will be remembered. • The user fills out their order details by clicking on the ‘order’ tab on the home page. Therefore, the user will not be stuck with this information on the home page.

  14. 3. Make interface consistent • The navigation bar for this prototype remains exactly the same on every page.

  15. 3. Make interface consistent • The design of every page, remains the same throughout the whole website.

  16. Interface Design • Nielsen’s Usability Heuristics: • Visibility of system status • Match between system and the real world • User control and freedom • Consistency and standards • Error prevention • Recognition rather than recall • Flexibility and efficiency of use • Aesthetic and minimalist design • Help users recognize, diagnose, and recover from errorsHelp and documentation

  17. 1. Match between system and the real world • The website speaks the user’s language. • Phrases are made out to be simple, so the user can understand fully.

  18. 2. User control and freedom • The user is in control • If the user makes a mistake in the process of ordering, they will be able to go back and correct this problem.

  19. Interface Design • Sommerville’s User interface principles: • User familiarity • Consistency • Minimal surprise • Recoverability • User guidance • User diversity

  20. 1. Recoverability • The user is able to undo and go back a step. • This provides the user some resilience ro user errors.

  21. 2. Minimal Surprise • The user will have no surprises in the ordering process. • If they have ordered anything online before, they should be familiar of what details needs to be entered.

  22. User acceptance testing and feedback

  23. Feedback from testers • In my search box, I forgot to add a go button for people to click. • The colour of my design was changed from red to blue. This makes it easier on the eyes for the user. • I have added a back button for each step. This helps the user…doesn't need to start from the beginning once again, • In the order review page, I filled in the entire credit card number which is usually replaced with an “*”.

  24. Conclusion • From developing this application from the start I have learned that it is no easy task and things must be done step by step in an efficient manner. • Writing down a number of ideas can be very helpful, and also getting ideas from working in a group can help improve on the development of an application. • Research is a vital part of development. This will help you gain a view if the idea is indeed plausible.

  25. References • http://www.useit.com/papers/heuristic/heuristic_list.html

  26. Any Questions?? • Thank you!!

More Related