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User Interface Design Evaluationof Mobile Applications

The document discusses user interface design and evaluation of mobile applications. It presents five user interface testing methods: heuristic evaluation, perspective-based user interface testing, cognitive walkthrough, pluralistic walkthrough, and formal usability inspection. These methods can be combined to evaluate interfaces and identify usability problems. The document also discusses different mobile application designs for student projects and evaluating designs based on user needs and usability.

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0% found this document useful (0 votes)
59 views10 pages

User Interface Design Evaluationof Mobile Applications

The document discusses user interface design and evaluation of mobile applications. It presents five user interface testing methods: heuristic evaluation, perspective-based user interface testing, cognitive walkthrough, pluralistic walkthrough, and formal usability inspection. These methods can be combined to evaluate interfaces and identify usability problems. The document also discusses different mobile application designs for student projects and evaluating designs based on user needs and usability.

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User Interface Design & Evaluation of Mobile Applications

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IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021 55

User Interface Design & Evaluation of Mobile Applications


Najwa Samrgandi

College of Computer and Information Systems,


Umm Al-Qura University, P.O.Box: 715, Makkah, Saudi Arabia

Summary Utilization is a significant element in the design of


The design functionality put forward by mapping the human-computer interfaces. It mostly focuses on creating
interactiveness of information. The presentation of such systems easier to study and practice. Extensive research has
information with the user interface model indicates that the remained done in the field of overall consumption
guidelines, concepts, and workflows form the deliverables and assessment. Various utility methods have been produced
milestones for achieving a visualized design, therefore forming the
right trend is significant to ensure compliance in terms of changing
and verified. These methods are cast-off to evaluate
consideration and applying evaluation in the early stages. It is interfaces to identify problems to progress the usability of
evidenced that prototype design is guided by improvement interfaces.
specifications, includes modes, and variables that increase
improvements. The study presents five user interface testing User Experience UX is a multidisciplinary research
methods. The testing methods are heuristic evaluation, area that covers different parts of the experimental and
perspective-based user interface testing, cognitive walkthrough, effective use of an artifact, structure, or facility. UX
pluralistic walkthrough, and formal usability inspection. It appears evaluation helps to identify the key elements that provide
that the five testing methods can be combined and matched to high-quality interactive product design and overall positive
produce reasonable results. At last, the study presents different
mobile application designs for student projects besides the
UX. User experience contains user beliefs, preferences,
evaluation of mobile application designs to consider the user needs ideas, feelings, and behaviors when interacting with an
and usability. artifact, system, or facility. It is independent in nature,
largely dependent on the setting of use, and is associated
Key words: with the benefits derived from the product, system, or
User interface, Prototype design, Testing methods, Mobile service. UX is measured by utility such as resolution and
applications, design evaluation. efficiency, user perception such as stimulus, reliability,
innovation, and various structures related to human
1. Introduction emotional response using a variety of methods. For example,
if a user "thinks hard" while doing things, he will have
consumer emotions. Similarly, UX can also be understood
The cornerstone of Human-Computer Interaction HCI
through a long-term daily diary study, daily reproduction
is the empirical evaluation of user interfaces through human
method, the Repertory Grid Technique RGT, and
participation testing. Unlike related fields such as computer
Experiential Sampling Method ESM. Additionally, the user
science, user interface UI evaluation requires the
can be monitored in a variety of ways, including cameras,
participation of a partner to assess the practical benefits of
sensors, user interaction trackers, and screen capture
the UI intended users.
devices. Redesigning a mobile application requires precise
use and a detailed evaluation of design methods and
However, human experimentation presents many
guidelines. In the case of substitute, eco-friendly transport
challenges that are not generally considered in teaching
maintained by mobile claims, the redesign procedure can
practice. In some ways, game development is similar to HCI
support and improve the user experience, making the citizen
than other fields of computer science because it focuses on
more compliant. Currently, most user interfaces are
the development and evaluation of interactive systems.
criticized by technologies that require UI expertise. In
Game testing is used not only to find bugs but also to assess
heuristic evaluation, UI professionals study the interface in-
the user experience of the game to find out if players are
depth and examine features that are familiar to them from
enjoying it. Based on these similarities, it appears that the
experience and lead to usability issues.
game development provides an excellent platform to teach
UI validation [1]. It is possible to describe the structure of
Evaluators collect data on issues that arise in their use.
these courses and instruct teachers to consider incorporating
These tests provide excellent opportunities to monitor how
consumer testing into their curriculum. The cross-
well the existing interface supports the user's work
disciplinary nature of the courses makes it easy to apply the
environment. Under the right circumstances, these methods
instructions to any course in a wide range.
can be effective. However, many factors limit their use. Few
people have enough UI experience to perform these
Manuscript received January 5, 2021
Manuscript revised January 20, 2021
https://doi.org/10.22937/IJCSNS.2021.21.1.9
55
56 IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021

evaluations. The techniques are difficult to apply before the design profit from prototyping? What kind of prototypes
interface exists; As a result, any recommendations fall into and prototyping utensils are there? At what stage of the UX
the final stages of development, and it is too late to make design process is the model most appreciated? Responding
significant changes. If UI experts are not a fragment of the to these inquiries will help trainers to select appropriate
expansion team, they may not be mindful of the restrictions prototyping techniques and to design prototyping activities
of Technical Strategy or why some design or step by step.
implementation decisions were made. There may be
technical and organizational gaps between the development The study was divided into three central segments. The
team and the UI experts, which may interfere with the first shapes the idea of user experience and user experience
communication and correction of issues identified during plan. The next describes the logic of prototypes and the
the evaluation. Also, utility testing is typically costly and arrangement of prototypes. The third illustrates the
time overwhelming [2]. This paper revolves around the inspiration behind the prototyping method and delivers
following question: What are the methods to evaluate user models of tools that help design UX. The concept of UX is
interface design of mobile application prototypes? The generally acknowledged in the field of HCI, though it does
other parts of this paper include the following: Section 2 not have a fixed definition [4]. Also, the study specifies the
shows related works. In section 3, presents the methodology scope of the UX to include the goods, schemes, services,
of the study, while section 4 outlines the discussion, and in and goods that an individual communicates through the user
section 5, the concluding remarks are given. interface [4]. The "International Organization for
Standardization" [5] expresses UX in a comparable way,
declaring that 'an individual's insights and reactions as a
2. Related work result of the use and/or overuse of an invention,
arrangement or service.
User experience UX has developed an important factor
in the design of merchandise and services. Companies that Hassenzahl and Tractinsky [6] offer three
relate UX design actions to product expansion are reaping corresponding elements to better appreciate the UX.
several benefits, such as increasing customer satisfaction as Underlining the non-instrumental beliefs of an interactive
well as lower development and product support costs [3]. creation as aesthetic and hedonic properties, which
Due to its significance, numerous frameworks and transcends the inherent human needs beyond the device. In
representations have been planned for the UX design and contrast to the previous narrow model in HCI, where the
evaluation of interactive schemes. These representations device value of the interactive product is very important,
lead to better design and determination of the excellence of and the user-centered investigation and assessment is
collaborating systems, goods, and services. UX is responsible focuses on the topic of feeling and impact with
exceedingly independent, energetic, and contextual; it the particular emotional knowledge that the product
develops during communication with the organization. generates. UX's feature is to prevent negative emotions and
Diverse issues together to influence, define, model, measure, set the stage for positive emotions. Product use is an
and validate UX provide a challenging job. Less experimental perspective that is temporarily and
consideration is compensated for understanding and temporarily limited. User experience is the product of
underlining these influences; these influences make UX experience that has a clear beginning and end, needs,
more complex, distinct, and ambiguous. It is suggested that motivation, and mood, and the consumer's inner state [6].
the controlling element be included in the UX practice to User experience design many of the interactions that
overcome complexity, diversity, and ambiguity issues. contribute to the user experience take place through the
It is simple to install UI validation tools and should User Interface UI [4]. However, the plan of the user
calculate the maximum number of evaluation structures. In experience is added than the UI design. The complication
calculation, the evaluation method provided should be of how the customer experience is shaped generates
programmed to offer improved results. Studies mentioned different potentials for product design. Instead of truly
joining several assessment methods to obtain more creating a user experience, users can influence the
consistent outcomes. In fact, the assessment process is fixed experience. Cooper, Rayman & Cronin [7] consider
in the graphical controls. In addition, the main advantage experimental factors that lead to better user experience.
of the collaboration is that it supports the evaluation process Human-centered design ISO [5] stated that the usage of the
from the initial stage UI design of the software development human-centered design method advances the user
sequence. As mentioned earlier, software designers often experience. However, there are numerous user-centric
overlook this golden stream to the well. The next evaluation design models, including circumstantial design, equally
process is at the finale of the software development cycle. goal-direct design [6] as well as components [8]. The
The related work targets to deliver a summary of user models conform to ISO [5] outline for human-centered
experience prototyping and related questions: How can UX design, which has some key principles including:
IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021 57

• Design is based on a clear understanding of customers, Less reliable tools can be used quickly and easily to
environments, and tasks create beginner models and promote cooperative outlining.
• The design is determined by a user-centered evaluation These are also enhanced than high-reliability tools for
model producing design feedback, as users often misunderstand
• The procedure is repeated high fidelity or hi-fi models for the final creation, so they
• The design represents the user experience in general are not in the best mood to give criticism. Low fidelity or
low-fi devices cannot model complex interventions [12].
The design group comprises variety of services and Designers improve low-fi tools with descriptions such as
viewpoints on customers, goals, responsibilities, and the sketches and storyboards [13] to better illustrate interactive
setting in a usage context. It is important to understand this behavior. Previous literature has shown that it is very
context when crafting goods, systems, or services. The difficult to prototype interactive behavior experience [13],
design contains users as a significant basis of data about the [10]. Design interaction requires repetitive design
perspective of usage and other user needs. Customers exploration, with several prototyping tools providing a
contribute to design or evaluate answers with the aid of limited support. Therefore, designers become end-user
other design materials and prototypes. The design of all programmers and they need programming services to
interventions is usually impossible. sustain design. The objective of relating and applying
performance is usually to document a record to developers
The part and significance of prototypes are being or other investors, [13]. The approach describes the flow of
extensively calculated in the HCI region. ISO [5] expresses data, actions, and other resources needed by the most
the design of interactive systems that are based on the core significant designer. It also involves labelling the flow such
components of the model that can be used for examination, as wireframes, timelines and video official papers are
strategy, and assessment, albeit in a limited way. Lim, critical in enhancing the design protocol. The model is
Stolterman, and Tenenberg [9] refer to a framework for strongly tied to the flow experience; together have low
various prototypes. The perception is that prototypes have prototyping device care [10].
two basic elements:
High reliability tools are good for generating a great
1. Filters to explore plan space in support of final design customer experience by precisely modeling the concluding
choices invention. Higher levels of reuse are possible with hi-fi
2. Demonstrations of design concepts. The power of the devices associated to low-fi. On the other hand, most hi-fi
model depends on its flaws. Partial prototype design devices are time consuming and hard to study [12]. Carter
exposes some of the advantages of the concept, while at the and Hunthausen [11] found that many designers use more
same time acting as a filter. It filters features that the than one prototyping tool in a task. Various tools are used
designer is concerned about at a specific stage of the design to create the model and test the usability. Continue
practice. Utilizing the filtering properties of prototypes prototyping on a computer-based device to maintain utility
allows designers to travel difficult design spaces at a time. testing with a more realistic user interface, usually using
Gerber and Carroll [10] identify three major problems that pens and paper to create the first designs.
interactive application creators need for useful care for the
following: Hassenzahl, Platz, Burmester, and Lehner [14]
indicate that Hedonic and ergonomic quality features
1. Producing the first type of design regulate a software's application, includes statements of
2. Repeat in it expanding perspective on usability. The study argues that
3. Communication. instead of making the software usable, a broader perspective
of consumption drives the design of the user experience.
Overall, the methods used to create prototypes are classified Because it is useful and interesting, the software system can
according to their reliability: low-reliability, medium- be considered attractive and as a result, the user can use it.
reliability, and high-reliability tools [10]. Carter and The study argues that the recent advent of systems has given
Huntusen [11] offer six classes for different forms of more importance to entertainment and recreation and given
prototyping tools: less work in the traditional sense, which has led some to
focus more strongly on the USA and to suggest a broader
• Art materials, sense of consumption. Additionally, the study [14]
• Graphics editing software, summarizes the key differences between consumption and
• HTML software, the traditional approach to UX. User interface adopts a more
• Performance software, comprehensive approach aimed at striking a balance
• Programming language between the acquisition and practical aspects of the product,
• Prototyping software. such as beauty, challenge, stimulus or self-expression and
58 IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021

other work-related components (hedonic), but user interface to experimental, it is significant to examine what user
increases "subjectivity". It clearly wants people to interface really is and how it looks at the end.
experience and share the products they use. From usability

Table 1: Five user interface testing methods


Method Development Usability Skills Cost Users Time- Data
Analysis
Heuristic Requirements to Learnability, Efficiency, Low Low No Low
Evaluation implementation, conceptual Consistency, Errors,
design, detailed design, Flexibility
implementation
Perspective Generate ideas, find solutions Learnability, Efficiency, Low to Low No Low
Based U.I. conceptual design, detailed Consistency, Errors medium
inspection design, implementation
Cognitive Realistic tasks, core features, Learnability Medium to Medium No Medium to
Walk conceptual design, detailed high high
through design, implementation
Pluralistic Early design, purpose and Learnability, Efficiency, Medium Medium to Yes Medium
walkthroug goals, conceptual design, Consistency, Errors, High
h detailed design implementation Flexibility
Formal Working products, planning Learnability, Efficiency, High High No High
Usability Requirements Conceptual Consistency, Errors,
Inspection designs, detailed designs Flexibility
Implementation

3. Research Methodology 3.1 Heuristic Evaluation


The methodology applied in this research is a
detailed qualitative method for comparing different Heuristic assessment is a method by which
interface designs of student projects in one of the specialists use the obvious guides to estimate the use
bachelor’s degree courses in the Department of of user interfaces in number of guided instructions and
Information Science, College of Computers and to report problems. Assessors use established
Information Systems using five user interface testing heuristics for example Nielsen understands that
methods. Five testing methods are summarized: helping design teams increases product usage from the
heuristic evaluation, perspective-based user interface beginning of growth [16].
testing, cognitive walkthrough, pluralistic
walkthrough, and formal usability inspection. Heuristic is the fastest and most useful method to
Heuristic evaluation is possibly the most recognized make decisions or to solve problems [15].
test method, demanding a team of evaluators to review Professionals use heuristic evaluation to determine the
the product contrary to a set of general principles. use of designs in UX design. Moreover, specialists
Perspective-Based User Interface testing different review the heuristic checklist to find flaws that design
perspectives on the user interface are based on the teams ignore [17].
principle of finding different problems. In affiliate
personality-based testing, colleagues adapt to 3.2 Perspective Based User Interference Inspection
individual roles and review the product based on
different people's needs, background, tasks, and pain Perspectives are used at each inspection session
points. Cognitive walkthrough focuses on the ease of to draw the inspector's attention to a specific subset of
learning. Most testing methods do not require users. usage issues. Perspectives should be as contradictory
The main exception is the pluralistic walkthrough, in as likely. The mixture of different viewpoints should
which the product team member invites the user to maximize all utility disputes. Perspective based user
give feedback while listening, observing, and asking interference inspection is used to create ideas and to
questions. As well as, formal usability inspections solve the problems.
focus on activities that are structured with clear Consumption perspectives are high-level conditions of
processes and monitored by experts. The following human-computer interaction, associated to the steps in
table shows some of the various and similar points the HCI model. Different viewpoints tell different
between the five user interface testing methods [15, stages or different aspects of the same stage in the HCI
Tab. I]. model. When consuming a CPU to perform tasks, the
user may experience one or more of the succeeding
situations [18].
IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021 59

The information and experience of the user does 3.5 Formal Usability Inspections
not tell the user how to use the structure to attain the
new usage goal. Expert use. The user knows how to There are limitations to the use test with the
use the system but favors to attain the goal efficiently formal usability inspections such as the limitation of
and simply or wants to attain greater goals. the interface features. Therefore, it can take a limited
time in the workshop, and it can be difficult to
Error Management: The user has a problem with the determine how the product will be affective in the
result of a previous operation and needs to fix the issue. actual environment for weeks or months [20]. In
These three perspectives are defined based on the addition, the number of participants is very small,
subsequent two questions: representing the total populace.

1. Does the user know whether to attain the objective Velmourougan, Dhavachelvan, Baskaran, and
or not. Ravikumar [21] advise that a useful engineering life
2. Whether the user is doing the operation cycle offers a comprehensive tactic to evolving an
appropriately. interface consisting of three stages of periodic testing.
If the answer to question 2 is "no" then the situation The first stage is a repetitive theoretical model
has "error management". Else, replying "No" to assessment designed to gain criticism ahead of
question 1 will lead to "new use" and answering "yes" developing the program. During this stage, it often
will lead to "expert use". Consequently, "new use" and uses to the formal utility test. For each iteration, there
"expert use" only consider user actions that are on the should be three to ten customers, who should be
right track. All three of these scenarios form the three inspected in the office and given at least instructions
dimensions we use on specific utility testing to test the learning facility. After coding the sample,
technology. Other perspectives can be used, especially the next step is to get an advance response almost its
for specific application or user interface situations [18]. use. The similar evaluation codes applied in the first
stage assessments are used in this matter, but in the
3.3 Cognitive Walkthrough second stage the sample is completed. The third test
phase takes place after the interface is prepared, with
Cognitive walkout is a useful assessment tool in the goal of estimating the final creation alongside the
which assessors work through a set of responsibilities consumption targets set at the start of growth.
and ask specific questions from a user viewpoint. Moreover, website usage testing adopts a user-centric
Cognitive Walkthrough focuses on considering the approach where the designer focuses on user needs
readability of the system for fresh or rare users. [22]. It is suggested to start the utility test when
Cognitive walkthrough was initially planned as a creating a paper template and continue with the coded
method to assess walk-up-use systems such as postal interface. However, most websites will not be tested
kiosks, Automated Teller Machines ATMs. However, before application. Checks with customers and experts
Cognitive Walkthrough has been successfully used by are usually done through skilled examinations.
advanced systems such as software and Professionals can remark on usage issues when
software development tools to recognize the initial customers are able to point out minor issues related to
implementation of possible users [19]. tasks [22]. It's good to include customers from this.
Follow the same procedures to test the target audience
3.4 Pluralistic Walkthrough and software applications.

A utility testing technique for generating initial 3.6 User-Centric Design


design evaluation by assigning paper-based tasks to a
group of users who represent a specific product The role of the user-centric design UCD process
interface and have involvement from the developers of is important for site and / or application development,
that interface. and it is certainly important for the success of the
When creators and other associates of the production project user experience, although it remains a foreign
team speak concerns or questions about the interface, concept. It is often associated with "use" and is
utility practitioners, who act as walkthrough managers, attached to it instead of getting it right as the
guide users through hard-copy boards and assist group foundation of the project. User-centric design focuses
feedback evaluation of those responsibilities [20]. on the design of end-user care information / tools for
the benefit of the most effective and efficient way to
increase usability [23].
60 IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021

User-centric design (UCD) is a comprehensive problems caused by a misunderstanding of the needs


expression used to label design action that affect end of users with different backgrounds [26]. Lack
users, how to describe a design process. It is a wide suggested that interface designers simplify product
attitude and a different approach [24]. The UCD has a features and requirements to equip the visual user
range of methods in which consumers can interact, but interface with human interaction and digital devices.
the main idea is that users interact in one way or The determination of this revision is to establish the
another. For instance, certain types of UCD users think strategy of processer researchers in innovative user
about their requirements and include them in the interface designs to meet the needs of the visual
design process at specific times; Usually in interface of the Multigeneration Culture [27].
requirements collection and utility testing. As well as,
UCD approaches in which users communicate with A study by Biswas and Robinson on the user
designers during the design process and have a interface of digital strategies claimed that the user
profound impact on design. interface was difficult due to the user's cognitive
problems [28]. The study found that the physical and
The term user-centric design was coined by Donald other sensory characteristics of the elderly were
Norman's research laboratory at the University of declining, and that clear observation was crucial in
California, San Diego UCSD in the 1980s, and has designing a clear user interface for computer systems
been generally used since the publication of the co- and devices [28]. The implementation of UI design
author's book: User-Centric System Design. : New requires substantial information for a use case that
Perspectives on Human-Computer 1986. Norman rises beyond an explored geovisualization stream.
explained more about the UCD concept. The Additional focus implies that interactions provide
Psychology of Everyday Things POET [25]. multiple instances regarding support framework for
allowable use provision. The clear focus, in this case,
These commendations put the customer at the regards accessibility in terms of information sharing,
center of the design. The designers enable the work of dissolving traditional boundaries, and guiding the
the user to ensure that the product can be used as geographical phenomenon to ensure a positive
intended, and to make the least energy to understand functional framework, but also a representation of
how to use it. Norman commented that extensive, mapped enablers. Some proposed user interfaces
difficult, and inconceivable guides with goods are not design including the following [29]:
user centric. He proposes having a small brochure with
the product so that the user can read quickly and gain  Registration interfaces for the trainer: where the
knowledge about the world [24]. required data are recorded and the files attached,
and after completion of clicking Submit.
UCD is designed to create an overall user  Registration interface for the trainee: where the
experience that includes all aspects of the product or required data will be recorded and after
service that customers want; and combines the most completion of clicking Register.
effective and efficient way to increase usability. It is  Login interface: Through this interface, you log in
important to establish and integrate several important to your account in the application in case there is
process steps during the project planning phase and to an existing account.
monitor and maintain the validity of these steps  Learn interface: in which the learning contents,
throughout the project. The following key process skills, and experiences are displayed in all their
steps and related tasks are an integral part of the user- classifications, and each classification chosen
centric design process, and without consistently carries inside it many names of specialized
obtaining, modifying, verifying, or adding user- trainers for this classification.
oriented requirements, the project's chances of success  Room live interface: in which educational live
are reduced [23]. broadcasts are displayed with its various contents
provided by the trainers and participation for
follow-up by the trainees.
4. Discussion  Complaints interface: Through this interface,
complaints are written by the users of this
The daily interaction of people with the mobile application, and after completing the writing,
application to achieve the goal of using the app starts click Submit.
from the user interface such as clicking on the central
menu and icons. The goal of the study is to discuss the
perception of the interface design of the mobile
application for student projects to solve design
IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021 61

The following shows different interfaces design of the


mobile applications of student projects and the
evaluation of user interface.

Fig.

3. Design #3 Learn KSA

In design three of an app there are multiple


Fig. 1. Design #1 (My Knowledge) screens which displays several type of messages like a
screen which displays name of an application for a
In the given design, sign up login process is seconds of time while another screen represents the
defined in a way that a new user can register and then interface which shows message to trainees for test
login to the app while previously registered user can dates and also there are several other options which are
directly login into the application. For registration of used for transitioning to other screen purposes.
the new user, the user needs to fill a form that contains
personal information, and thus by completing the form
user can register to an application and can login into
the app accordingly.

Fig. 4. Design #4 The Instrument

This is the design that contains basic information


related to an application. It contains interfaces as login
Fig. 2. Design #2 My Fingerprint to the application and referrals to social media
accounts, There is sign up process for a customer
In second design of an application there are where the customer can create his account and can add
multiple options available which represent the opening new product mention company name, company
interfaces of an application. There are different icons images and profiles are uploaded accordingly, and
present like icon which contain application purposes product details such as product icons and displaying
and defining goals of an application. The second products in form of list or categories notation.
interface represents the goals appearance, and login
procedure as well as registrations procedures are
defined in multiple interfaces. There is another
interface which sends a notification to the
owner/mother if a child tries to use an application than
notification. In addition, the app includes the parents'
fingerprint interface.
62 IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021

subsequent stages will lessen the disappointment for


the client. Considering the default via cautiously
analyzing and acting the objectives that individuals
bring to the interface, can make client default. This is
particularly significant when planning a structure,
where one can pre-select or fill in specific fields.

5. Conclusion

In general, it is expected that there will be several


limitations that make it hard to form interfaces to
existing policies especially in the prototyping stage
Fig. 5. Design #5 Lipstick and Mascara with the student projects, so policies concentrate on
the growth of user interface without full integration
There is another interface where users can register by into the application development sequence. Several of
entering the data and login to get a special offer from the processes analyzed involve different tools to create
the app. There are multiple shopping carts options and the final UI, and in few cases incompatible external
menu bar options which contain products, discovery, tools. Best of all, the UI tools provided are combined
and contact information while other interfaces contain into a unified development setting that lets the
information related to products and accessories, tools, production of a basic application that is integrated into
and price options including search options to explore the interface.
products and new tools and accessories. There is
another consulting interface in an app where users The five user interface testing methods that
communicate with working teams to respond to were described and compared in the study; are
requests, comments on products and get contact heuristic evaluation, perspective-based user interface
information. testing, cognitive walkthrough, pluralistic
walkthrough, and formal usability inspection.
Keeping the interface straightforward, the best Moreover, answering the research question, the five
interfaces are practically undetectable to the client. testing methods would be combined and matched to
They evade pointless components and are produce reasonable results. For instance, team
unmistakably noticeable on the marks, in the message members using a heuristic evaluation review products,
utilized, and in the language utilized. apps, or services as well as combine between the other
different methods.
Utilizing standard UI parts is to make security.
By utilizing basic components in UI, clients feel better As for the User-centric design in the study,
and ready to do things quicker. Making designs in UCD is an overall term for reasoning and strategy that
language, format, and plan all through the site is centers around the plan and incorporation of clients in
additionally essential to encourage effectiveness. the plan of modernized frameworks. The processes by
When a client sees how to accomplish something, they which students take an interest can be changed from a
can move that ability to different pieces of the mobile project to another based on the evaluation and the
application. usability of the user interface. furthermore, different
Moreover, it is important to be intentional in mobile techniques have been discussed to help with the User-
application design. For instance, making a page centric design, including utility testing, utility building,
dependent on the significance of spatial connections heuristic assessment, markdown assessment, and
between the components on each page. Dealing with member plan. Snappy assessments that convey
objects assists with drawing consideration towards the thoughts to some delegate clients are additionally
most significant data in examining and perusing. Also, significant for criticism toward the start of the plan.
using shading and surface deliberately by centering or After all, including customers' needs in designing
diverting the instrument with shading, light, appears to prompt the improvement of more valuable
differentiation, and surface [30]. and fulfilling plans in user interface design & during
the evaluation of mobile applications. It is expected
Ensuring the framework imparts what's going that the use of mobile sites in the future may be more
on and advising clients about the area, action, state than the use of applications for various reasons,
changes, or mistakes. Also, utilizing distinctive UI including storage space and the usability of the user
segments to impart the status if essential the
IJCSNS International Journal of Computer Science and Network Security, VOL.21 No.1, January 2021 63

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