Project Assignment (1500 words)
Microsoft Math Solver System Redesign
1. Introduction
Microsoft Math Solver is a system that has been selected for the project. The system was
launched in 2019 and used artificial intelligence to provide solutions for a wide range of
mathematical problems by using typing, hardwiring, or scanning as input. This system is still
under active development and most of its interactions are not well-polished, especially for its key
handwriting functionality. The function’s landscape mode is poorly designed and drawing tools
are not intuitive to the users.
This report will focus on solving the previous listed issue and improving the usability of
the handwriting functionality by giving out a redesign of interface. It will provide a
re-engineering process that describes how the re-designed user interfaces will support the
selected tasks. It will also provide a conceptual design that indicates the task, objects, and
attributes found in the new systems. A prototype of the re-design interface will help determine
whether the actual systems will work and solve the identified problems. The general summary
and justification of the redesign interface will also be provided within the report.
2. Work re-engineering
2.1 Use Scenario
Mark takes Calculus 1 this semester, and is not good at finding the derivatives of given
functions, so he turns to the Microsoft Math Solver for help.
He opens the application, taps the “Draw” tab on the top. He selects the “pen” tool listed at
the bottom of the screen and writes the function he wants to solve on the canvas at the middle of
the screen. The “pen” tool is the basic tool of the handwriting functionality, its visual
representation is a head of a pencil, just like many drawing applications in the market. While he
is writing, his handwriting is transformed into the text format at the result area in real time. This
functionality needs time to perform, so when the application is recognizing the drawing, a
progress bar appears under the result area, and disappears upon completion.
Mark finds the “4” he writes is mis-translated as “delta” because the vertical line he draws
is too short, so he selects the “eraser” tool at the bottom next to the “pen” tool and slides against
that vertical line. The visual representation of this tool is the eraser end of a pencil. The whole
vertical line is removed when Mark's finger touches the line, which is different from the current
design that only removes the part the tool contacts like a real eraser.
He redraws it, but finds the issue is still there. He selects the “Lasso” tool next to the
“eraser” tool, circles the entire character he draws, and the whole character is deleted, which is
unable to archive in the previous design. The visual representation of this tool is a rope loop.
Mark now finds the canvas is too small for the long function he wants to write, so he
rotates the device to landscape mode, the canvas rotates automatically and places the previous
writing on the left which leaves the right half for new content, while in the original design, the
canvas can’t rotate or translate itself to fit the different device orientation.
Mark is not satisfied with his writing, so he uses the “revert” and “advance” button on the
bottom to jump to a desired state. After all this, he decides to clear all inputs, so he taps the
“clear” button, which’s icon is a rubbish bin. A dialogue box pops up for confirmation, Mark
taps “yes” and all input is cleared, while in the original design the clear will be done without any
confirmation.
When solving equations, it follows a step by step manner from the input to the output in the
Output pane.
Input
Solution step
On the step by step solution, one will observe the results steps between the output and input
expressions regardless of which method they use as an input option. The user's work has been
simplified by adding more features that reduce human interaction by allowing them to only click
what they need on the interface . The user has been provided with selecting whether to use the
manual way or the click and enters properties. Thus, there will be minimal errors during the
whole interaction process with the interface.
2.2 Essential Use Scenario
User’s purpose System’s responsibility
Write a function Convert the handwriting to text
Delete a curve Remove the whole curve once any part of it is touched
Delete a character Remove the content circled by the user
The allocation of tasks is done based on the functionalities of buttons. In our design, each button
or tools serves for a single, consistent functionality, once a button is tapped, its behaviour will
always be the same regardless of the stats of the system. So when the user wants to write or
draw, he selects “pen” and the system will always show the line the users draw and converts it
into text; when the user wants to delete a curve, he selects the “eraser”, and the system will
always remove the whole curve which gets contact with the user’s finger; when the user wants to
delete a certain area, he selects “lasso”, and the system will remove any thing in the circle; when
the user want to clear all input, the system will always ask for a confirmation, etc.
3. Conceptual design
3.1 Concrete use case
Clear all drawing Confirm the clear
Draw in different device orientations
Adjust the canvas position, UI elements, preserve the previous drawings
Navigate to a certain state of drawing
Show the desired state of canvas
User’s action System’s response
The user selects the pen tool, draw curves
on the canvas
Convert the drawed handwriting to LaTex
text
The user selects the eraser tool, touches a curve want to delete
Remove the whole curve once any part of
3.2 Object–attribute–action table
The conceptual design will act as part of the design process, identifying the critical problem in
the older systems through abstraction, establishing functions structures, and combining the
elements into working structures. It will also help clarify tasks sufficiently to allow the
development of a situation in the design form for the redesign system. The design phases will
it is touched from the canvas
The user selects the lasso tool, circle an
area of the canvas and release the finger
Remove the curves in the area circled by the user from the canvas
The user taps the clear button
Confirm the clear, once confirmed,
remove all curves on the canvas
Rotate the device to different device
orientations
Adjust the canvas position, UI elements, preserve the previous
drawn curves
Tap the reverse or forward button
Show the desired state of curves on canvas
Task object Attributes Actions
Microsoft Math Solver Platform Background color Difficulty level
View Save Delete Edit Reserve
follow the task's clarification, which shows the steps involved, collated in a manager to satisfy
the principle of the general problem-solving guideline process.
From the previous system, it was observed that the user group used the Microsoft math solver
application; many users had many problems in writing their mathematical problems in the
portrait mode . Some users tried to use the landscape mode, but that did not help. Moreover,
users were required to use the draw tab to write their problems in the application. When they
decide to use hands to enter their problems in the application, they could not use the drawing
tools simultaneously . The canvas in the application was also not scrollable. Users struggled to
enter their mathematics problems to the application mainly when their equations were long and
the screen space was limited. The application never allowed users to decide whether they wanted
to draw or move the canvas. Due to this and many other problems, the new system design had to
incorporate several added features on the interfaces.
(use case diagram)
The design of the application will be formed by several modules obtained from the task objects
and attributes. There will be the input module. This is where the users will introduce operations
and data in the systems. The mathematical notations will be displayed in this section, either from
a scan, drawing, or calculating input. There will be a commutation protocol or channels between
the users' models to other objects based on an intermediate buffer that stores the output of the
previous module and the control signals. To process the input, different errors will be taken into
account . This will be the out module, which will contain the worksheet and the graphing sheet
essential for displaying graphs and calculations results. The two are responsible for
communicating the output from graphs and equations whether the enter key gets pressed.
The user will be able to press the expression tolls after an input they will provide or display the
result; they will be able to move to the graph sections backwards and erase any data using the
tools provided.
The primary task objects that the users will interact with to carry out their tasks will include the
calculator pad with several pads buttons grouped according to their specific actions. There will
also be the worksheet tab that will be displaying the user's results and will act as the output pane.
There will also be the graphing object that will be used to create mathematical graphs. There
will be math tools objects like equation sliver, formulas, triangle solver, and the unit conversions
tools. Depute that, there will be the ink pen that will facilitate the drawing of equations where
necessary.
3.3 Content diagram
From the diagram, the user will be able to perform several executions. They will solve equations
and create graphs where there will be an input pane that the users enter functions and date sets.
They will also be able to plot 2d graphs using the plotline attribute. They will pass expressions,
retrieve results and backspace, rotate the graphs, and many other features within the systems.
The use case description
The user enters an operand, and it's stored on the stack or worksheet where it gets operated on.
The user is the actor; the math solver application gets turned on while waiting for input for the
preconditions. The description is where the system starts in an idle state, waiting for users' input.
A number is entered using the keyboard number, the system calculator, or the ink pen on-screen
buttons. The system displays every information on its worksheet, and afterwards, they press the
enter button.
4. The prototype of the re-designed interface
Figure 1: The initial “Draw” tab
Figure1 is the main screen of the draw tab, users can handwrite their problem statement by
drawing on the canvas area of their tablet or smartphone when the “pen” tool is selected. When
the “pen” tool is selected, the pen will be significantly larger than the other tool.
Users can also select the “eraser” tool to erase their input. The “eraser” will remove the whole
curve the users’ finger touched. When the eraser tool is selected, the eraser will be significantly
larger than the other tool.
Users can tap the reverse and forward button to navigate through any change done on the
canvas. The change will be automatically made without any confirmation or limitation, when
there is no changes can be reverse for forward, the according button will turn grey.
Figure 2: The selected area when using the “lasso” tool
Users can also select the “lasso” tool to erase their input in a certain area. The selected area
will be indicated by a closed dashed curve as shown in Figure 2, which gives the users a clear
preview of what will be removed. Once the user’s finger releases from the screen, the contents in
the selected area will be removed. When the lasso tool is selected, it will be significantly larger
than the other tool.
Figure 3: The confirmation popup after tapping the clear button
Users can tap the button with a rubbish bin to trigger the clear functionality. A confirmation
popup will be shown in the middle of the screen on top of all UI elements like Figure 3. The
“Yes” button will be in red to indicate to the users this action will cause some relatively serious
consequences. After the “yes” option is tapped, all curves drawn on the canvas will be removed.
This prevents the user from clearing all inputs unintentionally.
Figure 4: The draw tab in landscape mode
When the users rotate their device to a different device orientation, in this case, the landscape
mode, the UI elements will be rearranged as Figure 4. The tool bar at the bottom in portrait mode
will be rotated 90 degrees counterclockwise and be placed on the right hand side of the screen,
the result bar will still be on the top of the screen. The canvas will be rotated clockwise, the
previous canvas area will appear at the left half of the screen, while the right half will be
extended for a bigger size of the canvas to hold a longer equation. All the other functionalities of
the software will remain the same.
5. Justification of the re-designed interface
5.1 How our design uses the information in the content diagram
The new system was re-designed in such a manner that it has the best interactive user interface
possible. It tried to look at all kinds of users from novice and intermittent. It also tried to appeal
to the expert users by providing a display and selection mechanism that is rapid and
appropriately implemented. The users are also provided complete with explorations where they
can look around for appropriate command; thus, they do not have to remember the equations or
how it flows as they will select from the system.
5.2 Identify a metaphor used in our redesign
In the redesign, there are several metaphors applied. One can see them on the home tab,
where there are several displays of images that show the action to be taken. This helps in making
the interface more interactive and much simpler to use. For instance, the pen image shows that if
a person wants to draw, they can click the Inkpen . The pen metaphysically resembles the
drawing of equations using the application. Another visible metaphor is the “X=?” button just
next to the ink button. The button has been used metaphorically to represent the find x equation
that is common in mathematical problems. This makes the application simple to use and
understand for any user as it contains common mathematical operations and metaphors.
When re-designing the application, all four design principles were put into considerations.
Foremost, the system tries as much as possible to adopt simplicity. Through simplicity, the
system attempted to maintain clarity by understanding and designing for the user’s primary goal,
which is to solve math problems . Thus, the first step was to incorporate a calculator pad, which
would help users typing and entering data. Moreover, all the statists, trigonometric, etc.
equations were also considered so that users would find everything they need within the system.
Furthermore, it also had the language option where the user could choose a language of their
choice to calculate. It also leveraged the use of automation by designing for the least amount of
cognitive effort.
5.3 Our design in terms of the four design principles
When it comes to its structure, the redesign was such that it achieved a balance in interior
design. Careful consideration was given to the placement of objects within spaces. This helped in
providing a sense of equilibrium and stability . The shape, size, and texture of all the objects
were put in a balance to be less rigid. During the re-design, one acknowledged consistency as a
critical principle in user interface design . A user-friendly and usable design always offers a
consistent experience. We avoided situations where the user has to find a new way each time
they try to resolve a similar kind of problem since it will confuse and frustrate them at the same
time. In the application, we applied consistency to reduce the learning time of the issues. The
users could be able to find all the features within the interface. The re-design had all the needed
equations on the calculator tab, following each other entirely and consistently. Just beside the
calculator, there was the worksheet that displays the results of any calculation. The application
is also tolerant when it comes to errors. It minimizes hazards and the adverse consequences of
united actions . Like the earlier problem where the system could delete a whole sentence, the
problem was eliminated by having a clear button. The elements were arranged to minimize
errors and hazards like drawing, which in the redesign was highly discouraged unless there was
no option slightly. It also prevents unconscious actions in tasks.
5.4 Our choice of interaction devices for your redesign
The re-designing used various combinations of interaction styles, but a lot of attention
was paid to the application's overall consistency. The use of worksheets and graphing sheets
applied from filing helped simplify data entry . This also helped guide the user through the
predefined rules and learning since the field was predefined and needed only to recognize. The
use of menu selection also structured the application in the right decision-making way. It also
allowed comfortable support for error handling since the user's input does not have to be passed.
However, one of the devices that were considered the least feasible was the drawing option.
Although it was also incorporated in the new design, it's not the primary option of choice. The
system also discourages the use of drawing but prefers the scanning and use of calculators’ tabs.
5.5 Three of the components used in our interface
In the redesign of the interface, color, text and layout are highly considered. The text is a
very important part and plays a central role in the application because it is powerful and flexible
in communication. The texts can be easily manipulated and visible enough to save time while
looking for something and ensuring that everything is visible. This emphasized the idea that
users see what they expect to see. But it should be noted that the text should not be too long and
cause user fatigue. Frequent use of large sections of text will increase user fatigue. Colour also
played a key role . The colour was also used to effectively draw attention in finding essential
buttons and areas within the screen. It was also used to show status like the change of a button
when clicked. It was also used to display information clearly and make displays more attractive.
We should match people's habitual meaning of a certain color. For example, green generally
means continuation, and red means stop. The layout was structured and more efficiently. For
example, the functions most frequently used by users should be re-established and the
corresponding functions should be combined. In this way, the user can more conveniently find
the functions he needs and the related expansions.
5.6 The design area
One of the main design areas was on user experience. The system was re-designed to attract
and appeal to a personal attitude and emotions about using the system. It explains how the
person feels when interfacing with the using the applied widgets helps simplify and improve
users' experience within the system . Another area is on the interactive design, where the
application was designed most interactively as possible. The text, buttons, labels were designed
to give and help the users find the right amount of information.
6. Conclusion
In conclusion, this report has achieved several objectives and solved many problems
found in the fast system. It has identified the way the user is going to interact with the system in
part 2; it has clarified the basic elements should be shown on the screen and how they act in part
3. It gives out our version of the redesign of the software in part 4 and justified and validated
these changes in part 5. It has given a new structure and layout of the Microsoft math solver and
how it will eliminate the problems. For future actions, we should invite users of the software to
interact with our prototype and collect feedback on our design. Throughout the report, a new
feature has been added that assists users in simplifying their work. Moreover, one has learned
many things when it comes to user interface and interaction process. The re-design can be tested
to see whether extra features can be added to make the work of the users much more
uncomplicated.