USER INTERFACE 4
< Museum User Interface >
Project Design Proposal
< Museum User Interface >
Design Manager: <Munish Arora>
Student Id: 11555638
Table of Contents
Navigational and Informational components 7
Proposed Evaluation Methods 12
Overview
The user interface design will be client centred approach. The features will be easy to use and understand. It will have all the accurate product and location information. Products will be logically connected to each other and related products will be grouped together. Navigation system will have the flow between screens and work, the user is trying to accomplish.
Colours Scheme of this user interface will be suitable for clients eyes and also acceptable for those who are colour blind. The error messages will have positive wording and the buttons will be organised in a way that is both visually appealing and efficient. To achieve these goals, it is important to follow the plan step-by-step so to avoid any errors.
Design Aims
It is crucial to set some aims before creating any user interface. It helps designers to stay focused on what they want to achieve in the end, and goals always help to deliver an outstanding result every time. It is also important to create a plan about how you are going to achieve your aims in an accountable manner. SMART tool would be the best way to produce a high level design. To elaborate, SMART goals are Specific, Measurable, Attainable, Realistic and Time-based.
The few main aims of this user interface design are:
· Clarity - The product information is conveyed accurately and efficiently.
· Discriminability - The given information can be distinguished accurately.
· Conciseness - Users should not get confused with the extraneous information.
· Consistency - It should be a unique design and conformity with user's expectations.
· Detectability - The users attention is directed towards the required information.
· Legibility - All the necessary and given information should be easy to read and understand.
· Comprehensibility - The meaning of each word or information is clearly understandable, interpretable, recognizable and unambiguous.
Concept
The focus of the interface would be client centre approach and customer satisfaction, as it will be easy to use and the best in quality.
· A user-friendly design: A best user-interface is often compromised for beautiful design but both should have an equal importance and go hand in hand. A well-designed interface helps users travel through design with ease. Items should be located in a place where users expect them to be so it can be easy for them to use the interface.
· Design a user-interface that flows freely, allowing users to navigate easily and find what they need quickly and efficiently: Navigation is best to be near the top of the page and not at a place where it looks good because users do not often know to scroll down to find navigation buttons. A good interface will have a sitemap which helps to determine where pages should go and what items should be placed there or together so users can find the products easily.
· Colour Scheme: Colours of this user interface will be suitable for clients eyes and also for those who are colour blind as they can at least see the black and white colour.
Principles of design
· The structure principle. The user interface design will be organised purposefully, in useful and meaningful ways which will be based on clear and consistent models which are recognizable to the users, separating unrelated things and putting related things together. This principle is concerned with the overall user interface architecture.
· The simplicity principle. The design has very simple tasks or procedures to do, communicating well and simply, user can understand it very easily.
· The visibility principle. This design will have all the required options and materials for a given task and visible without any extraneous information or too many alternatives.
· The tolerance principle. This design will be flexible and will also reduce the cost of mistakes, misuse by allowing undoing or redoing. There will be reasonable actions to prevent errors.
· The reuse principle. This design will reuse all the components and behaviours, maintaining consistency with purpose.
Scope
This interface will have a very structured layout and design with the best colour scheme. It will be easy to read, understand and follow the instructions. It will have photographs, search and browse tabs, maps and instructions on how to get to the particular item.
In this interface, there will be no security issues regarding the software or Wifi network. We would not consider about the database storage or safety.
Design Outline
The important deliverables of this user interface:
1. Consistency: The most important thing is to make sure that your user interface work consistently. For example, If you double click on any product or element like buttons, icons in one list and have some happen, then you should also be able to double-click on any other item and have the same thing happen or have buttons or option to go back. In this design buttons will be on consistent places on all the screens, same wording labels, messages and will have the same consistent colour scheme throughout.
2. Explain the rules. The clients will have demo option which will help them to understand how this application works. This is the easiest way to explain how the features work step-by-step.
3. Navigation between major user interface items : If there is a flow between screens and work- the user is trying to accomplish, then this user interface design will make sense otherwise user will get frustrated and give up. This user interface will be flexible enough to support their various approaches.
4. Labels effectively: The text or labels on the display screen will be the primary source of information for the clients. If this text is worded poorly then users will also perceive this interface poorly. In this design there will be full words and sentences which can make users to understand everything quickly. The messages will have positive words, provide insight into how to use the user interface and imply that the client or user is in control. For example: The message "A product number should be eight digits in length" is more appealing compare to "You have put wrong info" . Moreover, the messages will be displayed on top or middle of the screen. There will be an option of font size which can help those people who have weak eye sight or cannot read small font.
5. Colour scheme: Colours of this user interface will be suitable for clients eyes and also for those who are colour blind as they can at least see the black and white colour. I will use the following colour scheme made by ColorCombos: Colour Scheme ColorCombo3: This colour palette contains the following web hex colour codes: #000080, #FFFFFF, #000000, #C0C0C0. The colours from this colour combination are described by the following tags: BLACK, BLUE, GRAY, GREY, NAVY BLUE, SILVER, WHITE. Colours are important to use in consistently manner so that users can have common look and feel throughout the application.
6. Contrast rule: It is important to see the screens are readable. The best way is to use dark colour on light background and light text on dark background. It is easy to read blue text on a white. There are many contrasts between blue and white to use.
7. Align fields or elements effectively: It is good to organise the fields or buttons in a way that is both visually appealing and efficient. This design will have all the fields or buttons on the left-hand side line up in a straight line, one over the another. The corresponding labels will on right-hand side and placed immediately beside the field. Displayed information will be in clean and efficient way on the screen. There will be interface elements like:
Input controls: Buttons, text fields, dropdown list.
Input Controls
|
Element |
Description |
Examples |
|
Dropdown lists |
Dropdown lists allow users to select one item at a time, similarly to radio buttons, but are more compact allowing you to save space. Consider adding text to the field, such as ‘Select one’ to help the user recognize the necessary action. |
|
|
Buttons |
A button indicates an action upon touch and is typically labeled using text, an icon, or both. |
|
|
Dropdown Button |
The dropdown button consists of a button that when clicked displays a drop-down list of mutually exclusive items. |
|
|
Text fields |
Text fields allow users to enter text. It can allow either a single line or multiple lines of text. |
Navigational and Informational Components: Icons, Messages, Search field, Browse, tool tips, demo videos and so on.
Navigational and Informational components
|
Element |
Description |
Examples |
|
Search Field |
A search box allows users to enter a keyword or phrase (query) and submit it to search the index with the intention of getting back the most relevant results. Typically search fields are single-line text boxes and are often accompanied by a search button. |
|
|
Breadcrumb |
Breadcrumbs allow users to identify their current location within the system by providing a clickable trail of proceeding pages to navigate by. |
|
|
Icons |
An icon is a simplified image serving as an intuitive symbol that is used to help users to navigate the system. Typically, icons are hyperlinked. |
|
|
Tool Tips |
A tooltip allows a user to see hints when they hover over an item indicating the name or purpose of the item. |
|
|
Message Boxes |
A message box is a small window that provides information to users and requires them to take an action before they can move forward. |
|
8. Group things effectively: Products which are logically connected to each other will be grouped together for example: in this design, history related items will be in different section or phrase and new generation products will be in another. They will also have labels like weapons, sculptures, Handicraft etcetera.
9. Maps: With the help of this option, user can easily understand where is he and where to go.
Wireframes
Wireframes are usually different on every screen but the few following elements often are included elements on every wireframe:
· Search field
· Browse button
· Navigation system or buttons to go on home page
· Breadcrumb
· Body content(size)
· Footer
· Contact information
· Help button
Example of Main Screen or Wireframe(There can be some changes according to the software, information or techniques).
Objectives and Outputs
The main objective of any user interface is it should be for client centred approach. some of the objectives and outputs are:
· High level user friendly interface
· Easy to learn and understand
· Easy to navigate
· Easy to remember to use
· User happiness and satisfaction.
· Selection regarding phases
· Option for font size on screen so that the people who cannot see small font or cannot read properly
· Ask for help facility on screen
· Option to select image based or voice recorded guide instructions for all background people.
· Tab buttons for search and browse on every single page.
· Best colours scheme suitable for eyes.
Key Assumptions
· There will be a security tag with all the tablets so no one can go out of the museum with the tablet.
· There will be always a staff member with good technical skills to help clients with the instructions or show how they can use the tablets as most of the youngsters know more about the technology these days.
· There might be a slight change in the objectives and targets while creating the user interface for the museum benefits.
· Design can be changed a bit because of techniques or information.
· Few things might be added or changed like features.
Proposed Evaluation Methods
There are many ways to evaluate the design and analyse the results. First it is important to understand the purpose of evaluation which includes:
What does this evaluation strive to achieve?
What is the purpose of this evaluation?
How will findings from the evaluation be used?
The evaluation also can be done by survey or interviewing stakeholder or by asking questions to clients like:
|
Focus of Evaluation |
Evaluation question |
|
Process |
How well was the project designed and implemented (i.e. its quality) |
|
Outcome |
To what extent did the project meet the overall needs? Was there any significant change and to what extent was it attributable to the project? How valuable are the outcomes to the organisation, other stakeholders, and participants? |
|
Learnings |
What worked and what did not? What were unintended consequences? What were emergent properties? |
|
Investment |
Was the project cost effective? Was there another alternative that may have represented a better investment? |
|
What next |
Can the project be scaled up? Can the project be replicated elsewhere? Is the change self-sustaining or does it require continued intervention? |
|
Theory of change |
Does the project have a theory of change? Is the theory of change reflected in the program logic? How can the program logic inform the research questions? |
|
|
|
Lastly, we can have few users and let them use the interface. Based on their views or answers it can be analysed if this user interface is efficient and beneficial for the museum.
<Munish Arora/ Std_ID:11555638> Page 13 of 13