Ueid 2022-1
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Ueid 2022-1
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LO1 Research User Experience and Interface Design in relation to end user requirements
LO3 Build a User Interface concept and test it with end users for enhancement purposes
Resubmission Feedback:
* 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.
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MIM Thamseer, - UNIT 36 4
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Unit Number and Title Unit 36: User Experience and Interface Design
Unit Tutor
Issue Date
Submission Date
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.
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.
Scenario
e- ideo 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, putting 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
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
payment options and options to manage devices connected to user’s EVC account.
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.
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.
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 en
target d
P3 Review different end-user categorisations, classifications
and behaviour modelling techniques.
LO3 Build a User Interface concept and test it with end users for enhancement purposes
P5 Examine appropriate tools to develop a user interface.
LO4 Evaluate user feedback and test results from interaction with the User Interface conceptto det
P7 Review end-user feedback from multiple iterations
of the User Interface.
This report outlines the detailed User Interface (UI) design for the e-Video Cloud (EVC)
system, a cutting-edge cloud-based video platform developed by a tech start-up in Sri
Lanka. As an Associate User Experience Engineer, I have carefully crafted a UI that
prioritizes a smooth and intuitive user experience. Key features include the e-Video
Producer Network (EPN), e-Video Discovery, My Library, eM Player, and Settings.
Each of these components has been thoughtfully designed to enhance user interaction,
streamline accessibility, and boost overall satisfaction. The UI design follows
established user experience principles, ensuring that the platform is engaging and easy
to navigate for both video creators and viewers. Through this design, EVC aims to
provide a powerful yet user-friendly interface that meets the diverse needs of its users.
MIM Thamseer
Date: 8/10/2024
I would also like to express my deep gratitude to the EVC team for allowing me to contribute to their pioneering
platform as an Associate User Experience Engineer. Their vision and commitment have continually inspired me
throughout this project. I am equally thankful to my colleagues and mentors for their unwavering support and valuable
feedback, which have been instrumental in shaping the UI design. Lastly, I appreciate the contributions of all
stakeholders, whose insights have played a critical role in the development and enhancement of the EVC system's User
Interface.
DECLARATION..................................................................................................................15
INTRODUCTION...............................................................................................................16
ACKNOWLEDGEMENT....................................................................................................17
TABLE OF CONTENTS.....................................................................................................18
List of Figures.....................................................................................................................19
Activity 01...........................................................................................................................20
1.2. Impact of UI/UE Methodology in the Software Development Life Cycle (SDLC) .28
Activity 02...........................................................................................................................35
Activity 03...........................................................................................................................57
Activity 04...........................................................................................................................65
MIM Thamseer - UNIT 36 22
4.1. Conducting a User Experiment...................................................................................65
References...........................................................................................................................79
User Interface (UI) Design: It is the visual and interactive interface with which a user
comes across while using any software. It deals with the look, feel, layout, and the
responsivity of the interface. The main aim of UI design is to provide an intuitive,
aesthetically pleasing interface that will smoothly guide users through the system.
Visual Elements: This is through the use of colors, typography, icons, and
images. These elements need to be the same and in accordance with the identity
of the brand.
Interactive Components: Buttons, menus, forms, and other interactive elements
must be designed for ease of use. They should provide clear feedback and allow
users to perform actions efficiently.
Layout and Navigation: Information and navigation should be structured
logically and in a way that is easily understood. No user must get confused while
searching for information or doing any other task.
User Experience (UE) Design: It is concerned with the overall experience a user
experiences while he interacts with the system. This goes beyond merely being a look
and feel of the interface, diving deep into the details of how users think and react to a
system. UE design targets creating a positive, efficient, and satisfying experience for
users.
Usability: One of the key aspects of UE design is that the system be easy to use
and understand. It generally means lightening the learning curve and decreasing
errors.
Accessibility: It should be accessible to all users, including the differently abled.
This is related to a number of factors, including screen readers, keyboard
navigation, and colour contrast.
Emotional Impact: UE design also takes into account how users feel when
interacting with the system. Positive emotions like satisfaction and trust
contribute to a better user experience.
1. Sketch
Description: Sketch is a popular vector-based design tool for macOS. It is widely
used for creating wireframes, mockups, and prototypes.
Features:
o Artboards: Allows designers to work on multiple screens or pages within
the same project.
o Symbols: Enables reuse of design elements across different artboards,
ensuring consistency.
o Plugins: A vast library of plugins enhances functionality, including tools
for prototyping, collaboration, and design system management.
2. Figma
Description: Figma is a cloud-based design tool that supports real-time
collaboration. It is used for UI/UX design, prototyping, and creating design
systems.
Features:
o Real-time Collaboration: Multiple users can work on the same design
simultaneously, making it ideal for team projects.
o Components and Variants: Allows for creating reusable components and
variations, streamlining design updates.
o Prototyping: Built-in prototyping tools for creating interactive designs
and user flows.
Best For: Collaborative design work, prototyping, and managing design systems.
Figure 4: Adobe XD
Figure 5: InVision
5. Marvel
Description: Marvel is a design and prototyping tool known for its simplicity and
ease of use. It is used for creating interactive prototypes and collaborating with
teams.
Features:
o Easy Prototyping: Simple interface for creating interactive prototypes
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without extensive design skills.
o User Testing: Built-in tools for conducting user testing and gathering
feedback.
o Handoff: Provides design specifications and assets for developers.
Best For: Quick prototyping and user testing, especially for non-designers.
6. Axure
Description: Axure is a comprehensive tool for creating wireframes, prototypes,
and detailed specifications. It is known for its advanced prototyping capabilities.
Features:
o Dynamic Content: Allows for creating dynamic and interactive
prototypes with complex interactions and conditions.
o Design Specifications: Generates detailed specifications and
documentation for developers.
o Team Collaboration: Supports team collaboration and version control.
Best For: Complex prototypes with advanced interactions and detailed
documentation.
Figure 8: Balsamiq
8. Hotjar
Description: Hotjar is a user analytics and feedback tool that provides insights
into user behavior on websites and applications.
Features:
o Heatmaps: Visual representation of where users click, scroll, and hover
on a page.
o Session Recordings: Records user interactions to analyze behavior and
MIM Thamseer - UNIT 36 38
identify usability issues.
o Surveys and Feedback: Collects user feedback directly through surveys
and feedback widgets.
Best For: Understanding user behavior and gathering feedback to improve UI/UX.
9. UserTesting
Description: UserTesting is a platform for conducting remote usability testing
and gathering user feedback through recorded sessions and surveys.
Features:
o Remote Usability Testing: Facilitates testing with real users in their own
environment.
o Custom Test Scenarios: Allows for creating specific test scenarios and
tasks for users to complete.
o Insights and Analysis: Provides detailed analysis and insights based on
user feedback.
Best For: Conducting usability tests and collecting qualitative user feedback.
User Retention: A well-designed UI and positive user experience are essential for
keeping users engaged and encouraging them to return.
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Competitive Advantage: In a crowded market, a superior UI/UE can differentiate
a product from its competitors.
Reduced Support Costs: A user-friendly interface reduces the need for customer
support, as users can navigate the system without assistance.
2. Design Phase:
UI/UE Impact: It is during this phase that UI/UE methodologies provide
guidance on the development of wireframes, mockups, and prototypes. Visual
design, layout, and patterns of user interaction are the focus.
Benefits:
o Iterative Design: Allows for iterative design and refinement through user
feedback and testing, leading to more user-friendly interfaces.
o Enhanced Usability: Ensures that the design aligns with user expectations
and improves overall usability.
3. Development Phase:
UI/UE Impact: UI/UE methodologies guarantee that the product being designed,
during the development phase, shall be in actualization what is conceived it to be,
with smooth and easy interactions between the user and the product. The stage
also calls for close coordination between the designers and the developers.
Benefits:
o Design Fidelity: Maintains the integrity of the design through continuous
MIM Thamseer - UNIT 36 42
review and collaboration.
o Reduced Rework: Early identification of design issues reduces the need
for extensive rework and modifications later.
Overall Impact:
Improved User Satisfaction: By integrating UI/UE methodologies throughout
the SDLC, the final product is more likely to meet user expectations and provide a
positive experience.
Enhanced Efficiency: Identifying and addressing design issues early in the
SDLC reduces the risk of costly changes and rework later.
Competitive Advantage: A well-designed user interface and experience can
differentiate the product in a competitive market, leading to higher user adoption
and retention.
2. High-Fidelity Prototypes
Description: High-fidelity prototypes depict detailed and interactive models of
the final design, replicating accurate visuals and interactions.
Advantages:
o Realistic Representation: Provides a closer approximation of the final
product’s look and feel.
o Interactive Feedback: Allows users to interact with the prototype as they
MIM Thamseer - UNIT 36 46
would with the actual product.
Disadvantages:
o Time-Consuming: Requires more time and resources to create.
o Potential Overemphasis on Visuals: Focus on design details might
overshadow usability aspects.
3. Interactive Mockups
Description: Interactive prototypes through clickable elements and basic
interactions are usually employed to mimic a user's experience in presenting
certain features or user flows.
Advantages:
o Demonstrates Interactions: Helps stakeholders and users experience how
the product will work interactively.
o Useful for User Testing: Provides a functional view of the design for
more meaningful feedback.
Disadvantages:
o May Not Reflect Final Performance: Interactivity may be limited
compared to the final product.
o Resource Intensive: Creating and maintaining interactive mockups can be
time-consuming.
Testing Requirements:
o Interaction Testing: Assess how well users can interact with the
prototype and if the interactions are intuitive.
o Feedback Gathering: Collect user feedback on the functionality and flow
of interactive elements.
UI Concept Testing is one of the most critical stages in the development of the e-video
cloud (EVC) platform. The design concepts are evaluated to ascertain whether they
answer user requirements and expectations prior to their final implementation. This
process refines and optimizes the user experience, identifying issues that crop up earlier
on in the process and making necessary changes based on real user feedback.
Wireframe Testing:
o Description: Testing basic wireframes or low-fidelity prototypes that
outline the structure and layout of the UI without detailed design elements.
o Purpose: To validate the overall layout, navigation flow, and functionality
of the interface.
o Testing Techniques: Usability testing with a focus on layout and task
completion; feedback collection on navigation and content placement.
High-Fidelity Prototype Testing:
o Description: Testing detailed and interactive prototypes that closely
resemble the final product, including visual design and interactive
elements.
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o Purpose: To assess the visual appeal, interaction patterns, and overall user
experience.
o Testing Techniques: Usability testing, A/B testing for different design
variations, and accessibility testing to ensure inclusivity.
Early Identification of Issues: Detects usability and design issues early in the
development process, allowing for timely corrections and improvements.
User-Centered Design: Ensures that the final UI design is tailored to meet user
needs and preferences, resulting in a more effective and engaging platform.
Cost and Time Efficiency: Reduces the risk of costly redesigns and development
delays by addressing issues before the final implementation.
Feedback Bias: Users may provide biased feedback based on their personal
preferences or misunderstandings of the design concepts.
Resource Intensive: Conducting thorough testing requires time, effort, and
resources, which can be challenging for project timelines and budgets.
Integration with Development: Ensuring that feedback is effectively
MIM Thamseer - UNIT 36 54
communicated to the development team and incorporated into the final design can
be complex.
In the EVC platform, there exists the need to understand a wide range of end users with
respect to their requirements and preference for a User Interface. The different end users
of EVC can be categorized into classes of roles, goals, and ways of using the platform.
Reviewed hereafter are the various groups of users by use of categorization,
classification, and behavior modeling techniques.
1. Content Creators
Overview: Content creators are users or entities that develop video content and upload
it on the EVC platform. This may take the form of a music producer, movie producer,
vloggers, or any other creative individual or group seeking to use the EVC medium as a
means to distribute their works.
Key Characteristics:
Goals: Publish content, reach a wider audience, monitor video performance, and
generate revenue.
Behaviors: Regularly upload new content, engage with audience comments, and
analyze performance metrics.
Pain Points: Need an easy-to-use content management system, effective
performance tracking tools, and reliable payment options.
Example User:
A music producer who wants to upload music videos, monitor distribution, and
withdraw earnings.
2. Consumers
Overview: These are users who come to the site to look for videos that they would want
to rent or buy. They may be casual movie viewers, film buffs, or just fans of any genre
or type of creator.
Key Characteristics:
• Goals: Discover new content, manage a personal library of videos, and enjoy high-
quality streaming.
• Behaviors: Search content by genre, director, or artist, rent or buy videos, and create
or manage playlists.
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• Pain Points: Seamless browsing experience, easy access to rented or purchased
content, reliable streaming quality.
3. Business Users
Overview: Business users are those using the EVC platform for business purposes, such
as advertisers, partners, or brands looking to collaborate with content creators on
sponsored projects or promote their own products.
Key Characteristics:
•Targets: Engage targeted audiences, collaborate with creators, and analyze campaign
performance.
•Behaviors: Placing ads, sponsoring content, monitoring, and reporting the effectiveness
of their marketing.
•Pain Points: Realizes the need for accurate audience analytics, seamless order
placement processes for ads, and effective collaboration tools.
Example User:
An advertiser who uses EVC to place targeted ads in videos and track
campaigns' performance.
Goal-Oriented Classification:
• Content-Oriented Users: Focus on finding, enjoying, and sharing videos.
• Revenue-Oriented Users: Focusing on monetizing content and analyzing financial
performance.
Selection Process
User Research and Segmentation: It refers to proper research to help
understand the various kinds of user groups that would play with the EVC
platform. It is concerned with data collection through interviews and surveys,
data analysis, and market studies in order to identify the different user types.
Primary user groups for EVC may include:
Segmentation Criteria: The following are most of the bases through which
users can be segmented, including:
Goals:
o Easily discover new and different video content.
o Keep track of a varied and organized video library.
o Share with friends and engage in social features.
Challenge:
o Feeling overwhelmed by the number of choices available and struggling
to find the content she likes.
o Looking for a seamless way to manage rented and owned content.
o Getting easy access to sharing and gifting features that wouldn't disrupt
her experience.
Behavior:
o Logs in every day to see what is new.
o Often searches for videos either under genre or by a director.
o Shares regularly with friends and values their recommendations.
User-Centric Decision Making: At this stage, every design decision made will
bear Ayesha in mind. For instance, should there be a debate on how to structure
the navigation menu, the team will work out what would make most sense to
Ayesha, according to her behavior and goals.
Clarity of Development: The developers are quite clear about the end user; this
clearly in turn helps in making decisions and brings down ambiguity in the
development process.
Effective Testing: Testing on users like Ayesha will ensure relevant feedback,
which can be applied directly to the target user group.
Importance:
User-Centric Design: Personas put a human face on user data, allowing designers
to empathize with the users’ needs, frustrations, and motivations.
Focus and Alignment: Personas help align the entire team (designers, developers,
marketers, etc.) around a shared understanding of who the key users are and what
they need.
Decision-Making Tool: By referencing personas, teams can make more informed
decisions about features, content, and design elements, ensuring they serve the
users’ needs.
Segmentation:
Grouping Users: After gathering data, segment users into groups based on shared
characteristics. For example, frequent viewers, casual viewers, content creators,
and premium subscribers.
Defining Key Characteristics: Identify the most significant factors that
differentiate these segments, such as age, technical proficiency, content
preferences, and goals.
level, etc.
o Psychographics: Interests, lifestyle, values, and attitudes.
o Goals: What the persona wants to achieve using your product (e.g.,
discovering new content, sharing videos with friends).
o Pain Points: The challenges or frustrations the persona faces (e.g.,
difficulty managing a large video library).
o Behavioral Patterns: How the persona interacts with your product (e.g.,
frequently searches for new videos, often shares content on social media).
Example Persona:
Name: Ayesha Fernando
Age: 27
Occupation: Marketing Professional
Location: Colombo, Sri Lanka
Technology Proficiency: High – comfortable using new digital platforms and
devices.
Goals:
o Discover new and interesting video content easily.
o Maintain an organized and diverse video library.
o Share content with friends and engage in social features.
Pain Points:
o Feels overwhelmed by too many content options and struggles to find
videos that match her taste.
o Finds it difficult to keep track of rented vs. owned content.
Behavioral Patterns:
o Logs into EVC daily, primarily during evenings.
o Searches for videos by genre, director, or through recommendations.
o Frequently shares and discusses videos with friends, both online and offline.
Content Strategy:
Content and communication strategies can be tailored to resonate with the
persona. For example, promotional messages or notifications can be crafted to
appeal to Ayesha’s interests in indie films and social sharing.
Importance:
Aligns the Team: An empathy map creates a shared understanding among team
members, ensuring that everyone is on the same page regarding user needs and
experiences.
Improves User Experience: By focusing on the user's emotions and thoughts,
teams can design products that are not only functional but also emotionally
satisfying.
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Identifies Opportunities: The map helps identify pain points and gaps in the user
experience, leading to better problem-solving and innovation.
Additional Elements:
Pain Points: Identifies the user’s frustrations and obstacles.
o Example: "Ayesha is frustrated by the overwhelming number of choices
and struggles to find something that matches her mood."
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Gains: Describes the user's goals and what they hope to achieve.
o Example: "Ayesha wants to easily discover and enjoy a movie that suits
her taste and mood."
Importance:
Improves User Experience: Experience maps ensure that all aspects of the user
journey are considered, leading to more comprehensive and satisfying user
experiences.
Informs Design Decisions: They provide insights into how users interact with the
product over time, guiding design decisions that improve usability and
engagement.
Enhances Customer Satisfaction: By addressing pain points and enhancing
positive touchpoints, experience maps help increase user satisfaction and loyalty.
Importance:
Customer-Centric Focus: It ensures that the customer’s needs and emotions are
considered at every stage, leading to more user-friendly and effective solutions.
Alignment Across Teams: A customer journey map aligns different departments
(e.g., marketing, sales, customer service) around a common understanding of the
customer’s experience.
Informed Decision-Making: It provides valuable insights that guide business
decisions related to product development, customer support, and marketing
strategies.
3. Structure of a Customer Journey Map:
A typical customer journey map includes the following elements:
Customer Phases/Stages:
o These are the different stages of the customer journey, such as Awareness,
Consideration, Purchase, Onboarding, and Post-Purchase. Each stage
represents a key part of the customer’s interaction with the brand.
2. Why is it Important?
The choice of development methodology can significantly impact the success of a project.
It influences how quickly the team can respond to changes, how well the project meets
user needs, and how efficiently the project progresses. A well-chosen methodology
ensures that the team can adapt to challenges, stay on track with deadlines, and deliver a
product that aligns with user expectations.
5. Example Outcome:
Final Product: After several sprints, the “My Library” feature is fully developed,
with a user-friendly sorting mechanism that has been iteratively improved based
on user feedback. Ayesha has ensured that the design meets the needs of users
while aligning with technical constraints and business goals.
User Satisfaction: Thanks to Agile’s iterative nature, Ayesha can be confident
that the final product will resonate with users, as it has been shaped by their
feedback throughout the development process.
To create an effective and engaging user interface for the "My Library" feature, Ayesha
needs to use specialized tools at different stages of design, prototyping, and
development.
1. Design Tools:
Figma:
o Description: Figma is a cloud-based design tool known for its
collaborative capabilities. It allows multiple team members to work on the
same design file simultaneously, making it ideal for agile teams.
o Features:
Adobe XD:
o Description: Adobe XD is another robust tool for UI/UX design,
especially useful for designers already familiar with Adobe's ecosystem.
o Features:
Seamless integration with other Adobe Creative Cloud tools, such
as Photoshop and Illustrator.
Advanced prototyping and animation features for more dynamic
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interactions.
2. Prototyping Tools:
InVision:
o Description: InVision specializes in creating clickable prototypes that
simulate the final product’s behavior, allowing stakeholders to experience
the product before development begins.
o Features:
Axure RP:
o Description: Axure RP is known for its ability to create detailed and
highly interactive prototypes, including complex conditional logic and
dynamic content.
o Features:
Lookback:
o Description: Lookback allows for real-time observation of usability tests,
enabling teams to watch users interact with a product while capturing their
reactions.
o Features:
Lighthouse:
o Description: Lighthouse is an open-source tool developed by Google for
auditing the performance, accessibility, and SEO of web applications.
o Features:
Provides detailed performance metrics, including page load times,
rendering speed, and resource usage.
Offers suggestions for improving performance and adhering to best
practices.
Can be integrated into CI/CD pipelines to ensure continuous
performance monitoring.
o Use Case: Ayesha can use Lighthouse to regularly audit the "My Library"
feature during development, ensuring it meets performance benchmarks
and offers a smooth user experience.
o Ensure that all sorting, filtering, and interaction features work as intended
across different scenarios.
o Validate that the "My Library" feature correctly reflects the user's video
collection status (e.g., rented, owned, gifted).
Usability Testing:
Test Case: Navigating the Interface.
o Scenario: Users are asked to find and gift a video to a friend.
o Metrics: Time taken to complete the task, ease of use (as reported by
users), and any confusion encountered during the process.
o Expected Result: Users should be able to gift the video quickly, with
minimal navigation issues.
3. Execute Tests
Automated Testing:
Process: The QA team runs automated tests using Selenium and Cypress across
all supported browsers and devices. These tests are integrated into the CI/CD
pipeline to ensure ongoing quality.
Reporting: Test results are automatically compiled, with any failures logged for
immediate review and resolution.
Usability Testing:
Process: Ayesha conducts usability tests using UserTesting and Lookback. She
gathers both quantitative data (e.g., task completion times) and qualitative data
(e.g., user feedback on ease of use).
Analysis: Ayesha reviews the recorded sessions to identify common pain points
or areas of confusion, prioritizing them for further improvement.
Performance Testing:
Process: JMeter is used to simulate high traffic conditions, while Lighthouse
provides ongoing performance audits. Ayesha and her team analyze the data to
ensure the feature performs well even under stress.
Optimization: Based on the results, the team makes any necessary optimizations
to improve load times and responsiveness.
Performance Tuning:
Action: If performance testing reveals bottlenecks, the development team optimizes
the code or infrastructure. Lighthouse scores are monitored to ensure
improvements.
Selecting Participants:
Target Audience: Ayesha selects a diverse group of participants that represent
the various user personas identified earlier in the project. These could include:
o Frequent Users: Regular users of the platform who are familiar with its
Collecting Feedback:
Post-Task Surveys: Immediately after completing each task, participants are
asked to fill out a brief survey assessing their experience with that specific task.
This could include questions about ease of use, clarity of the interface, and overall
satisfaction.
Post-Test Interview: After all tasks are completed, Ayesha conducts a brief
interview with each participant to gather deeper insights. Questions may focus on
their overall impression of the "My Library" feature, what they liked or disliked,
and any suggestions for improvement.
Comparative Feedback: If multiple iterations or versions of the interface are
being tested, participants may be asked to compare the different versions and
indicate which one they preferred and why.
Preparing a Report:
Summary of Findings: Ayesha compiles a comprehensive report summarizing
the findings from the user experiment. This report includes a detailed analysis of
user behavior, satisfaction scores, identified issues, and suggestions for
improvement.
Recommendations: Based on the analysis, Ayesha provides recommendations for
iterative changes to the interface, prioritizing fixes for critical issues identified
during the experiment.
Stakeholder Presentation: The findings and recommendations are presented to
stakeholders, ensuring that all team members are aligned on the next steps for
refining the "My Library" feature.
1. Analyzing Feedback
Reviewing Qualitative Data:
Session Recordings: Ayesha starts by reviewing the recorded user sessions.
These recordings capture the exact steps users took during the tasks, including
their interactions with the UI, any moments of hesitation, and their think-aloud
comments. By re-watching these sessions, Ayesha can pinpoint specific areas
where users experienced difficulties or expressed confusion.
Observer Notes: During the experiment, Ayesha or another team member took
notes on user behaviors, reactions, and non-verbal cues. These notes are now
reviewed to identify patterns, such as repeated struggles with a particular feature
or positive reactions to certain design elements.
MIM Thamseer - UNIT 36 122
MIM Thamseer - UNIT 36 123
Verbal Feedback: Ayesha also analyzes the verbal feedback provided by users
during and after the test. This includes their thoughts on the ease of use, clarity of
instructions, and overall satisfaction with the interface. Users’ suggestions for
improvements are especially valuable as they offer direct insights into what
changes could enhance the experience.
Quantitative Analysis:
Task Completion Rates: Ayesha calculates the percentage of users who
successfully completed each task. High completion rates indicate that the task is
easy to understand and perform, while low rates suggest potential usability issues.
Time on Task: The average time taken to complete each task is analyzed. If users
take longer than expected, it may indicate that the task is too complex, the UI is
unclear, or there are unnecessary steps in the process.
Error Rates: Ayesha tracks how often users made mistakes while performing
tasks, such as clicking the wrong button or getting lost in the interface. A high
error rate could indicate that the interface is unintuitive or that certain elements
are not prominent or clear enough.
Satisfaction Scores: The post-task surveys include questions that allow users to
rate their satisfaction with different aspects of the "My Library" feature. Ayesha
compiles these ratings to gauge overall user satisfaction and identify which
features need improvement.
2. Making Iterations
Implementing Initial Changes (First Iteration):
Redesigning Problematic Features: Based on the feedback analysis, Ayesha
starts by redesigning the features that caused the most confusion or frustration.
For example, if users had trouble sorting videos by genre, she might move the
sorting options to a more prominent location, add clearer labels, or simplify the
sorting process.
Enhancing User Guidance: If users struggled with understanding certain
features, Ayesha might add tooltips, tutorial pop-ups, or inline help messages to
guide them through the process. These elements help users navigate the UI
without feeling lost or overwhelmed.
Improving Visual Hierarchy: Ayesha may adjust the visual hierarchy of the
interface to ensure that important features and actions stand out more clearly. This
could involve changing the size, color, or placement of buttons and links to make
them more intuitive.
Evaluating Consistency:
Pattern Recognition: Ayesha looks for consistent patterns in user behavior and
feedback. For example, if users consistently praise a specific feature or express
frustration with a particular aspect of the interface, this consistency is an
important indicator of the feature's success or failure.
Outlier Analysis: Ayesha also considers outliers—instances where feedback
significantly deviates from the norm. These outliers might highlight unique user
needs or uncover potential edge cases that need to be addressed.
Prioritizing Feedback:
Critical vs. Non-Critical Issues: Ayesha distinguishes between critical issues
that directly impact the core functionality of the "My Library" feature and non-
critical issues that may be more aesthetic or minor usability concerns. Critical
issues are prioritized for immediate action.
User Impact Assessment: Feedback that affects a large portion of the user base
or hinders key tasks (like video sorting or playlist creation) is given greater
weight. Ayesha ensures that the most impactful feedback drives the next steps in
the design process.
Technological Innovations:
Integration of AI and Machine Learning: Ayesha suggests leveraging AI and
machine learning to further enhance user interaction. For instance, AI could be
used to provide smarter search functionality, predictive video suggestions, or even
automated video tagging for better organization within "My Library."
Advanced Playback Features: Ayesha proposes adding advanced features to the
eM Player, such as adaptive streaming quality based on internet speed,
personalized playback settings, or even interactive elements like polls or live chat
during video playback.
[1] Nielsen, J., & Molich, R. (1990). Heuristic evaluation of user interfaces. In
Proceedings of the SIGCHI conference on Human factors in computing systems
(pp. 249-256). ACM.
[2] Shneiderman, B., & Plaisant, C. (2010). Designing the user interface:
strategies for effective human-computer interaction. Pearson Education India.
[3] Cooper, A., Reimann, R., & Cronin, D. (2007). About face 3: the essentials
of interaction design. John Wiley & Sons.
[4] Preece, J., Rogers, Y., & Sharp, H. (2015). Interaction design: beyond
human- computer interaction. John Wiley & Sons.
[7] Gothelf, J., & Seiden, J. (2013). Lean UX: Applying lean principles to
improve user experience. O'Reilly Media, Inc.
[8] Norman, D. A. (2013). The design of everyday things: Revised and expanded
edition. Basic Books.
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