High-Fidelity Multimedia Prototype

This document is to design a high-fidelity multimedia prototype, taking into account the main issue of interaction designers, including cognitive psychology, established standards and guidelines, design principles, methods and evaluation techniques. After detailed final report describe the development process and evaluation of key high-fidelity prototypes produced.

High fidelity prototype applet is interactive and dedicated for a cell phone or tablet, providing a welcoming institution for new students. This should include important information which can be found at the University of Greenwich that they need to know.

1.1 Don Norman's User-Center Design Principles

1.1.1 Visibility

'The more visible functions are, the more likely users will be able to know what to do next. Incontrast, when functions are "out of sight," it makes them more difficult to find and know how to use.'

1.1.2 Feedback

'Feedback is about sending back information about what action has been done and what has been accomplished, allowing the person to continue with the activity. Various kinds of feedback are available for interaction design-audio, tactile, verbal, and combinations of these.'

1.1.3 Constraints

'The design concept of constraining refers to determining ways of restricting the kind of user interaction that can take place at a given moment. There are various ways this can be achieved.'

1.1.4 Mapping

'This refers to the relationship between controls and their effects in the world. Nearly all artifacts need some kind of mapping between controls and effects, whether it is a flashlight, car, power plant, or cockpit. An example of a good mapping between control and effect is the up and down arrows used to represent the up and down movement of the cursor, respectively, on a computer keyboard.'

1.1.5 Consistency

'This refers to designing interfaces to have similar operations and use similar elements for achieving similar tasks. In particular, a consistent interface is one that follows rules, such as using the same operation to select all objects. For example, a consistent operation is using the same input action to highlight any graphical object at the interface, such as always clicking the left mouse button. Inconsistent interfaces, on the other hand, allow exceptions to a rule.'

1.1.6 Affordance

'Affordance is a term used to refer to an attribute of an object that allows people to know how to use it. For example, a mouse button invites pushing (in so doing acting clicking) by the way it is physically constrained in its plastic shell. At a very simple level, to afford means "to give a clue" (Norman, 1988). When the affordances of a physical object are perceptually obvious it is easy to know how to interact with it.'

2 Interaction Design Methodology

Most interaction designers to create their designs follow a very similar process. Although similar

The method, the end result is widely different from one designer to the next, since many solutions

Existing design challenges. Some designs have been tried and tested, they were selected as the speed and One of the keys is simple to implement, but many designers understand that success in this industry Is innovation. These designers are always trying to find new and better solutions, rather than reusing old and existing one. The method followed by the interaction designer which consists the seven stages. However, the seven-step cycle is often repeated several times until a final solution is ready to integrate into the product in the settlement and is regarded as shipped to the user. The method follows these seven steps:

2.1 Requirements Planning

The planning phase includes the immediate needs of the field and suggestions related to the system under review. This review produced a system function will support a wide range of system requirements definition. The results from demand planning stages, including regional model area contour system (solid model and process model) According to the study, the definition of the scope of the system, and the reasons for the new system cost

2.2 User Design

The user design phase includes the proposed system of operational activities carried out a detailed analysis. Key users, in the workshop meeting, the decomposition of business functions, and define the type of entity associated with the system. They complete the analysis by creating a chart to define the interaction between processes and data. The following analysis, the design of the system overview. System design process, and develop preliminary layout of the screen. The key is to build a prototype and review procedures. Prepare a plan to implement the system

2.3 Construction

During the construction phase, a small team of developers work directly with the user, stereotypes and build systems. Software engineering process includes a series of "design and build" step, the user has the opportunity to fine-tune the requirements and see the results of the software implementation. This phase also includes preparing the production cutover. In addition to testing the software, including the results of the construction phase and operation instructions and program documentation required for new applications, systems need to be put into operation programs

2.4 Implementation

Implementation phase, including the implementation of new systems and management change from the old system environment to the new. This may include the implementation of a bridge between the existing and new systems, data conversion, and training users. User acceptance is the final stage of implementation

3 Cognitive Psychology

3.1 Attention

The main function of the data of interest is required to distinguish between unrelated data, eliminate it, distributed to other psychological processes. That function work always at the same time, the human brain is able to receive auditory tactile information input, in the form of sight, smell and taste. To remove some or most of the synchronization information, without focusing on the two or most typical, the ability of the brain to become overloaded person trying to process the information.

Within one of the main focus areas of cognitive psychology to note is the concept of attention has been divided. When the user wants to hear different information on each ear, which involves a person's ability to put on headphones to identify significant conversation. In the sense of the case, the information taken from the application processing capability unconscious or not to attend the main conclusion is accompanied by an increase in brain concentration of both messages, it is understood ears.

3.2 Memory

Memory modern ideas, breaking its three main sub-class in general. Given the level associated with its use conscious thinking, these three classes, there is a hierarchy of little character.

Program memory is a memory used for the performance of a particular type of operation. This is the subconscious level of activation, or it requires a conscious effort at most a minimal amount. Program memory, special tasks, procedures and independent process or a particular situation, they met in person, and using procedural knowledge in a particular way to respond when they seemingly in response to stimuli which contains information, which is achieved by activation.

Semantic memory is encyclopedic, who have the knowledge. Semantic memory access depends on variables including numbers, but the scope is not limited to information on the effort. The organization of the access frequency information is digital coding and deep meaning it has processed level.

3.3 Perception

Perception includes wells (body of sight, smell, hearing, taste, touch, body senses involved in the interpretation of the significance of cognitive processes. Current point of view of perceptual cognitive psychology to explain stimulation from the senses, and how these tend to focus on the impact operation of the human mind in a special way to explain. study how to deal with perception, for example, in the study of modern psychologists perception and behavioral ecology research center at the University of Connecticut completed (CESPA). in CESPA, individuals how to treat the physical environment research, it is directed by the environmental impact of navigation methods.

3.4 Languages

Languages currently working within the field of cognitive psychology is very different. Cognitive psychologists can use the language, or participate in related fields, and many other emotions, explore the various components of language acquisition.

Understand that if a child or have a method and timing of language acquisition, there is the development of a learning disability risks, which can be used to determine and significant work has been completed recently. According to the study in 2012, which may be an good strategy, it shows that their review included all relevant information is very important to assess when they are ready. Factors such as memory and other capabilities, long-term differences, social-economic status, and short-term, so, you must include in order to make a valid assessment.

3.5 Problem Solving

Solve this problem, it is the psychological process of analysis, it is necessary solution to the problem. The ultimate goal of solving the problem is to overcome obstacles, to find the best solution to the problem.

The best strategy to solve the problem is analyzing on the specific situation. In some cases, people's problems, it makes more sense to use almost knowledge, something for everyone to learn as much as possible, come up the strategy for solution is good. In another example, analysis and creativity is the best choice.

4 Development Processes

4.1 Requirements Planning

4.1.1 User Target

The user of this university's mobile application is student. This mobile application is dedicated to provide the necessary information to student about the institutions. There will not be a other user group. University students are familiar with technology and the beautiful design is important for them. On the other hand, there may be the student with low visibility, that is why using the icon make them where to go and what he can do.

4.1.2 University's necessary Information

There are a lot of information on the university web portal. Add all information into the mobile application is take long time to do. For the newcomer of the university, this mobile app will give them just necessary information. This mobile application included the course which will display the subject they can learn, library is where they can find the book and study, IT facilities is where they can use the computer, and far more information are provided for student and other people such as parents. This mobile application installed the student portal services also. That services is only dedicated for the university students. For the security purpose, student have to fill the user name and password to login into the student portal. Student portal is where they can use the online library system, reading news about university, checking the result and more etc.....

4.1.3 Technology

Nowadays, technology ages is changing into the portable technology age such as laptop, tablet and mobile. This mobile application is prototyped to provide the information services to student. Prototype are not really usable prototype however, this is the early stage of developing the application.

4.2 Logical Structure

4.3 Multimedia Usage

This university mobile prototype applet is to provide the information about education system, course, university life and etc... The purpose of using multimedia in mobile application is to set the standards of communication between user and system.

Not many multimedia will include in this prototype and some of the multimedia usage will explain below

4.3.1Logo

At the top of the university's mobile application, the logo of university will see. That logo is represent the image of university and trademark within the educational field. Logo is used in more size then the others.

logo has two main functions. Visually convey what kind of university that is to provide and create a memorable encounter or future identifiable information. Logo also distinguish between University and services. It gives identity to brand and help to promote of educational services.

Logo is sales of identity that can explain what services or products. University may be the case, or just the shape of the object. ? Some examples of the use of text-only logo is the Coca-Cola, IBM, Microsoft and 3M, and those that use shapes can be McDonald's, AT & T, Apple and Nike.

4.3.2 Icon

All of link with icon will be seen in grid system at the body. Using the icon is very important because the icon can be said whether it is a concept, a movement, a website, a person and so on. In addition, the icon must have some inherent relationship stuff, which is represented because its purpose is that it can be easily identified and / or associated with. This is usually based on an object, whether you want to show correlation. Magnifying glass, for example, often find things associated with the action, and so often in websites and applications search function.

5 Prototype and Evaluation

5.1 Home Screen Prototype

5.1.1 Logo

At the top of the university's mobile application, the logo of university will see. That logo is represent the image of university and trademark within the educational field. Logo is used in more size then the others.

logo has two main functions. Visually convey what kind of university that is to provide and create a memorable encounter or future identifiable information. Logo also distinguish between University and services. It gives identity to brand and help to promote of educational services.

5.1.2 Body

All of link with icon will be seen in grid system at the body. Using the icon is very important because the icon can be said whether it is a concept, a movement, a website, a person and so on. In addition, the icon must have some inherent relationship stuff, which is represented because its purpose is that it can be easily identified and / or associated with. This is usually based on an object, whether you want to show correlation. For examples, book icon is using in library.

5.2 Screen for course

5.2.2 Logo

According to the consistency principles of Don Norman, University Logo is stilling standing on the top of screen.

5.2.3 Body

The content of body is display with style of grid view. All of the icon are represent their relative subjects. The color of background is also match with home screen. Also there are an arrow under the university logo, that one is can be go back to home screen.

5.3 Login Screen For Student Portal

5.3.1Logo

Logo is standing on the top according to the consistency rule of Don Norman.

5.3.2 Body

Body has two text box to input the data and there are some place holder text to improve the usability of application. The body color are also same.

6 Conclusion

This mobile prototype applet is dadicated for newcomer of university. This applet design is following the principles of Don Norman for the usability and accessbility. This mobile application is develop with Rapid Application Development Methodology and Prototype is also drawn.

7 References

Summary of Don Norman's Design Principles. 2014. Summary of Don Norman's Design Principles. [ONLINE] Available at: http://www.csun.edu/science/courses/671/bibliography/preece.html. [Accessed 28 April 2014].

Intercom. 2014. Intercom. [ONLINE] Available at: http://intdev.stc.org/2011/11/twelve-key-mobile-usability-guidelines-you-need-to-implement-now/. [Accessed 28 April 2014].

What Is Cognitive Psychology? The Science of How We Think. 2014. What Is Cognitive Psychology? The Science of How We Think. [ONLINE] Available at: http://psychology.about.com/od/cognitivepsychology/f/cogpsych.htm. [Accessed 28 April 2014].

Icons and the Web ' Part 1: Why they Matter :: Echo Enduring Blog - A Web and Graphic Design Blog. 2014. Icons and the Web ' Part 1: Why they Matter :: Echo Enduring Blog - A Web and Graphic Design Blog. [ONLINE] Available at: http://blog.echoenduring.com/2010/03/30/icons-and-the-web-part-1-why-they-matter/. [Accessed 28 April 2014]

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