203 CR
DESIGNING FOR USABILITY 2
REDESIGNING PERVASIVE COMPUTING PAPER PROTOTYPE DOCUMENTATION
Prepared by:
Mohammad Afif Fahim Bin Hairani
(CVB 120805225)


Prepared for:
Madam Nasrah bt Hassan Basri




INTRODUCTION


            Usability is one of the method that assesses how easy and simple for a user to use the interfaces. Besides, usability also related to the methods for enhancing ease-of-use during the design process of the product. There are five key components in defining the usability which are Learnability, Efficiency, Memorability, Errors and Satisfaction. Firstly, learnability means how much easy for the user to do a task for the first time when they face the design. Next, the efficiency whereas the time taken and speed of the user to complete the task when they have learned the design. After that, memorability is they can memorize the design when they are not experiencing the design for a short or long time. The next key components of defining the usability is errors which is how much errors made by the user, the level of severe of the errors and how they user recovers it. Lastly, satisfactions is how pleasant the design used for the user. The definition of designing for usability how certain components or devices are design in order to meet the expectation of the user to achieve their goal and address all issue and problem in term of efficiency, effectiveness and satisfaction.




EXAMPLE OF PERVASIVE DEVICE: CONVEX OEM PLAYER


 

Picture 1: Convex OEM Player

            Nowadays, a lot of inventions and products that have been produced by expert to make the human life easier and get a better life from day to day. The reason behind this is a lot of products and devices produced which are been improvised and innovations that made our life easier than before. To complete this assignment, Convex OEM Player has been taken as example of pervasive computing device. It is because the device is qualify in pervasive computing. As we know, the terms pervasive means "existing everywhere." Pervasive computing systems are connected to each other at all time and that is the reason they connect among of them consistently. This device not only an audio and movie player in the car, this device contains a processor or chip powered by A9 from Philips which enable the device to connect with another computing devices such as smartphones and laptops. In term of connectivity which has been applied in pervasive computing, the device can connect to the Androuid smartphones or Windows laptops during playing the song or movie through wireless connections (Wi – Fi) and Bluetooth connection. To make sure the successfulness of connections, make sure the router is exist and the Bluetooth function is on on both devices. Besides, any other devices such as Iphone and Ipod also can connect to this device because it is universal and there is no limitation in term of connections to the devices.
If one of the device is not turning on the function, the process of transferring or playing any media files will fail. Besides, this device also can be controlled by the user by steering control. User can control the music whether the music can be stopped or played using the control button on the steering. This devices also have a TV tuner and a lot of TV programme using addition antenna and must be installed on the car. The user can get the desire channel through this device because this device contains TV tuner function. Thus, this device enable the passengers to enjoy watching television programme in the car in a journey or anywhere. The device also contains multi-port which are USB port and SD - Card port. Certain users tend to play media file by inserting these kind of removeable storage to the ports which are available at the device.


USABILITY EVALUATION APPROACH


            As stated by the Perlman, G (2015), there are 3 types of usability evaluation approach which are testing, inspection and inquiry. These three approach have different method to be implemented. By doing this project, there are two usability evaluation approaches that will be used in order to implement a testing and evaluation of Convex OEM Player which are inspection and inquiry.

            In term of inspection, the heuristic evaluation method has been chosen to evaluate the usability of the chosen device according the principles by Jakob Nielsen. The inspection method required the user to make a checking process and make a testing to the function of device or interface which is can be used and maintained their functionality by following the inspection method’s guidelines which is heuristic evaluation method. 

            For the inquiry approach, the observation and interview method will be used measure the level of understanding of the user while using the device and the effectiveness of the information which are being conveyed by the device. The inquiry will make use of any mean of interaction between the device and surrounding environment and upon completed collecting the data, it will be analyzed to ensure that the device can be improved in any kind of way such as functionality, interface and other related things.

            The inquiry approach also will retrieve several opinion from the user when interacting with the device to detect any errors with device whether the errors produce by the device and errors made by the users themselves to ensure that the device can be improved in future.  



METHODOLOGY


            The method that will be used for the inspection approach is the heuristic evaluation and the method for the inquiry is observation and interview. As for the heuristic evaluation, the device functionality and interface will be inspect based on  Jakob Nielsen by 10 type of inspection which is visibility of system status, match between system and real world, user control and freedom, consistency and standard, error prevention, recognition rather than recall, flexibility and efficiency of use, aesthetic and minimalist design, help user recognize, diagnose and recover from error and help and documentation. Not all of the type of inspection will be chosen, only a few of them will be selected to check the new design of Convex OEM Player in term of functions and interface in order to meet the requirement of the user.

            According to the Jakob Nielsen, the principle of visibility of system status means the Convex OEM Player should always provide proper feedback to the user about the system in reasonable time. As an example, Convex OEM Player have the function which it can respond to the user within reasonable time when the user want to play a song or movie using removable storage. The user do not need to wait for a long time to play the media files because the power of processor which is installed in OEM Player enable the device works smoothly without any interruptions and interference also taking a longer time to process the task given by the user.

            Following the Jakob Nielsen, the principle of match between system and real world means Convex OEM Player able to deliver the information to the user such as concepts, words and convention which have nearest similar to the real world in term of natural and logical order. Convex OEM Player use this concept whereby it use icon which is similar in real world conventions. Besides, the GPS functions which provided by PapaGO software also use the real world distance measurement which is kilometer when the user use the GPS system to travel to their destinations. There are many possible way will be available in the interface and easy to understand by the user.




            Based on the Jakob Nielsen the principle of user control and freedom means that Convex OEM Player should provide addition to those user who are making  mistakes while using the device such as provide undo, redo and emergency exit. The power button is provide to the user and useful when the system is stuck for a long time. In addition, the user can choose to exit using the device by tapping the power button for a long time which is 15 seconds until the system restart. The user can control the accurateness of the result from the training by only turn on the pedometer when the training is started.

            Besides, based on Jakob Nielsen towards the principle of consistency and standard means that the Convex OEM Player should ensure that every component should not contains consistent elements in term of icons, navigation and other related things. In term of consistency and standard, Convex OEM Player provide consistent icons and menu for every sections and easy to understand for the user when they navigate to anywhere in the interfaces.

            In addition, Jakob Nielsen also mentioned about the principle of error prevention means that the Convex OEM Player prompt a message to the user or prevent them from making any action that could produce errors happen in Convex OEM Player. As an example, Convex OEM Player will prompt the user there is no device connected to the player when the user has not connect any removable storage to the port available. Besides, the player always turning on the Bluetooth functions and if the user want to play a song through the smartphone and Bluetooth function is disable, the player will present “Please connect USB or Bluetooth”.

            Furthermore, according to the Jakob Nielsen the principle which is recognition rather than recall mean that the Convex OEM Player should reduce use of the memory overload on the user by making an object, option and action visible and easily to get back in proper way. Convex OEM Player reduce the memory user overload by making the data visible and easily recognized by the user such as displaying the list of songs and movies when the removable storage or any smartphone connect with the player.



            As mentioned by Jakob Nielsen the principle which flexibility and efficiency of use means that the Convex OEM Player can provide way for both inexperienced and experienced user. Both experienced and inexperienced user just need to tap and make touch to the options given in the player. Since the interface is not hard to understand, both of the user can use the interface without any offense.

            According to the Jakob Nielsen the principle of Aesthetic and Minimalist Design mean that the Convex OEM Player should make things simple and straight and distinguish all the information which is not suitable with the player. Convex OEM Player has basic design and stylish and make the user feel pleasant to use it. As an example, for the interface of the navigations, the player only provide simple and stylish icons and menus for the user.

            According to the Jakob Nielsen the principle of help user recognize, diagnose and recover from error means that Convex OEM Player should prompt the user the error message in easy way which make the user easy to understand about the errors occur during using the payer, display the problem and show the alternative way to overcome the solution.

            According to the Jakob Nielsen the principle of help and documentation means that the OEM Player provides documentation that guide the user step by step to solve any problem which exist. The OEM player have a manuals and provide a documentations so that the user could understand faster.

            According to the Jakob Nielsen the principle of help user recognize, diagnose and recover from error means that Convex OEM Player should prompt the user the error message in easy way which make the user easy to understand about the errors occur during using the payer, display the problem and show the alternative way to overcome the solution.

            Last but not least, according to the Jakob Nielsen the principle of help and documentation means that the OEM Player provides documentation that guide the user step by step to solve any problem which exist. The OEM player have a manuals and provide a documentations so that the user could understand faster.


PROTOTYPE


Easy interface


Figure 1
Figure 1 illustrates the simple interface of the Convex OEM Player as a pervasive computing design. Simple interface means the interface contains several icons menus which is easy to understand for the user. Eventhough it is a pervasive computing, it must be improved in term of connections to other device. For the simple interface, it make the user easy to understand while using it based on the icon provided in the interface. For the first function is Navigations as known as GPS system. When the user choose Navigations, they will get the directions based on the GPS system installed in the car. Next, the radio icon is the function which make the user easier listening to the music while using the radio. Besides, the television functions also enable the user to watch live television programme while enjoying the journey especially the passengers. After that, USB icon is common functions for all the player out there. Certain user might be to play a song using the removable storage whether using flash drive or external drive as long as they have USB port.  Besides, some of the user would like to play songs or movie using DVD or VCD which is available in the Convex OEM Player. Other than that, the player also build with SD card port which also one of the removable storage. The function of the SD card also same which is store the media files such as songs and movies. The interface also contain bluetooth which enable the user to connect with the player using their smartphone or any device which has Bluetooth functions. The songs and movies will be played directly and can be controlled via another devices which connect with it. The volume options can make the user to control the loudness of the sound produced by the player.


Hard interface

Figure 2
Besides, the Figure 2 shows the Hard Interface of the Convex OEM Player. Hard Interface means the interface contains a few icons which can be understand by certain experienced user and it comes with alternative text for those are quite hard to understand the those icons with functions. Commonly, these icons come up with different functions and looks more colourful than the easy interface which has single colour which is black and has no background. The functions in the hard interface is quite similar with the easy interface but it contains a few improvements such as addition of Wi-Fi functions which enable the user to play media files using hotspot or bluetooth tethering functions. Besides, the interface also give the information to the user related on the maximum GB of SD Card storage which is only 64 GB. The player will not read the media files in the SD Card which has size to 128 GB. In the future, the OEM player will be enhanced and support to the maximum storage. Last but not least,


REASON OF PICKING HARD INTERFACE


Both of the interface have their advantages and disadvantage. But in this case, the hard interface prototype was chosen. Based on the hard interface prototype, it can be said that it has several improvements regarding to make the user easy to understand and use the player. In term of icons and menus, the hard interface contains more details than the simple interface which icon based only. Some of the user give a suggestion which is the simple interface should be improved by redesigning it with icons together with alternative text and it will be easier to the user. After that, in term of functions, hard interface consist of improved functions such as a larger storage to read and Wi-Fi functions and enable the user to transfer or play media files at the same time without any interference because the Convex OEM Player has stronger signal. Besides, the hard interface prototype is following the latest technologies which is touch. Nowadays, people tend to use smartphone with touch function. Everything are easy to get and retrieve. The user only need to swipe from left to right to find the desire functions. Once they find the functions, the just tap it to enter the menu. As an example, if the user want to use the Bluetooth function, they just tap the Bluetooth icon which is located bottom of the interface and the pop up will shows the list of connected device with the player. If the user is not connected or paired with the device, they just tap “Pair” and pairing process between the player and their device will run at that time.

INTERACTION STYLES


In term of interaction styles, hard interface prototype is more successful than easy interface. The reason is the hard interface of Convex OEM Player contains labels with search functions. As an example, if the user could not find the functions they want, they simple go to search field and type the function which they want. The Wi-Fi, Bluetooth functions and volume icons is located bottom in the interface because it is easier to user to get and use it. Besides, the swipe and touch concept are widely used in another devices and most of the user are familiar with the interfaces.

CONLUSION

 As a conclusion, it can be said that all pervasive computing devices have their own advantages and disadvantages. The purpose of redesigning the new interfaces which consist of easy interface and hard interface is to identify the suitable, the ease to use, effectiveness and other related things based on qualifications of pervasive computing.

REFERENCE


1.    "What Is Pervasive Computing? - Definition From Techopedia". Techopedia.com. N.p., 2016. Web. 29 Apr. 2016.
2.    "Ben Shneiderman". Cs.umd.edu. N.p., 2016. Web. 29 Apr. 2016.
3.    "Usability 101: Introduction To Usability". Nngroup.com. N.p., 2016. Web. 29 Apr. 2016.
4.    "What Is Pervasive Computing (Ubiquitous Computing)? - Definition From Whatis.Com". IoT Agenda. N.p., 2016. Web. 29 Apr. 2016.
5.    "Usability Evaluation". Usabilityhome.com. N.p., 2016. Web. 29 Apr. 2016.



PERVASIVE COMPUTING – E-KIOSK MACHINE MYDIN MERU


Prepared by:
Mohammad Afif Fahim Bin Hairani

Prepared by:
Miss Nor Shahida Bt Mohd Zubir



Table of Contents

1.0   ACKNOWLEDGMENT. 3
2.0   INTRODUCTION.. 4
                    2.1   METHOD.. 5
                    2.2   OBJECTIVE.. 6
                    2.3   CONCEPTUAL OF FRAMEWORK.. 7
                    2.4   TARGET USER.. 13
3.0   QUESTION ANALYSIS.. 14
4.0   REFERENCES.. 32
5.0   REFERENCES.. 33
6.0   APPENDICES.. 34

1.0  ACKNOWLEDGMENT

First of all, I would like to take this opportunity to say a lot of thanks to my Miss Nor Shahida for guiding me to complete this project in usability evaluation of a device such as e-kiosk machine at Mydin Meru shopping mall. Therefore, she also give a lot of guidance and advices regarding to this project. Other than that, she gives a lot of tips to me to ensure the smoothness of completing the project. Thus, the project could be completed smoothly without any disruption by the time given.
After that, a lot of thanks to all friends for supporting me and give a few ideas regarding to complete the project. Besides, I also would like to thanks to all my respondents because they give a good cooperation during answering the questionnaire session.


2.0  INTRODUCTION
            This task probably key assignment which is compulsory assignment in Designing for Usability 2 for student in Bachelor of Science Computer in Multimedia Computing at Kolej Polytech Mara Ipoh. In this subject Designing for Usability 2, it consists of a key assignment task and must be completed individually by the students. First step, the student needs to find anything or devices which related to computing and they must evaluate that devices based on Jakob Nielsen heuristic evaluation. In this task, e-kiosk machine at Mydin Meru mall was chose as a device for evaluation process. This kind of machine quite popular and familiar among the peoples who like to go for shopping caused by its location in most of the shopping mall around the country. Most of the people who are new to shopping mall, they tend to use this device as a reference before they go for shopping. After the e-kiosk machine was chose, the students must prepare a set of questionnaires and distribute them to the random respondents. After that, students need to evaluate and analyze every questions and do the report based on the statistics that being collected. Below, the figure indicates the e-kiosk machine was using by random people.

Figure 2.0: E-Kiosk Machine at Mydin Meru Mall

2.1 METHOD
There are many ways to carry out the data collection which are through the direct observation which is the student need to observe the user use the machine in 1 or 2 hours. Through this way, the student can record a video of the people who use the e-kiosk machine. The purpose of recording the video is to record the behaviors or actions made by the user during interacting with the e-kiosk machine. Furthermore, interviews is another way of methodology which is ask the people directly also in verbal mode and it could be spontaneous or in formal. To implement this method, a simple question should be prepared to enhance the interviews session. After that, questionnaires which is a set of question related to the device that being used and was distribute to the random respondents and so on. For this key assignment, the techniques that being used is quantitative evaluation. A quantitative evaluation is a form of statistical assessment which have been used to a project that need to implement. The collected data is used as a reference to do the analysis. It can be expressed in numbers such as pie chart or other chart and it is depending on the presentation style. So, quantitative is the best way to use to obtain a specific data.
The type of quantitative evaluation which has been chose is questionnaire. Questionnaire is a written set of questions that are given to people in order to collect all the feedbacks and their opinions about something either written or printed questionnaire often with spaces for answers such as tick (X) in the box. In other words, questionnaire is a list of way of research or survey questions which is designed to extract the obtained information. It offer four basic purposes which is to collect the suitable data or information made by respondent, make data easy to compare, also minimize formulating and asking questions.
By producing a good questionnaire, the evaluation looks clearer and ease the process of collecting the data and information. However, the poor questionnaire will make the analysis process more difficult and make the respondent less – understanding towards the set of questions. Therefore, quantitative data can be analyzed in many kind of ways and it is helpful in evaluation’s phase because the result is easy to understand by all the people in different level. Besides, this kind of way had being used by a lot of analyzer out there.

2.2 OBJECTIVE
The only one theory that being used in completing this key assignment is a Heuristic Evaluation which introduced by a person named Jakob Nielsen. A heuristic evaluation is a usability engineering method for finding the usability problems in a user interface design so that they can be applied to as part of an iterative design process. Based on the experience, the people finds different usability problem in different evaluation factors. Therefore, it is possible to improve the effectiveness of the method significantly by including a few or more evaluators.
In this assignment, the report will produce to describe usability evaluation of mobile devices in daily life. E-kiosk machine usually used in same situations and different locations such as shopping mall and so on. This report has been test based on the usability of a E-Kiosk machine which available at Mydin Meru mall. E-kiosk machine is a device that have a large interface and provide a touchscreen to make the interaction between the user and the machine is easier. The purpose of creating this machine is to provide the information and legends which available at Mydin Meru shopping mall. Those information including the latest news also show the shops and booths available in the shopping mall. Moreover, the e-kiosk machine also provide the information in term of the opening hours for every shops as an example Bata which the shops for selling many kind of shoes. The machine shows how many hours the shops was operated.


 2.3 CONCEPTUAL OF FRAMEWORK
The evaluation are divide into two methods and will be explained in details which are:
a.         Heuristics evaluation
b.         Questionnaires

A)        Heuristics evaluation
In this report, Jacob Nielsen heuristics evaluation is used to evaluate the interface of E-Kiosk machine. Even though it has 10 principles, only 6 out of them had been chose to explain because the six principles is suitable for evaluation process.

i.               Visibility of system status

The system should always keep users informed about what is going on through appropriate feedback within reasonable time.


In this task, the user should know what is going when they explore or discover the e-kiosk machine. These figures show that the icons used has a symbol and alternate text. By putting this kind on elements in the e-kiosk machine, it can influence the user or the viewer in term of understanding the interfaces.


Figure 2.3.1: Instruction of icon

ii.               Match between system and the real world

The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system oriented terms. Follow real world conventions, making information appear in a natural and logical order. In the real world, people will come from any place and any background, so it must be various languages.


There are several languages that provided in e-kiosk machine which are English and Bahasa Melayu only. Within these two languages, the interface is easier to understand by the user. Generally, the user can choose whether they want to use Bahasa Melayu instead of English language. It is because English is a second language that use in the global world and it is easy to understand and used by all people around the world. With the two languages in e-kiosk machine, user can use it without any disruptions. This figure will show the language that provided in this e-kiosk machine.

Figure 2.3.2: Two languages which is Bahasa Melayu and English in the E-kiosk machine

iii.              User control and freedom

Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and redo.

For this kind of machine, it provide a few navigations. As an example, there are navigation tabs which indicate the floor directory which are Level G, Level 1 and Level 2. Basically, a user will make a mistake while discovering the interface such as navigating to the different level. By providing the freedom concept, the user can go to anywhere he or she want such as navigating to any level he or she want as long as the directions is accurate and according to their wants. Learning about the human error or mistakes is an important thing in heuristic evaluation.

Figure 2.3.3: Every legends explain their navigations
iv.              Consistency and standards

Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.


For e-kiosk machine, the interface and the layout is consistent and maintain also remain same for all pages when the user navigates. The entire tabs such as Level G, Level 1 and Level in term of directions have their own functionality. For example those color of tabs are gray and remain same for every pages when the user navigate it.
Figure 2.3.4: The locations of buttons remain same







v.              Recognition than recall
Minimize the user’s memory load by making objects, actions and options visible. The user should not have to remember information from one part of dialogue to another. Instructions for user of the system should be visible or easily retrievable whenever appropriate.

For example in E-kiosk machine, the recognition and recall elements are applied in the interface. As the user see the Level G tabs, the user already know they will go to the ground level page. Besides, if the user want to go another level such as Level 1 or Level 2, they already know the function of those tabs which located top of the interface.
Figure 2.3.5: The function of tabs


vi.              Aesthetics and Minimalist Design
Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.

            For this aspects, the e-kiosk machine will be measured in term of complexity of the interfaces and tested whether the interface is easily understand and used by the user. For instance is the users are not confused about the e-kiosk machine interface when they use for the first time.

Figure 2.3.6: The minimal design applied in the interface








2.4 TARGET USER
For the surveys that being implemented, there are 30 random peoples have been chose to answer the questionnaires. The questionnaire is quite simple including the tick (X) in the box and generally the questionnaire are based on the e-kiosk machine. The purpose of the questionnaires is to collect the data input made by the user.
B)        Questionnaires
In this report, questionnaire is used to evaluate the functionality and the effectiveness of e-kiosk machine. It contains 20 questions to answer it which are require the users tick based on their satisfaction towards the machine. After setting up the questionnaire, they will distribute to the people. Thus, this is the final analysis from those questions that has been answered by respondents.

3.0  QUESTION ANALYSIS

Figure 3.0.1 shows the total respondents according to their age. Mostly the respondents come from which age from 21 to 30. They come from adult group including the single and married people. In this stage of the year, they tend to go for a shopping a lot and sometimes a few of them make shopping as their hobbies. However, there are a few number of respondent which is 2 only from year 13 to 20 years old. It is because this stage of year, they do not have a lot of money instead some of them are still study in primary and secondary school. In addition, they also are under parental control and they depends on the monthly expenses that being given by their parents or guardians. After that, the people who is 31 to 40 years old is 5 only and it can be conclude that they tend to focus on their work and do not have time to go for shopping.


Figure 3.0.2 indicates that the total respondents for answering the questionnaires. In general, the majorities of respondent are female which 24 out from 30 respondents are. While the rest are male which is 6 only. It can be said that majority of the people who like to go for shopping comes from female group.
 Figure 3.0.3 show that the random respondent and most of the respondents come from Malay race and followed by Chinese and Indian race. However, the other races are not involved to answer the questionnaire.



Figure 3.0.4 show that random respondents were local people which is Malaysian since Mydin is a shopping mall that familiar with those people.

As the data stated above, it shows that most of the respondents are non- government. The rest are who work under government. It can be said that those people who works in no – government are more likely to go for shopping than people who works under government.
As the data stated above, it shows that most of the respondents are not shopping daily at Mydin. It is because they prefer to buy the groceries at the other shops and it can assumed that they prefer to buy those things at shop near their house. Besides, they are too busy in workdays and only have a time in the weekend to do shopping those items at Mydin shopping mall.

Figure 3.0.7 shows that the majority of respondents choose to shop monthly. Commonly, those respondents will get the monthly salary and go for shopping at the end of month. Besides, those respondents who choose shopping twice a month also make a good decision. They tend to go for shopping if any sales or promotions of the less price product. Besides, only 1 respondent answer daily for shopping at Mydin while 5 person only choose to shop at Mydin for twice a week. They occasionally go for shopping based on the day they get their salary. Sometimes a few of them will get the salary twice a month and it all depends.
Figure 3.0.8 shows that most of the respondents would like to spend their time for shopping at Mydin for 30 minutes and above. 30 minutes to 1 hour is ideal time for shopping and they also add do not spend too much time on shopping because the time is precious and do not waste it. The people who choose less than 30 minutes is more to quick shopping. They tend to buy important goods only instead of other items. Too much spend time for shopping which is 2 hours and more are chose by 3 person only. It shows that not all people will go for shopping in a short time instead a longer time is needed to buy a lot of items at the mall.
Figure 3.0.9 shows that most of the respondents tend to go straight away to shop in the mall. There are 22 respondents answer no for spending time on using the e-kiosk machine. They would like to go around all the shops in the mall and rather than using a few minutes for e-kiosk machine. The rest which is 8 person only who prefer to use the e-kiosk machine before they go for shopping.

Figure 3.1.0 shows that respondents tend to go for shopping in term of buying foods and beverages. It is because the price of food such as fish, meats and so on is reasonable and cheaper than the other shops out there. Nowadays, people tend to go shop at shopping mall because they can get a reasonable price when buying those items. After that, shopping foods and beverages followed by clothes store. Clothes store also contribute to shopping mall economy. The reason is those people tend to buy clothes with reasonable price at certain shopping mall. The rest are only a few choose to go for shopping at watch store and stationary store.
Figure 3.1.1
Figure 3.1.1 shows that respondents vote good in term of understanding the legends in the e-kiosk machine’s interface. Then, it followed by moderate which is 13 person vote it. The rest choose excellent because the legends and icons give clear meaning and alternate text.
Figure 3.1.2 shows that majority chose good by evaluating the navigation of the interface in e-kiosk machine. The navigations and instructions in the e-kiosk machine are clear enough and easy to understand and make the user feel free to discover the Mydin mall with the e-kiosk machine. Then, it followed by moderate which is chose by 10 person and the rest is 5 for excellent rating.

Figure 3.1.3 shows that majority chose good by evaluating the interface because it is quite attractive. Then it followed by second which is moderate and the third is poor design of the interfaces and lastly only one chose bad interface and judge that interface is not interesting and attractive enough.
Figure 3.1.4 indicates that highest number of respondents which is 13 choose good for the contents in e-kiosk machine and followed by 12 persons who chose moderate for the contents of the e-kiosk and the rest are chose excellent which is 3 persons and bad contents is 2 persons only.
Figure 3.1.5 indicates that highest number of respondents which is 13 choose good for the contents in e-kiosk machine and followed by 12 persons who chose moderate for the contents. The contents in the e-kiosk machine is clear and compact enough to show to the users and viewers.
Figure 3.1.6 indicates that familiarity of the user who is using the e-kiosk machine at Mydin Meru mall. Based on the pie chart above, the majority are voting good because they already familiar with the interface of the e-kiosk machine.
Figure 3.1.7 illustrates that most of the respondent choose no because they tend to discover the  interface straight forward in the e-kiosk machine by themselves without reading the tutorials and manuals provided. The rest just read the tutorials and instructions before use the e-kiosk.
Figure 3.1.8 illustrates that most of the respondent choose yes instead of no. The reason is because they find that using the e-kiosk machine is effective and helpful to the users. The instructions provided are clear enough and make the user easy to understand.

Figure 3.1.9 indicates that most of the respondents would like to choose yes because the instructions given and manuals are easy to understand by the user. Besides, the icons and maps in term of design are familiar with the user

Figure 3.2.0
Figure 3.2.0 indicates that total responses from random respondents. It can be said that the highest number of respondents choose very satisfactory for the features provided by e-kiosk machine and follower by about average also superior in term of rating.

4.0  CONCLUSION

As a conclusion, e-kiosk machine is helpful device in our daily life at shopping mall. By refer to the e-kiosk machine, the user will know all the legends in term of shops which are available in the Mydin Meru shopping mall. With the good interface in term of design, it can attract more user and visitor to view it before they go for shopping. Furthermore, using e-kiosk can save a little bit of time for the user before they go for shopping. It is because by referring to the e-kiosk, they could know the locations of the shops and where they are. Hence, they just go the shops directly and could save their time.


5.0 REFERENCES


1.            Nielsen, J. (1994). Heuristic evaluation. In Nielsen, J., and Mack, R.L. (Eds.), Usability Inspection Methods. John Wiley & Sons, New York, NY.

2.            Nielsen, J. (1995) How to Conduct a Heuristic Evaluation [online].  Available from : http://www.nngroup.com/articles/how-to-conduct-a-heuristic-evaluation [Accessed 15 October 2014].