Pervasive Computing - E-kiosk machine at Mydin Meru

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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].





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