Robot Prototype design principles.

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Shumaila Aslam 022132390

2nd Year Combined Honours

Executive Summary

Introduction

The Robot Prototype is designed to test the user knowledge in term of understanding the task requirements to be performed. It tests the user in terms of the reaction, which may conclude if the user found enough information in the interface to deal with requirement.

Three Prototypes are generated to test the user performance. The first Prototype (Prototype 1) is a command line prototype which is, an interface showing the user the relative position of the cave walls (up, down, left or right) and requiring the user to take action to move the Robot to avoid colliding with it. The second Prototype (Prototype 2) interface shows the user the relative position of the Robot and gives instructions how to avoid the cave walls. The third Prototype (Prototype 3) is a graphical interface, which shows the user picture of the relative position of the Robot and the cave wall and gives instructions on how to act on it.

Design Principles and Rules

Design principles are high level of recommendations based on well knowledge about human behaviour. Some of these principles are that know the user population’; which can be difficult to achieve, especially when a diverse population of users has to be accommodated or when the user population can only be anticipated in general term. Knowing the user include being sympathetic to different user needs by, providing program shortcut and promoting the ‘personal worth’ of individual by allowing user to perform tasks in more than one way. Achievement of this principle in the Robot Prototype is by creating a menu of three Prototypes in one program and made the user to choose shortcut to play Prototype 1 to 3, which allow the user to perform task in more than one way.

The second principle is reducing the cognitive load’, which concerns designing so that users do not have to remember large amount of details to follow. This is achieved in the Prototype by reminding the user about the keys if wrong key pressed (e.g. message used ‘Oops, you crashed’).

The third principle is ‘engineer for error’, which concerns to provide the user with a good error massage which allows the users to correct their errors and provides a large number of explicit diagnostics. This has been performed in the Prototype by outputting error massages if the user presses a key which is not part of the command keys.

A design rule is an instruction that can be obeyed with minimal filing out and interpretation by the designer. For example, to play the Prototype 2, 4, 6 and 8 keys should be used.

The visibility principle:

Relevant data and functionality ought to be as visible as possible to a tool user. This principle is predicated on the assumption that the human capacity for recognition is more powerful than recall [, pp. 118-121]. The programmers in our studies experienced severe visibility problems due to the proliferation of windows and hidden functionality. Unfortunately, much of the visibility problem is inherent in the task: a star diagram planning tool is intended to help programmers to discover relationships amongst syntactically separated pieces of code. Because there is no restructuring engine, the programmer must also revisit all of these related program locations in order to carry out the actual restructuring changes. Other visibility problems were due to design. For example, on tool start-up only a tool bar was displayed. Each button on the bar invoked a pop-up window that was responsible for some aspect of the tool's high-level operation.

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The consistency principle:

Things that are similar should look similar, and things that are different should look different [, pp. 9, 21-24, 32, 101]. When successfully applied, a user interface is easier to understand because the user can reliably respond to visual cues of similarity and difference in the interface, aiding recall and also the ability to guess how unfamiliar parts of the tool might behave when used. The problem with dismissing windows is a prime example of inconsistency in CStar. The challenge in applying the consistency principle lies in making decisions about what ``typical'' tool users will judge to ...

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