Library Management System
Library Management System
GROUP ASSIGNMENT
PANIPAT
CE00306-2-HCIU
PT1181/82
HAND OUT DATE 21 AUGUST 2013
WEIGHTAGE 50%
INSTRUCTION TO CANDIDATES:
1. Students are advised to underpin their answers with the use of references (cited using
the Harvard Name System of Referencing).
2. Late submission will be awarded zero (0) unless Extenuating Circumstances (EC) is
upheld.
3. Cases of plagiarism will be penalized
4. The assignment should be in both hardcopy and softcopy:
The hard copy of the assignment should be bound in an appropriate style (comb
bound )
The softcopy of the written assignment and source code where appropriate should
be on a CD in an envelope /CD cover and attached to the hardcopy.
GROUP ASSIGNMENT
PANIPAT
CE00306-2-HCIU
In-Course Assignment
Group Number-…..
HAND OUT DATE 21 AUGUST 2013
HAND IN DATE 11 NOVEMBER 2013
Marks will be accorded to the team members for all work carried out in their respective section.
The following are the marks that are to be awarded to each team member for the work done by
the entire group.
individual component.
Presentation: 5
Demonstration of the final prototype/ability to explain the whole
usability engineering process undertaken
Overall achievement of the learning outcome: 5
Understanding of the overall HCI consideration for the project
Performance Criteria:
Criteria: Remarks
Credit • Effective and well standard of criteria used with some minor limitations
B: 60-69%
Credit • Acceptable and sufficient of criteria used with some severe limitations
C: 50:59%
BE (HONS) IN COMPUTING
In-course Assignment Information Sheet
CE00306-2
Intakes : PT1181/82
Date Assigned : 21 August 2013
Date Due : 11 November 2013
Lecturer : Ravi Sachdeva
Submission : Softcopy & Hardcopy
LEARNING OUTCOMES
Assignment Overview
You are to complete one piece of intensive course work for the module HCIU which is worth
50% of the module overall marks. The incourse work is to be completed as a piece of
cooperative and collaborative group work. You need to work in a team of 4/3 members.
You are required to develop an interface of a Library Management System. The design should be
made with respect to the HCI design guidelines.
It should be an interactive application which can be developed using an authoring tool of your
choice. Do note that the purpose of this assignment focuses on the user interface and what goes
into the entire design process that will give it a certain look and feel. A fully functional system is
not expected to be produced.
However, some limited functionality (such as dummy output) is expected in order to demonstrate
the ability of the system. Database backend are not necessary.
First Stage
At the initial stage of this project, the team members are to meet together and brainstorm for this
project. As a team, you are required to submit your proposal which includes the following
requirements:
You need to draw a scheme of work that shows how and when your team will perform the
usability engineering activities (as identified on page 3 of this document)
Your plan should include details of the tasks (including meetings) that will be involved and what
deliverables you will produce as the usability project proceeds, including the final report itself.
You are advised to include some spare time in your plan for unforeseen events e.g. one or more
team members being absent for short periods.
Deliverable: You will be expected to ‘walk through’ your plan with a module tutor during week 5
of the module (for up to 10% – see the Marking Scheme in page 4). You will need to make a 10-
minute appointment to do this, normally during one of the usual timetabled slots.
Once this proposal is approved then you and your team can move on to the second stage of the
project where design, implementation, documentation and presentation will be scheduled.
Second Stage
Your team will work through the following usability engineering activities:
User Requirement
User Profiling/Stakeholder analysis
Task analysis
Testing of Design
Heuristic evaluation
Formative Testing
General
Implementation
Final presentation
References
Complete documentation (maximum 10000 words) must be produced to contain all the activities
that the development team went through in producing the system. Complete and detailed
research is required for each activity.
As this is a group assignment, it is expected that the usability engineering activities are to be
carried out together as a team. Each member must demonstrate knowledge and ability to explain
each activity and the justifications of any decision made. This will contribute to the individual
marks during the presentation.
Each member will be responsible for documenting the research section of one chosen usability
engineering section.
Throughout the development cycle, the team is required to discuss the progress of the project
every two weeks. Documentation of the discussions is to be included as part of the submission
together with a detailed workload matrix to show the participation of all group members.
Marking scheme
Marks will be accorded to the team members for all work carried out in their respective section.
The following are the marks that are to be awarded to each team member for the work done by
the entire group.
Criteria: Remarks
Credit • Effective and well standard of criteria used with some minor limitations
B: 60-69%
Credit • Acceptable and sufficient of criteria used with some severe limitations
C: 50:59%
Acknowledgement
-
Around a period of two months we were working hard to achieve our goal. We are
strived hard to complete our assignment. Now after the completion of our group assignment we
are happy to see the best results. Our goal was to give an outstanding and appreciating
performance. Though there were lots of problems we had to face but we all worked together and
moved on and on. Today we are out with flying colours. First, we would like thank to APIIT
INDIA to provide us the opportunity to do such an assignment. We are very much grateful to our
Module Lecturer Mr. Ravi Sachdeva for her continuous support in the development of the
assignment and have enabled us to complete our assignment on time. He was always there to
listen and to give advice and He also taught us how to express our ideas. We greatly
acknowledge the working contribution of Director Sir, who encouraged us and provided us with
all kinds of facilities including Ultra modern Library and computer Lab. We would also like to
thank all our friends, family and everybody else who helped us anyways in our assignment. Last
and but not the least, I want to acknowledge all my friends and colleagues who supported us in
our assignment.
Certification:
the Module ”Human Computer Interaction and Usability” As Per Staffordshire University
(Module Lecturer)
APIIT SD INDIA
Table of Contents
Acknowledgement ……………………………………………………………………….. 10
Certification ………………………………………………………………………………. 11
Introduction:
The Term HCIU stands for “Human Computer Interaction and User Interface” .It is the
study of interaction between user and Computer. HCIU is concerned with the design, evaluation
and implementation of interaction computing Systems for human is and with the study of major
phenomena surrounding them. HCIU is a very broad discipline that encompasses different
MANAGEMENT SYSTEM”. It is one of the popular sites that can be seen by everyone. It has
As this site is mainly used by student and library faculties, we are going to introduce a new
interface which will be helpful to every computer user and it would not provide the major-
functionalities but would also provide the user with the simplest interface and easily navigation
The Site is being developed by keeping the following considerations in mind such as:
Effectiveness, Efficiency, Usability and Simplicity.
Understanding the key issues in the field of Human-Computer Interaction.
A System that can be easily understandable and navigated by the kids.
Designing and evaluating interfaces on the basis of relevant knowledge and appreciation
of human capabilities.
1. User Requirement
1.1. User Profiling and data 33.3 33.3 33.4
gathering
33.3 33.3 33.4
1.2. Stakeholder analysis
33.3 33.3 33.4
1.3. Task analysis
100
1.4. Documentation
100
4. Testing of Design
5. General
5.1. Implementation 33% 33% 34%
5.2. Documentation
The Process or act of “establishing and collecting the knowledge about the
users related to any specific system of all the users who are expected to use the
system and also of what these users want to do” can be termed as user profiling. In
other words we can say that the user profiling is the activity of gathering data regarding
intended user, either individuals, novice or casual or expert ones. Just designing
appropriate would not help, since, users attribute may vary from place to place and may
other factors too. User Profiling involves identifying user attributes like physical
proximities, background, preferences and skills, which may help in co-coordinating and
The purpose of user profiling is to gather information about the requirements from the
users. We do user profiling to identify the interest of all the stakeholders who may affect
feedback or just to make the system enjoyable and satisfaction. We need to find out the
demands from the user to achieve the goal of the system, because the system will fail if it;
Doesn‟t do what the user‟s needs.
Is inappropriate to the user. So that the system must match the user‟s task and
must meet the user requirements
User profiling plays a vital role in framing the system usable which is easy to learn, remember
and easy to use. User Profiling is done so that it can aspire to the system to match the user‟s
tasks and to meet the user requirements. Without proper User Profiling, the interface will fail if it
does not know what the actual user require. The system will fail if it is not as per the requirement
of user. In order to make the system, it is important to understand the capabilities and limitations
User Profiling
Users
Goals
Tasks
Under this we have all the features related to the user like how the user look like, their
-Physical Characteristics: It is related to the outer appearance of the user, like how the user
looks like. It also signifies the age of the user. The user‟s ability and users disabilities like is the
user is having any eye sighted problem for which he/she uses glasses. Its all related to the user
outer appearance.
-Background: Here it means the educational background of the user which shows upto what
extent the user can understand the things, the social and religious background of the user which
helps a lot in making the system.
-Skills: In this we get a fair idea about the skills and task experience of the user. We get to know
what the user knowledge and experience is and what kind of task the user can perform.
-Preferences: Under this we can get to know how efficient the user is and how efficiently
he/uses the system to meet his/her requirements.
2. To know where is the task performed?
Under this we will have an idea about the place and the situation where the system has to work
and according to which the system has to design because surrounding environment matters a lot
in working of a system.
While standing, while sitting, in a crowded place, where the system is going to be used.
Are users under stress or they are in absolutely light mood while using the system.
Is there confidentiality required or need to hide some information
The working space of the user, what kind of lighting do they work under, the kind of
place they sit and work .All the things related to their surroundings.
Surrounding noise
Under this we can collect the information about relationship between the user and the data:
Personal Data: Is the data always accessed at same machine and personal to the user or not. Can
anyone else use the same data or not. Do users move between or work on the same particular
machine.
Common Data: Is the data being used is personal to a user or common to all the users. Is the
Under this we get to know the about the frequency of using the system to perform any task:
Frequent users remember more details so no much assistance is required for them. So the
System is designed in same manner.
Infrequent users may need more help even for simple operations. So more and more steps
and guidance is given for such types of users in the system.
out or the page will expire. This all have to decide while designing the system.
The entire user domain can also be divided on the basis of knowledge possessed by the intended
Novice User- These are the users who has either no or limited knowledge of the occupational
task to be performed, and of computers and interface concepts. They are very new to the system
and will need a simple and basic interface. They may include that domain of users that has no
prime knowledge of basic computer handling and software handling. But this domain will
1. All initiative should come from the computer- the novice may not know what is to be
done.
2. Each required input should be brief- the shorter it is more likely it is to be remembered.
3. Input procedures should be consistent with user expectations-humans search for patterns
Knowledgeable Intermittent Users- These are the users who understand the main
concept of the task. They also have a broad knowledge of computers and interface concepts.
These users may have problem in maintaining the system as they don‟t have a deep knowledge
of the system. The users in the group come under the less frequent users group and hence may
Expert Frequent Users- These Users may include computer geeks. This user force may
include the developers and engineers who all are often involved in developing computer
applications. They are termed as frequent users, due to their tendency of maintaining close
relations to computer world. These mostly use shortcuts to accelerate the works faster.
Considering Human Factors is a potent part of constructing a design of any system. Knowing
users‟ capability and restrictions is important for guiding the arrangement of controls and
components of any system. Certain human factors effecting interface working are:
1. Physiology:- It mainly deals with physical build up or body parts of the users. It
deals with the physical abilities and disabilities of the users. The design of system or
designers must take care of various techniques for users to access input and output
Reaction Time: It is the response which an user takes to response for a action or
an activity. It vary from one user to another one.
Disability: User may also possess some disability which may restrict them to make
full use of system. Disease like Rheumatoid arthritis often restrict user from accessing
interface containing too many buttons and splash screens. Hence, paper use of mouse
control has been considered and tools like arrows keys will be used to handle input
modules.
2. Cognition: Cognition is the scientific term for “The Process of thought” and it is
basically related to brain of human body. It is related with the aspect that how many
things we can understand at a same time. It mainly deals with the human
deals with time span for which an individual can pay attention to a specific task.
According to George Miller‟s (1956) theory, 7±2 chunks of information can be held
in short-term memory at any time. This concept must be followed while designing the
limitation of visual processing and understanding how users perceive size and depth.
While designing the system, care should be taken about all the human cognition ane
Stakeholder Analysis: Person, group or organization that has direct or indirect stake in an
organization, because it can affect or affected by the Organisation„s actions, objectives, and
policies.
Stakeholder analysis is a technique we can use to identify and access the importance of
key people, groups of people, or institutions that may signifies influence the success of our
activity or project. The technique can be used alone or with team members. The Stakeholder
concept was first used in a 1963 internal memorandum at the Stanford research institute .It
defined stakeholders as “those groups without whose support the organization would cease to
exist”
Primary Stakeholder : Users who directly uses the system are known as primary stakeholder.
These users actually use all the resources of the system. They are the persons who are affected
Secondary Stakeholder: Those who don‟t work on the system but need reports regarding
system at regular interval of time or in other words we can say that who are interested in progress
reports of system are kept under the category of secondary stakeholders. This may include
Tertiary Stakeholder: Those who are the owner of the system and who are investing money and
their capital in development of the system comes under the category of tertiary stakeholders. i.e
all who are interrelated with loss and profit of system comes under tertiary stakeholders or those
Facilitating Stakeholder: Those persons who are involved in designing, developing and
I already discussed above that stakeholders are the people that are directly or indirectly
In this step we determined all the people who are affected by our work, who have influence or
power over it, or have an interest in its successful or unsuccessful conclusion. The identified
All the above mentioned people are somehow linked with our system in one way or the other. We
can divide them into smaller groups on the basis of the power they have over the system and the
interest these people have in our system. This way we created 4 groups with people having low
power-low interest, low power-high interest, high power-low interest and high power-high
interest.
Thus the system can have following prioritization for their stakeholders:
1. Primary stakeholder: These are those who directly use the system and here the primary
stakeholders are the librarian, student and faculty as they for whom the whole system is
going to be developed.
2. Secondary stakeholder: These are the people who don‟t use or work on the developed
system but they want the reports after every certain period of time and here for library
3. Tertiary stakeholder: These are the people who tell the developers to develop the
system and here APIIT SD INDIA, Panipat is the owner of the system who is paying the
4. Facilitating: These are the developers who develop the system and maintain the system
and here the students namely aakash bathla, shubham Sharma, kawal deep singh are the
developers.
Data collection is the process of gathering and measuring information on variables of interest, in
an established systematic fashion that enables one to answer stated research questions, test
hypothesis and evaluate outcomes. Data gathering is also defined as a type of tool that is used to
Data gathering techniques can be divided in to two categories, qualitative and quantitative
research.
Qualitative research is used to explore and understand people‟s benefits experiences, attitudes
and behavior and interactions. It is the most efficient and must be used whenever possible.
Quantitative methods are most used in focus group and observation, where direct reference to the
people is required.
Quantitative research refers to the data that can be represented with numerical values. It generate numerical data
or data that can be converted into numbers. for example the national census, which counts people and households.
Qualitative Quantitative
All research ultimately has a qualitative There is no such thing as Qualitative data. Everything
grounding. is either 1 or 0.
Recommended during early phases of research Recommended during latter phases of research
projects. projects.
Qualitative data is more “rich”, time consuming, Quantitative data is more efficient, able to test
and less able to be generalized. hypothesis, but may miss contextual details.
Data is in the form of words, pictures or objects. Data is in the form of numbers and statistics.
4. Choose methodology
Data Gathering(Questionnaire)
Data analysis and evaluation
8. Identify deliverables.
There are various ways of data gathering techniques. We discussed about four techniques which
are;
Interview
Questionnaire
Observation
Focus Group
Interview
Interview is one of the most important ways to gather information and create contents for a story.
Interviews are conducted on one-on-one or small group of people. The purpose of an interview
are to become familiar with different types of interviews, To understand when interviews might
be useful for the evaluation, and to identify the components of a good interview.
Types of Interview:
1. Structured Interview
2. Open-Ended Interview
3. In-Depth Interview
allowing for free-flowing conversation. Can be used both to give and receive information.
conducted by trained staff that usually collects specific information about one person.
Structured Interviews
Suitable for short, non-sensitive topics
Can address program processes and subjective response to program outcomes.
May be useful for needs assessments and satisfaction surveys.
Advantages Of Interviews:
Disadvantages of Interviews:
1. It is time consuming.
Questionnaire /Survey:
Questionnaire is a document containing a set of questions regarding the information that needs
to be gathered, and it allows the analyst to collect information and opinion from respondents.
The purposes of a questionnaire are to understand the survey would be useful for the evaluation
Open-Ended Questions: Questions that allow the respondent to write an answer in his/her own
words.
Advantages of Questionnaire:
1. The responses are gathered in a standardized way, so questionnaires are more objective,
some situations they can take a long time not only to design but also to apply and
analyze.
3. Potentially information can be collected from a large portion of a group. This potential is
not realized, as returns from questionnaires are usually low. However return rates can be
Disadvantages:
Observation
Observation method is a technique in which the behavior of research subjects is watched and
recorded without any direct contact. It is a qualitative method that provides descriptive
information about what happens in a program event, Including the environment or context,
This method can be independently or in combination with other methods of a job analysis. There
production, to set pay rates. It includes time and motion study and micro-motion system.
Critical Incident Technique: Though they employ the same method, these methods
differ in terms of who the observing,
Advantages of Observation:
1. Firsthand observation
2. Simple to use
Disadvantages of Observation:
1. Time Consuming
Focus Group:
Focus groups present a unique opportunity to a group of end-users to discuss their needs,
objectives and perceptions in an interactive environment. The opinions and statements of the
respondents enable one to derive strategic information and draw interesting conclusions.
4. Select a moderator
7. Make a presentation
To improve the effectiveness of the focus group, a special facility, consisting of a meeting room
with a round or oval table to enhance communication among the respondents, should be used.
The moderator must lead the discussion and ensure that all the predetermined objectives of the
interview are met, while making sure that no personal bias affects the course of the interview.
Must be able to encourage a debate among the respondents to generate deeper
discussions. However, he/she must not allow the interview to degenerate into an
argument.
Must encourage the involvement of all the members in the group.
Must be adaptable. The moderator should commit the session‟s questionnaire to
memory and allow the session to flow smoothly without enforcing an arbitrary
question order.
Must exhibit significant degrees of empathy with the group, while maintaining
control over the interviews.
1. Opinions or ideas of the individual group member can be taken and defined by the
2. A snowballing effect can occur, causing the ideas of individual members of the group
3. Focus group interviews are generally more interesting to the respondent than
individual interviews. As a result, answers are likely to be longer and more revealing.
4. As the questions of the moderator are directed at a group rather than individuals, the
the interview are likely to be different from those that did not participate. Therefore, non-
3. The moderator can introduce significant biases into the proceedings, should he/she fail to
4. Skilled moderators are difficult to find, and when their services are available, they are
often expensive.
Any project or task requires a healthy amount of data. Based on this data, the team can induce its
work on the project. Data gathering is simply collecting information is related to a project or task
from the user or any other sources. Mainly there are five techniques for collecting or gathering
information.
Questionnaires
Interviews
Workshops/Focus Group
Naturalistic observation
Studying documents
The requisites of system being developed significantly depend upon the targeted users and the
conditions provided to the system of online library management system when is embryo stage.
Moreover, when it comes to the interface designing, It becomes all the more potent to consider
user expectations to make the system a popular entity among user community. Hence in order to
determine the user requirements and considering the market demands, designers often follow
Since we have to design a online library management system project for College, Our project
includes large number of users from places which are geographically as well as culturally apart.
In this situations questionnaire s can be good option for collecting valuable data.
We will prepare printed as well as online questionnaires in order to reach large community.
1. For how many years are you using your current Library management system?
a.) 0 year
a.) 100%
b.) 50%-70%
c.) 70%-99%
3. In the Past 10 Years, How many times did your library go through LMS Migration?
a.) 0 time
b.) 1 time
4. Why did your library take a decision to migrate from earlier Library Management
System?
5. Which background color will be best for the online library management system?
a.) Colorful
b.) Colorless
6. Are you agree, that there must be some facility for the disable person in Library
management system?
a.) Yes
b.) No
a.) English
b.) Hindi
c.) France
Other
c.) Weekly
d.) Monthly
e.) Rarely
b.) Comfortable
b.) No
c.) Sometime
Questionnaire Analysis
Conclusion on questionnaire
After analyzing the resultant data of the user we find that we should create the online library
management system for the students and the faculty. The language of the online library
management system should be in English and the user must want their personal account in which
they can easily view the details of him/her. In online library management system there must be
something for the disable person through which they can easily use the online library
management system, like as for a blind person there must be sound. We change the current
library management system from older to newer one only because of Quality Improvement.
Impact on Design
Question 1 For how many years are you using your current Library
management system?
10%
15%
15% 0 Year
< 1 Year
1-5 Year
>5 Year
60%
10% 10%
10%
100%
50%-70%
70%-99%
Can't say
70%
Question 3 In the Past 10 Years, How many times did your library go through
LMS Migration?
Analysis
Impact
10% 10%
0 time
1 time
more than once
80%
Question 4 Why did your library take a decision to migrate from earlier
Library Management System?
Analysis
Impact
5%
5%
70%
Question 8 Which background color will be best for the online library
management system?
Analysis
Impact
10%
Colorful
30% Colorless
Not sure
60%
Question 9 Are you agree that there must be some facility for the disable
person in Library management system?
Analysis
Impact
10%
Yes
30%
No
Not sure
70%
Analysis
Impact
5%
5%
20% English
Hindi
France
70% Any Other
Analysis
Impact
20%
Times New Roman
10% Georgia
Arial Black
60% Any Other
10%
Analysis
Impact
8%
10%
Daily
Thrice Weekly
60% Weekly
Monthly
30% Rarely
Analysis
Impact
8%
10%
Most Comfortable
Comfortable
60% Comfortable to a little extent
30% Not at all Comfortable
Analysis
Impact
10%
Yes
30% No
Sometime
60%
Students:-
Librarian:-
Task Analysis
Task analysis is the process of way people performing their jobs: The things they do, the thing
they act on and the things they need to know. It is process in which task structure is analyzed.
Critical elements and potential usability issues are identified. It is a method/set of methods for
understanding the tasks, user carry out with a product/system. The key terminologies involved
Task: The activities required in order to bring about the state the human wishes to achieve (the
goal).
2. Define and describe in detail the tasks and sub tasks to be performed.
characterize a task.
Related
system
Task
New
System
Analysis
Related
system
Task synthesis
HTA is a task analysis technique which involves some form of task decomposition to express a
whole task into different subtasks. HTA is a commonly used means of breaking tasks down into a
hierarchy of goals Operations and plans. The sub-task are then further divided into sub-tasks
when are then grouped as plans that specifies how the tasks might be performed in an actual
situation.
The output of HTA are a hierarchy of tasks and subtasks and also plans describing in what order
Goal:
Metaphors are the conceptual model that has been developed to be similar in some way to the
aspects of a physical entity. A metaphor is a figure of speech that constructs an analogy between
two things or ideas; the analogy is conveyed by the use of metaphorical word in place of some
other word.
Goals:
We have to keep this thing in our mind that the design should be interactive and the users
will not get distracted, confused while accessing the online library management system.
1. Login
2. Add/Remove Books
3. Add/Remove Members
4. Issue Books
5. Renewal Books
6. Return Books
7. Search Books
8. Logout
1. Login
2. Search books
4. Logout
HTA OF LOGIN
0.0
LOGIN
Plan 0.0
Plan 3.0
Open Website H L H
Click on Login H L H
Fill form H M H
Submit H L H
The person who logged in should have little idea about the online library management system.
HTA OF SEARCH
0.0
Search Books
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3.
Open Website H L H
Click on Login H L H
Fill form H M H
Search Book H M H
Submit H L H
The person who logged in should have idea about the book name or book id or author name.
0.0
Display Status
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then do 5.0.
Open Website H L H
Click on Login H L H
Fill form H M H
Display Status H L H
Submit H L H
HTA OF LOGIN
0.0
LOGIN
Plan 0.0
Plan 3.0
Open Website H L H
Click on Login H L H
Fill form H M H
Submit H L H
The person who logged in should have little idea about the online library management system.
0.0
ADD/REMOVE BOOK
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.1 then do 4.2 then do 5.0.
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.3 then do 4.4 then do 5.0.
Open Website H L H
Do Login H L H
Fill Add/Remove H M H
Book Form
Submit H L H
The librarian know the book id of the book which he want to delete the book.
0.0
ADD/REMOVE STUDENT
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.1 then do 4.2 then do 5.0.
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 4.0 then do 4.3 then do 4.4 then do 5.0.
Open Website H L H
Do Login H L H
Fill Add/Remove H M H
Book Form
Submit H L H
The librarian know the book id of the book which he want to delete the book.
0.0
Search Books
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0.
Open Website H L H
Click on Login H L H
Fill form H M H
Search Book H M H
Submit H L H
The person who logged in should have idea about the book name or book id or author name.
0.0
ISSUE BOOK
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0.
Open Website H L H
Do Login H L H
Submit H L H
The librarian knows the book details to be issued and the student details to whom the book is to
be issued.
0.0
RENIEW BOOK
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0.
Open Website H L H
Do Login H L H
Submit H L H
The librarian knows the book details to be Renew and the student details to which the book is
to be renewed.
0.0
RETURN BOOK
Plan 0.0
Do 1.0 then 2.0 then do 3.0 then 3.1 and 3.2 then do 4.0 then 4.1 or 4.2 or 4.3 then do 5.0.
Open Website H L H
Do Login H L H
Submit H L H
The librarian knows the book details to be Returned and the student details who returned the
book.
Description:
Designing is achieving goals within constraints. It helps us tp focus on certain things. the main
goal of designing to get the overview of what we are trying to develop, for whom we are trying
to develop and do we want to develop. The constraints that are kept in mind while designing
could how designing should be done, what should be done, what would be the cost and timing of
1. Conceptual Design: It is a basic foundation that defines the structure of the system,
including the functional elements of the product, their relationship and the system
behavior. Conceptual design tells us what and how the system is going to behave.
2. Physical Design: It shows the actual look of the screen and details of the designing
Card Sorting:
Introduction:
Card sorting is a technique that many designers use as a design method to structure the
product or the system. This technique increases the system‟s finding capability. It is a way to
involve users in grouping similar elements under a single category Card sorting is quick,
inexpensive and a reliable method to structure our website. There are basically two types of card
sorting techniques.
1. OPEN- CARD SORTING: It is grouping similar elements under one category. The
participants are given cards showing the site contents. Then, they are asked to sort/ group cards
in the order in which they find it easy to handle. This sorting is usually done, when the system is
wholly new, the designer and doesn‟t have any pre- requisites for it. This technique is generative,
2. CLOSED–CARD SORTING: The best design is searched not a particular element. The
participants are given cards with pre grouped site contents. They are than asked to find the best
among those groups. This sorting is usually done, when the similar kinds of design are available
to us. This technique is evaluative, it is basically used to judge whether a given set of category
It is open card sorting. The design team has conducted the card sorting for the menus of
our website. Here 4 menus/cards were distributed among the users and were asked to group them
logically.
a.) Home
b.) Administrator
e.) About Us
f.) Contact Us
A A A B A A
B C B A B C
C B C D C B
D D D E D E
E E E C E D
F F F F F F
Here, from the above sorting of menus, designers has found that the maximum no. of user
has selected the sorting like A, B, C, D, E, F. So, from the above Card Sorting Technique
Here, four sketches of headers have been made and shown to six users, to understand their
likes, dislikes and needs. The user will choose the best design among these sketches, which user
wants to be implemented into the website on the basis of background, color, font, menu location and
many others. The design team has done card sorting for the header of our website. Here we have
(A) (B)
(C) (D)
D A D C B D D
Here, from the above sorting for the header, designer has found that the maximum number of
users has selected the Card D for design. So, from the above Card Sorting Technique designer
has selected Card D.
Asia Pacific Institute of Information Technology Page 63
Level 2(Computing) HCIU Group Assignment
10.3.1. Introduction
In parallel design technique, several people or the members of the project create an initial design
from the same set of requirements. Each member works independently, and when finished,
shares his concepts with the group. These designs work because:
The designer is able to get variety of solutions (ideas and concepts) of the problem.
It also gives some extent of assuredly that best design and concept is going to be
integrated into our system.
It gives last views in a short span of time.
Parallel Design 1
Parallel Design 2
Parallel Design 3
Parallel Design 4
Participatory Design
The design which is based on user requirements or user preferences .It is also defined as
an approach to design that attempts to actively involve all stakeholders (e.g. employees, partners,
customers, citizens, end users) in the design process to help ensure that the product designed
meets their needs and is usable. Participatory Design is an approach which is focused on
processes and procedures of design and is not a design style.
Here the final design is chosen after discussion between all team members. From each of
the parallel sketches, best features are taken and implemented into the final design. From parallel
sketch one, menubar has been taken, from design 2, background color has been selected, from
design 3, slideshow has been chosen and from design4, header has been chosen .The final design
is fulfilling all the major design principles.
The home page is achieving visibility here the designer has placed the name of shop at
the top middle position. So that whenever any user opens the website, he gets to see what
this website is all about.
An appropriate colour combination, colour contrast, font size and tooltips is used, to
enhance the visibility of the controls as well as make the interface consistent.
In this design, changes in the colour/ pointer of the buttons on the click or hover event
has also been suggested, so this design will also be able to achieve feedback.
The metaphors used in the menu bar are also giving the feedback, that what is the use of
particular menu option.
In the top-left corner of the screen, there will be the login information about the user, so
that whenever he wants to login/ logout, he can do it instantly. So through this design
designer is able to achieve mapping also.
The designer has provided the help option, if the user (novice) wants to know what
exactly the controls are meant for. Hence affordance is achieved (know the properties of
the object by just looking at it).
Prototyping:
It is another kind of method which is used to acquire feedback from the users. Prototype
is a partial representation of a design that allows users to interact with it and to explore its
suitability.
Prototyping reduces development time and development costs. It also includes user
satisfaction. So there are fewer chances of website degradation/ unapproved.
It increases the communication between the team members as they discuss what exactly they
want in their system.
Very useful for user testing as prototyping act as a dummy model that defines the system so
the user is able to tell their needs.
It makes it possible to get a formal approval of the design from both programmers and the
client before we proceed to the development stage
There are two types of prototyping:
1.) Low-Fidelity Prototyping
2.) High- Fidelity Prototyping
Low-Fidelity prototyping: It is done at the early stages of the design process and hence it
reveals very little features of the final product. It provided limited or no functionality. They are
cheap and quick to produce. They are good for considering early design issues.
Examples of Low-fidelity prototypes are storyboarding and index cards.
Storyboarding:
It is a sketch or a graphical representation of the outside system, which shows how a user
wants a screen to appear after being developed. It is designed by the designer itself without the
use of any computer aids on a white sheet of paper. It basically tells the whole story of our
website in the graphical form. The whole story is divided into different screens.
The storyboards made before designing the online library management system are as
follows.
1. Homepage
2. Login Page
3. About us
4. Contact Us
5. Student/Faculty
6. Librarian
7. Feedback form:
High Fidelity Prototyping: It is fully interactive, functional detail of the system. This prototype
can also be said as sample final design. It is an expensive prototype and it good for sales and
marketing of the product for future. Users can operate on the prototype, or even perform some
real tasks with it; they faithfully represent the interface to be implemented in the product. They
enable wide range of usability issues, quality attributes and impress management. It will include
screen designs.
Example of high- fidelity prototypes is software prototyping, solid form models.
Conclusion:
Design and prototype is an important phase while designing websites. The story boarding serves
as a low-fidelity prototyping while the screen designs serve as a high fidelity prototype. Both
helps in removing the communication gap between the user and the developer. The design team
has drawn the rough sketches in the form of storyboard and screen designs have been used for
representing high-fidelity one. With the help of prototype, users suggestions can be taken and
then the final implementation may be changed accordingly to design according to the needs of
the user.