Monday, 22 June 2015

MP3

INTRODUCTION

MP3 is the portable and small device that can keep and play MP3 files. The MP3 player can be seen in many size and color. MP3 player are introduce in 1994 and there are many brand of MP3 player in the market such as Sony, Apple, Sandisk Sansa Clip Zip and Samsung. After the users get the MP3 player, they need to download their favorite music and plug in a pair of earphones to listen it.
In this assignment, the student needs to develop a user interaction between selection devices, which is MP3 player. The student needs to find user to use the MP3 and get the response and information of the user about the MP3 player. Next, the student also needs to capture the images of the user when using the MP3 player. In additional, the student also needs to capture the interface of the MP3 player.
After that, the student needs to develop analysis on the user understandings on the MP3 player and relate them with the eight golden rules of interface design.

TASK HEURISTIC

MP3 player in stores that can be found come out in several of interface. The users need to find the right MP3 player. Most of the MP3 in the store were design with several of buttons and screen for the user. In this task, the user needs to use the selected MP3 player and the student needs to record all the user’s response.

SAMPLE OF MP3












Image 1
The image 1 show the MP3 player that been chose to be evaluate. The brand of the MP3 player is ‘GrandVision’.











Image 2
The image 2 shows the user using the MP3 player.

THE ANALYSIS

1.     The user was been given the MP3 player to use it.
2.     The student asked the user how to turn on the device and the user can perform the task.
3.     Next, the user was been asked to search any song and played it. From the observation, the user understands the usage of the play button.
4.     Then, the user needs to pause the song and the user can pause the song.
5.     The next task is the user need to switch to next song and the user can perform the task.
6.     The user also had been given task to select on the pervious song. The user can use the pervious button.
7.     Lastly, the user been asked to increase and decrease the volume of song. The user can perform the task given. Then the user needs to turn off the MP3 player and the user can perform the task.

SHNEIDERMAN 8 GOLDEN RULES OF INTERFACE DESIGN

Shneiderman 8 golden rules of interface design is the most commonly used in the usability design. The rules can help the developer to guide in making the interface of the design that meets the usability goals. For this assignment, the student needs to relate with the MP3 player. The 8 rules are:

1.     Strive for consistency
The design interface needs to be consistent. In the MP3 player, the consistency is the screen layout. For every song that been playing, the screen layout will give same interface. So, novice’s user can use the device.

2.     Cater to universal usability
Explanations in any interface will help the novice user to use the device. Meanwhile, additional features for the expert user such as shortcuts can enrich the interface design and improve perceived system quality. In the MP3 player, there is a shortcut in turn on and off button. The button play can be function as play button and turn on and off the device. The shortcut can limit the usage of button in the MP3 player.

3.     Offer informative feedback
For create a good interface, there will need informative feedback for the user. The MP3 player also gives feedback such as when the battery is run out, the screen will give feedback to the user to charge the device.

4.     Design dialogs to yield closure
The actions need to be groups in an organized manner with a beginning, middle and end. For the MP3 player, the action is been group together. For example, the songs inside the MP3 player arrange according to the initial alphabet.


5.     Prevent errors
In every interface device, there should be error prevention. This method can help user to detect any error that they make. In the MP3 player, there is error prevention embedded in the device. For example, when the user do not insert the memory card MP3 player and the user turn it on. There will an error message tell the user to insert the memory card.
  
6.     Permit easy reversal of actions
The good interface will give actions that can reversible. The method can relieve the users’ anxiety. In this MP3 player, the user can avoid the error when using the device. For example, when the user did not insert the memory card, it allows the user to undo the error by insert it into the MP3 player. Then, the error will disappears and the device can play the song.

7.     Support internal locus of control
The experience user want to allow the interface should responds to their actions. It same method when the user use the MP3 player. The device allow user experience to control all the function on the interface such as button play, pause, rewind and pervious.

8.     Reduce short-term memory load
A good interface allows any user to memories tall the functions of the interface. The MP3 player also help the user reduce the user to memory again the function of the interface when use again the device. It is because the functions of the interface are easy to understand and the function buttons are widely known of their usage.

FINDING

As the conclusion, allowing the user to give the opinion will help the developer to design a good interface. This assignment help the student to study on how to develop a right interview to find a user’s response that help in the analysis.  Based on the Shneiderman 8 golden rules of interface design, the rules guide the developer to create an interface that can achieve the usability goals.

REFERENCES
1.     Faculty Washington (n.d). Schneiderman Golden Rules. Available at http://faculty.washington.edu/jtenenbg/courses/360/f04/sessions/schneidermanGoldenRules.html [accessed on 19 Jun 2015].

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