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Human-Technology Collaboration

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INTRODUCTION

Human-computer interaction is based on the study in regards to design and development, whereas understanding how people will use the computer technology, is concerned with the interface between computers and humans. It may include software that is displayed on the computer screen and gives instructions for humans to follow them.

The report will discuss the mobile application that will be used in the fishing business which provide a better experience and planning for development. The application improves the current situation of fisher families while providing the locations predicted to have high concentrations of fish. Furthermore, the report will describe the five usability and user experience goals that are useful for evaluating the prediction of the location of fish and weather forecasting. It will understand how mobile apps are useful for fishing enterprises and achieve significant goals. There are six different types of principles used within mobile fish apps that are associated with the user experience goals, control and behaviour. At last, it will create a portfolio that will collect all the necessary information required for the fishing business.

TASK 1

Discuss About the Five Usability and User Experience Goals That Useful for Evaluating the Predicted Location of Fish and Weather Forecast

The process of understanding user's requirements with respect to designing an interactive mobile application system that supports them. It is to be clear about the basic objectives which allows for the user to understand the overall process and improve their own learning capabilities. The usability goals and user experience goals are two different things in terms of how they can be operated in a proper manner (Abdullah and et.al., 2019).

The usability goal is concerned with the specific criteria of mobile applications and user experience is largely concerned with describing the overall quality of the system.

Usability Goals:

The usability is based on the interaction with the mobile app product and is easy to learn, enjoyable for users, and effective to use from a user perspective. It mainly involves optimizing the interactions humans have with interactive mobile apps to enable them and carry out different activities such as predicting the location of fish and weather forecasting. The usability of mobile applications can be divided into different goals:

  • Effectiveness:  It is a primary goal that mainly describes how good a system is at doing well in the fishing enterprise. In this way, the system allows people to learn new things carry out their work effectively and access any information in a proper manner.
  • Efficiency:  It mainly refers to supporting the users in carrying out various tasks and implies an efficient way to identify information or data.  Once the user click on the mobile fish application and chooses a suitable area for fishing purposes (binti Ayob, Hussin and Dahlan, 2019).
  • Safety: It mainly involves protecting the users from undesirable conditions and situations. Users need to use a mobile fishing app to identify weather forecasting and then try to select safe places. It is useful for providing better information of storms in sea areas. It should be able to interact with app remotely and help users in any situation avoid dangers and unwanted accidents.
  • Learnability:  Users easily learn the functionality of the mobile app system because it is user-friendly. The fisher families have only basic knowledge about system features so it helps to provide new learning opportunities.
  • Memorability:  It refers to how the user remembers the overall functionality of the system, once if human learned. They should be able to remember and rapidly remember how to use them. The entire structure, icon and menu options help users where they can operate properly.
  • Utility:  it is an important concept that refers to the extension of the mobile application system, which provides the correct functionality so that users can easily identify information and utilise the mobile application for the fishing business. The system will allow users to access at any time.

Experience Goals

The realization that new advanced technologies are offering several opportunities for fisher families in their everyday lives. The emerging technologies are diversified the different application areas such as fishing enterprises (de Faria and et.al., 2019). Mobile applications will help users to increase productivity and efficiency at fishing work, interactive design is also increasingly concerning itself with creating an efficient system.

The primary goal of designing interactive items is to be enjoyable, fun and pleasurable while concerned with user experience. It mainly involves the explicating nature and behaviour of user experience towards interactive design mobile application systems. Hence, user experience goals are different from usability because it mainly focus on the user experience and how it will increase production in the fishing business.

  • Enjoyable and Fun: It has been carried out in a fishing industry that has a vested interest in understanding the desirable role of mobile apps and provide the pleasure of users to access information in proper manner. In other aspects, it has been described as engagement, interactivity, control, and attention. therefore, it has developed an interest towards the system which provides better opportunities for user experience (Flamm, 2019). For Example- A new package of software is to create its own application which provides better entertainment and fun services to the users. In the context of fishing, it also becomes a great opportunities for users to enjoy the services of mobile applications where identifying the location of fish.
  • Satisfying and Motivating:  The mobile fish application system motivates the user towards facilities and services whereas many users can use the application to check the availability of fishing. It can be determined by the overall weather conditions of different areas because sometimes, it becomes dangerous for fishermen through storms. In this way, the user will check the overall condition and situation. It must provide satisfaction and motivate us to use them in our daily lives.  

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Justified How the Purpose of Applications, Type of Information and User Characteristics Where Demonstrate the Goals

It has been justified that a mobile application system is considered a great innovative idea in terms of information and communication technology. It has transformed the way in which interact with different situations.

Mobile applications are useful for predicting weather forecasting conditions and also identifying the high concentration area of fish. The mobile fish application holds the potential to improve people's lives. In terms of fishing, the Main purpose of mobile applications is to deliver information on wind speed, height and direction (Hoehle and Venkatesh, 2015). Like the prediction of location derived from the satellite. Recently, there have been various types of storm effects on the fisher families. So as the mobile app provides better information and details about dangerous situations, users take it seriously to predict the condition in a proper manner.

The justification should be demonstrated with the desirable user experience goals and usability goals because an interactive application resolves issues of fisher families while providing a better experience to check the availability of fish and identify the actual condition of the environment in particular areas. In this way, it has been considered an important aspect for fishers to understand the map. In order to perceive a s a fairly accurate depiction of where to go to get a better catch. In this sense, the Mobile app was free and made pertinent information available for individual fishers.  

TASK 2

Describe the Different Six Design Principles and Illustrate the User Experience Goals, Control, Associated Behaviour

Design principles are based on the approach in terms of structure, user-centred design process and guidelines. It is mainly applicable to professionals from different disciplines such as experience goals, behaviour and control. It is the concept of generalizable abstraction that is intended to orient designers towards thinking about several aspects of application interaction. The design principles can be derived from the theory of experience, common sense and knowledge. especially, they are helping users to understand the overall functionality of the application (Kumar and Goundar, 2019).  At that time, it must ensure that the system has provided certain things related interface. There are certain important design principles discussed in the following:

  • Visibility:  The Mobile app system made the presence of messages and generated the visible notification, while the application system made both aspects highly visible. There are several types of functions visible in the mobile application, many users are likely to know about the entire functionality and understand how to use it. It must be clearly visible different operations and also indicate wheat can be completed. In this way, it will create a significant relationship between users and mobile applications where they can easily operate its features to access information in a proper manner.
  • Constraints:  In the context of design, it mainly refers to identifying the ways of restricting user interaction that can take place at some point. In order to achieve a specific result or outcome. In mobile app design, the most common design practice is considered the graphical user interface that is deactivated in different menu options. Therefore, restricting the use to only action permissible at specific activity. The advantage of constraining in mobile apps is to prevent the user from selecting an appropriate option and minimize the risk of mistakes. It also resolves the problem that happens during system operations. Many people use the traditional method for fishing so it becomes a new opportunity for understanding mobile app functionality that performs various tasks to resolve any type of constraint.
  • Feedback:  it is related to the visibility of mobile application systems and how it can be illustrated in everyday life. it plays an important role in fisher families and they always focus on the fishing business. in this way, A mobile application can improve the situation through a map showing high concentrations of fish locations. In addition, this type of traditional fishing enterprise is a crucial food source (Llema and Vilela-Malabanan, 2019). Feedback is about sending back details and information about what action has been performed. It provides a better source of visibility for user interaction. On behalf of feedback, users are deciding which combinations are suitable for various types of activities.
  • Mapping:  It is defined as the relationship between control and effects in the system. Mobile app usually provides a sequence of options as a navigation to control overall functionality. The configuration map is directly related to actions performed by users. As per experience, the mobile application can be designed by consideration of its flexibility and reliability. So it is easier to build a mapping between the user interface with the Mobile application.
  • Consistency:  it can be referred to as the designing interface that has performed the same type of operations while using elements for achieving significant tasks. In this way, Mobile apps become easier to learn and use. Many users have to learn in a single mode of operation that is applicable to various objects. Here, phisher people work well for interfaces with limited operations. The design interface offers various types of operations and provides better results (Sailer and et.al., 2019). An effective design solution in mobile applications is to create menu options where users immediately use features for business development purposes. The most important thing is that when all types of menus can be categorised in a proper manner so that it helps users to use them in enterprise development.   
  • Affordance:  It is a term that refers to the attributes of mobile app design where it allows users to know how to operate it. The overall design pattern of mobile applications is interactive so that they can handle affords to grasp and click on different options. In this way, it has been described the interface design, graphical user interface, and scroll bar to move up and down.

PART 3

Discuss the Portfolio Tasks That Are Comprised With the Human Centred Strategy for Development.

Portfolio

Determine key users and stakeholders:

It can be determined the different users and stakeholders that participate in human-centred strategy development.

Users:

  • Fisher families
  • Fishers
  • Fishing society leader

Stakeholders:  

  • Manager: it always supports implementing the strategy within the market so as to provide a better experience for users.
  • Employee: all employees are participants in giving innovative ideas for adding an interactive feature.
  • Government: It always supports passing the strategy and provides legal rights where it will create a strategy in new app design.

Creation of each profile

Fishers:

Name

John fisher

Location

coastal fishing village

Address

12, coastal beach

Weather condition

High-risk weather due to storm

 

Table:1

Fishing Society leader:

Name

Kim (leader)

Location

coastal fishing village

Address

12, coastal beach

Weather condition

High-risk weather due to storm

 

Table:2

Produce work domain analysis

It is the initial phase within the cognitive work analysis and framework, which may provide a brief idea about the constraints that occur within system analysis.

Determine wind speed:

Wadden sea

Speed

RMSE [m/s]

6.0

Location of fish:

Location

Coastal Zone

 

Information visualisation and interaction design development through work domain analysis.

It can be visualised the design and interaction design of mobile applications which provides better results or outcomes to the fishers. As per domain analysis, it has captured the location of the highest concentration of fishing in the coastal zone. It is mainly visualised through mobile fishing applications.  

How to manage agile development activities and integration of user-centred design for mobile applications.

Agile development activities and user-centred design integration are considered important parts of mobile design where it provide better facilities to create many options of users. in this way, fishers can access information because they are tracked in a lot of detail as per different locations or areas (Vuletic and et.al., 2019).  In mobile fishing applications, agile activities and design interactions are maintained by adding features that control entire functionality effectively.

Life cycle- PERT Chart

The PERT chart is mainly representing the overall mobile application and its functionality. It useful for the evaluation of the program to identify how it provides better facilities for information access. Through charts, it can easily analyse different tasks that are performed within operations.

Cultural differences in the approach and product interaction design for mobile application.

Many fishers rely on their traditional method and have limited knowledge about new technology they are mainly focused on the traditional culture but mobile apps improve the situation of fishing. Nowadays, it will be changing the traditional culture on a regular basis. Hofstede's cultural dimensions theory, it is based on a framework that provides a brief idea about cross-cultural communication. Sometimes, it affects the community and society in terms of values, behaviour and structure.

In the context of mobile app design, it always focuses on the culture referring to information and features that are offered. It also navigates that easy to use and facilitates access to data or information. By using Hofstede's theory, it should consider the power distance, and individualism of fishers and avoid uncertainty in the mobile fishing application.

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CONCLUSION

From the above discussion, Human-computer interaction is based on the conceptual framework that must study computer technology and how it can be developed as the interface between computers and humans. It has summarised the mobile application that has been used in fisher processes, which provides a better experience and planning for development. The application improves the current situation of fisher families while providing the locations predicted to have high concentrations of fish. Furthermore, it can be determined the different types of five usability and user experience goals are useful for evaluating the prediction of the location of fish and weather forecasting. However, it also identified the six types of principles applicable within mobile fish apps and associated with the user experience goals, control and behaviour. It can be created as a portfolio that easily identifies information related overall process of the fishing enterprise.

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