Professional Documents
Culture Documents
PREPARED BY :
NADYA BT YUSOFF
2010684346
IZZNIE BT IZZUDDIN
NUR HIDAYAH BT ZAFFRIE
201062
2010631294
Contents
1.0 Introduction to Ayu The Virtual Assistant..............................................................5
2.0 The Literature review of Ayu The Virtual Agent....................................................7
2.1 The Making of Ayu The Virtual Agent.................................................................7
Cropping and Slicing............................................................................................ 7
2
Drawing................................................................................................................ 8
Painting................................................................................................................ 8
Measuring and Navigation.................................................................................... 8
Selection.............................................................................................................. 8
2.2 The Story Telling and The Virtual Assistant........................................................9
3.0 Ayu The Virtual Agent conceptual model............................................................10
4.0 Ayu The Virtual Agent Illustration......................................................................11
................................................................................................................................. 11
................................................................................................................................. 11
5.0 Ayu The Virtual Agent......................................................................................... 12
6.0 Ayu The Virtual Agent Behavior..........................................................................13
7.0 Ayu The Virtual Agent Usability Testing..............................................................14
7.1 Usability Testing.............................................................................................. 14
7.2 The method chosen......................................................................................... 20
8.0 The sample of the Interview and Observation....................................................23
9.0 Conclusion.......................................................................................................... 25
10.0 Reference........................................................................................................ 26
Bibliography............................................................................................................. 26
11.0 Appendixes..................................................................................................... 27
Children especially seven and above are tend to be developing their mind at
this kind of ages, so that this is probably a perfect time to help them in
developing their mind. That is why we create Ayu in helping developing their
mind much easier. Kids are usually easily to learn in what theyve seen and
heard. Despite Ayu telling them a story, Ayu also teach them how to read by
listening in what she said. Since we want to tell an ancient story or Malay
fairytale story Ayu come up into our mind at that time, she shows the
characteristic that Malay girl have. She soft spoken, a good story teller,
pretty, and has ability to attract kids.
The look and feel that she has seems to be really nice and attractive. Ayu
also being create to make the story become real and fun since Ayu can
interact with the user. Even though, Ayu has limited movement she shows a
really good expression on her face that seems simple but it worth to attract
users view.
Our usability goals is that this virtual agent is effective to use where Ayu the
agent is easily recognize by children . Ayu as a narrator will make children
easily how to read or understand what the story all about. Before this
children are not being exposed with digital story telling with an agent read to
them so here we create Ayu to make the story more attractive and
effective. Ayu only given a task in giving instruction and explanation in the
story.
Ayu is efficient where the user or children only need to listen with what she
will say no need to press or in computational requirement . The lack is Ayu
has limitation in interact with the user , she could not really interact well with
user since she only giving an instruction and tell a story to the user. Ayu only
given a simple instruction so that children will easily understand what she
saying.
Ayu is safe to use since there is no highly command required that will harm
the user. There is no complicated error that will make all the data in the
system being deleted. Our product has system that allow user the
opportunity to consider their intention if they want to delete the file it will be
a pop up instruction if they want to remove the item or not.
Our agent does not need any key press to interact with her. Only listen what
the instruction given by her. She does not need any button like if press will
pop up instruction she completely being program to give all the instruction
without waiting command from user.
The "slice" and slice select tools, like the crop tool, are used in isolating parts
of images. The slice tool can be used to divide an image into different
sections, and these separate parts can be used as pieces of a web page
design once HTML and CSS are applied. The slice select tool allows sliced
sections of an image to be adjusted and shifted.
Drawing
Photoshop includes a few versions of the pen tool. The pen tool creates
precise paths that can be manipulated using anchor points. The freeform
pen tool allows the user to draw paths freehand, and with the magnetic
pen tool, the drawn path attaches closely to outlines of objects in an image,
which is useful for isolating them from a background.
Painting
A few of the painting tools in Photoshop are
the brush, pencil, gradient and paint bucket tools. These can be used to
retouch images by altering and adding colored pixels. Original paintings can
be created using the brush tool, since it has many different default brushtips, and brush strokes be easily adjusted in size, shape and texture. There is
an option to create custom brushes to suit the user's needs, and original
brushes and brush packages can be found on the web.
The pencil tool allows the user to paint rough strokes on the canvas, creating
a similar effect to a real pencil on paper. The gradient, fill and paint bucket
tools are similar to each other, as they each fill areas of the canvas with
color.
Measuring and Navigation
The eyedropper tool selects a color from an area of the image that is clicked,
and samples it for future use. The hand tool navigates an image by moving it
7
in any direction, and the zoom tool enlarges the part of an image that is
clicked on, allowing for a closer view.
Selection
The marquee tool can make selections that are single row, single column,
rectangular and elliptical. Once an area of an image is highlighted,
the move tool can be used to manually relocate the selected piece to
anywhere on the canvas. The lasso tool is similar to the marquee tool,
however, the user can make a custom selection by drawing it freehand. In
addition, the lasso tool can make magnetic and polygonal selections.
Conceptual
Model
Metaphors
And
analogies
Digital and
interactive
story telling.
Agent will
read through
all the story.
Concepts
Relationships
between
concepts
Mapping
Agent will
give
instruction to
choose.
Giving
instruction
what to so
next.
Narrator
11
13
Controlled settings.
Why establish?
Functional:
What the system should do
Historically the main focus of requirements activities
Data:
What kinds of data need to be stored?
How will they be stored (e.g. database)?
15
Now more about how to design interactive systems that make people
respond in certain ways
Emotional interaction
DECIDE
D - Determine the goals.
The main usability goals we would like for our system are effectiveness
and efficient. We not sot bothered about whether the system is safety
as we will focus on is the application easy to use by user or not. From
the list of user experience goals, there are definitely some that we
dont wish to be associated with our Pasu Tanpa Bunga Story Telling
application plus the agent such as annoying ,frustrating and boring,
enjoyable and fun would be additional bonuses as the main purpose of
using the application is to help children understand how to read digital
story book.
Effective to use
Multimedia products should be designed to achieve a high
level of productivity.
Effectiveness measured in terms of speed and error, refers
to level of users performance (Lingard, 1994, Shackel,
1991).
After learning the multimedia software, users should
become more expert at using them over time (Robertson,
1994).
19
the application?
Is Ayu helping you understand how to read story book?
Do you understand every words and sentences that Ayu said?
Does Ayu help you understand how the application works?
Is the tell this application easy to use?
Adakah
Adakah
Adakah
Adakah
adik
adik
adik
adik
(Ya/Tidak)
5. Adakah suara Ayu jelas? (Ya/Tidak)
6. Adakah adik faham bagaimana jalan cerita ini? (Ya/Tidak)
Efficiency
In order to get the data from this usability goal, we would like to know
from participant based on these:
1.
2.
3.
4.
5.
Adakah
Adakah
Adakah
Adakah
Adakah
No)
Observation
In order to handle the observation, we adopted Robson (2002) framework
which encourages observers to pay greater attention to the context of the
activity.
Actors : What are the names and relevant details of the actors
involved?
Activities: What are the actors doing and why?
Acts: What are specific individual actions?
Events: Is what we observe part of a special event?
Goals: What are the actors trying to accomplish?
Feelings: What is the mood of the group and of individuals?
take some photographs or videos and keep on observing them when they are
learning from the application themselves.
OBSERVATION
Based on framework suggested by Robson(2002), we have gathered the
results of the observation. (2 examples)
First :
Actors : Danial , 7 years old, moderate reader.
Activities: Focusing, at beginning he slightly confused with the story
but then he could figure out what happen in the story and he like the
agent.
Act : Eager to drag and drop the seed.
Events: Yes, because we test on the first timer.
Goals: He trying his best to understand the conclusion.
Feelings: He enjoy the story and want some other story like this story.
Second :
Actors : Adriana , 9 years old, advance reader.
Activities: Focusing, easily to figure out what to do, and a lot of
Adakah
Adakah
Adakah
Adakah
adik
adik
adik
adik
(Ya/Tidak)
5. Adakah suara Ayu jelas? (Ya/Tidak)
6. Adakah adik faham bagaimana jalan cerita ini? (Ya/Tidak)
agent.
Act : Eager to drag and drop the seed.
Events: Yes, because we test on the first timer.
Goals: He trying his best to understand the conclusion.
Feelings: He enjoy the story and want some other story like this story.
Second :
Actors :
9.0 Conclusion
We conclude that children are tend to read more on the animated
graphic with text transition and sound included in story book with an agent
helping them. They really enjoy it since their mind are develop more on
what they see and hear. Ayu the agent is be able to guide along the story.
She read and giving instruction and that help kids more interested towards
this application. The children seems to like more if there the existence of the
agent. Therefore, our agent Ayu are completely helping in delivering the
story and her attractive appearance could be able attract children to have
read and understand well the story.
25
10.0 Reference
Bibliography
Suhaiza. (2011).Warisan Kisah Klasik Melayu. Malaysia; Edukid Publication Sdn. Bhd.
Yvonne Rogers,Helen Sharp,Jennifer Preece.(2011).Interaction Design,United
Kingdom;John Wiley & Sons Ltd.
http://cerita-nazihah.blogspot.com/2012/02/pasu-tanpa-pokok-bunga.html
http://en.wikipedia.org/wiki/Adobe_Photoshop
http://en.wikipedia.org/wiki/Adobe_Flash
http://www.chatbots.org/virtual_agent/
http://en.wikipedia.org/wiki/Conceptual_model_(computer_science)
http://en.wikipedia.org/wiki/Conceptual_model
11.1
Appendixes
27
Brown Seed
29
Green Seed