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User Testing of Automatic Train Ticket Vending Machine

   

Added on  2023-06-14

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Running head: HUMAN FACTORS IN SYSTEMS DESIGN
IMAT 5209 Human Factors in Systems Design: Assignment Two
User Testing of Automatic train ticket vending machine
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1HUMAN FACTORS IN SYSTEMS DESIGN
Table of Contents
1. The interactive system and its users............................................................................................2
2. The use case.................................................................................................................................3
3. The evaluation methodology.......................................................................................................4
4. The evaluation.............................................................................................................................9
4.1 User Experience.....................................................................................................................9
4.2 Barriers to Use.......................................................................................................................9
4.3 Transaction..........................................................................................................................11
4.4 Interface of the TVM (Ticket Vending Machine)...............................................................12
4.5 Front Screen.........................................................................................................................13
4.5.1 First look.......................................................................................................................13
4.5.2 Favorite destinations list...............................................................................................14
4.5.3 Visibility.......................................................................................................................15
4.5.4 Dominance of Centre Screen........................................................................................16
4.6 Finding destination..............................................................................................................17
5. The findings of the evaluation...................................................................................................18
References......................................................................................................................................21

2HUMAN FACTORS IN SYSTEMS DESIGN
1. The interactive system and its users
The Automatic Train Ticket Vending Machine (TVM) is such a type of machine that are
commonly found to be situated near almost every transport terminal throughout the world. The
machines have come into existence for offering a helpful method of buying tickets or passes for a
day without waiting in long queues. It dispenses tickets to clients naturally as soon as the client
selects a choice for ticket and deposits the required amount by cash or card. The transaction
occurring within the machine begins with client utilizing the machine interface for choosing the
type and amount of tickets, after that picking a option for payment for example, money,
MasterCard or even a smartcard (Choma, Zaina and Beraldo 2015). The chosen tickets are then
printed and dispensed to the client. Along these lines, workers can go through quicker processing
of payments and diminish time waiting in queues. The principle clients of this framework are the
travellers going through rail for their everyday exercises.
Ticket machines are generally famous, particularly in the railroads' segment, with a large
number of travellers collaborating with such machines on an everyday. Enhancing the
cooperation’s with such machines hence can possibly spare time, diminish pressure, and enhance
the general nature of administration on an extensive scale. While web based booking
destinations, for example, thetrainline.com, and versatile applications have moved an offer of
ticket buys on the web, the on location booth display stays typical, for three fundamental reasons
(Sim and Read 2016). Firstly, travellers require an approach to purchase tickets at short notice
nearby when no web prepared gadget is accessible. Furthermore, ticket machines give usefulness
that individual gadgets cannot yet substitute for instance printing tickets acknowledged by
railroad organizations. At last, an offer of the populace will keep on preferring the kiosk model

3HUMAN FACTORS IN SYSTEMS DESIGN
over its online partners. Rail ticket vending machines are considered for this specific
examination to dissect the client necessities by demonstrating personas and situations.
2. The use case
Figure 1: Use Case diagram for Automatic train ticket vending machine
(Source: Created by Author)
Use Case Description: Purchase ticket

4HUMAN FACTORS IN SYSTEMS DESIGN
ID: UC-1
Title: Purchase ticket
Description: Passenger accesses the system and enters trip details to check for ticket and
then makes payment to get the ticket for defined trip.
Primary Actor: Passenger
Preconditions: Passenger has accessed the system
Post conditions: Passenger has entered trip info
Main
Success Scenario:
1. Passenger starts a session by accessing the system
2. System request for trip info
3. Passenger selects source and destination stations
4. System requests for payment info
5. Passengers enters payment details
6. Bank authorizes payment
7. System confirms payment and dispenses ticket
8. Passenger receives ticket
9. System dispenses change
10. Passenger receives change
11. System stops the session and moves to idle state
Extensions: 3a. No ticket is available for provided trip info
- 3a1. System displays no ticket is available for the trip and suggests to
update trip details.
- 3a2. Passenger either terminates the transaction or checks for availability
with updated trip info.
6a. Payment is declined
- 6a1. System displays message showing payment has been declined by
Bank.
- 6a2. System displays message saying invalid pin or password.
Frequency of
Use:
Everyday
Status: Pending Review
Owner: Passenger, System and Bank
Priority: High
3. The evaluation methodology
As organizations have advanced towards robotization, self-benefit stands have turned into
a typical component of retail and administration situations. One generally observed illustration is
the Ticket Vending Machine (TVM). Original models were assessed utilizing a heuristics-

5HUMAN FACTORS IN SYSTEMS DESIGN
construct approach situated in light of Nielsen's heuristics (Nielsen 1994). Keeping in mind the
end goal to augment the quantity of ease of use issues recognized, every model was assessed,
except for their own. Assessments were directed exclusively to dodge inclination among
evaluators. A cross breed approach between situation based assessment and free investigation
was embraced. Firstly, all situations were screened and an arrangement of basic objectives was
extricated from them. This set framed the premise of an objective situated assessment (Quinones
and Rusu 2017). Every evaluator at first screened the models in perspective of accomplishing
these objectives, finishing up whether the model enables clients to accomplish them and
advocating their decision. In light of this investigation, every evaluator at that point continued
with a free assessment. Any ease of use issues distinguished amid the assessment were evaluated
with the help of accompanying scale as below:
Rating Meaning
0 No problems with usability
1 Screen design problem
2 Minor problem with usability
3 Major problem with usability
4 Serious issue with usability
For assessing the second-age model, an approach based on heuristics has been picked.
This area quickly introduces the method of reasoning for this decision. The essential goal of the
assessment has been to discover ease of use issues. As the model takes a novel, innovative
approach, it has been fundamental to secure extra affirmation on the common sense of the one-
screen layout (Oliveira, Simoes and Correia 2017). In particular, the principle need was to set up

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