Prototype of a Mobile Application for ATM Location and Cash Status
VerifiedAdded on 2019/09/16
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Project
AI Summary
This project details the development of a prototype ATM locator application, encompassing both mobile and web interfaces. The assignment begins with a concept model, outlining the app's utility in identifying nearby ATMs and displaying cash availability, addressing user needs for convenient cash access. Usability concepts are explored, focusing on ease of use for travelers. The project proceeds with operationalizing these concepts, defining the roles of mobile and web applications, and leveraging geolocation. The project includes task allocation, specifying functionalities for each platform, and ensuring seamless data synchronization. Initial interface specifications are presented, along with low and high-fidelity prototypes for both mobile and web platforms, and evaluations are done at each stage. The project also incorporates empirical evaluations and interface modifications. Finally, the project concludes with a critical evaluation of the prototyping process, reflecting on its role in understanding user needs and refining the application's design, along with recommendations for future development.

Prototype
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Table of Contents
Section I.....................................................................................................................................2
Concept Model for Application.............................................................................................2
Usability Concepts.................................................................................................................2
Operationalizing Usability Concepts.....................................................................................2
Task Allocation......................................................................................................................3
Section II....................................................................................................................................4
Initial Interface Specification.................................................................................................4
Low Fidelity Prototypes.........................................................................................................4
Mobile................................................................................................................................5
Desktop..............................................................................................................................6
Quick and Dirty Initial Empirical Evaluation........................................................................7
Interface Specification Modification......................................................................................8
High Fidelity Prototype..........................................................................................................8
Mobile................................................................................................................................9
Desktop............................................................................................................................12
Quick and Dirty Empirical Re-evaluation............................................................................13
Interface Specification Modification....................................................................................14
Section 3...................................................................................................................................14
Critical Evaluation, Reflection and Prototyping Role..........................................................14
Section I.....................................................................................................................................2
Concept Model for Application.............................................................................................2
Usability Concepts.................................................................................................................2
Operationalizing Usability Concepts.....................................................................................2
Task Allocation......................................................................................................................3
Section II....................................................................................................................................4
Initial Interface Specification.................................................................................................4
Low Fidelity Prototypes.........................................................................................................4
Mobile................................................................................................................................5
Desktop..............................................................................................................................6
Quick and Dirty Initial Empirical Evaluation........................................................................7
Interface Specification Modification......................................................................................8
High Fidelity Prototype..........................................................................................................8
Mobile................................................................................................................................9
Desktop............................................................................................................................12
Quick and Dirty Empirical Re-evaluation............................................................................13
Interface Specification Modification....................................................................................14
Section 3...................................................................................................................................14
Critical Evaluation, Reflection and Prototyping Role..........................................................14

Section I
Concept Model for Application
The web and mobile app that will be developed is a utility app. It will help the users identify
the nearest ATM in a particular area. The ATM locater will show any ATM in the nearest
area. Also, it will show whether there is cash in the ATM.
Usability Concepts
The application will be used by the people who are travelling or are looking for ATMs at
locations where they never travelled before. One of the issues that will be resolved by this is
that the user will know whether an ATM has cash or not and only then they will go to it. It
will save their time. The application will be easy to use with minimal features. The key idea
will be to locate the ATMs and show whether it has cash. Users have to register into the
system for once using their email address or mobile number.
Operationalizing Usability Concepts
Three things will be in consideration, first is mobile application, web application accessible
through browsers, and use of geocaching service. The system will work in the following
manner:
1. User 1 need to withdraw cash.
2. User identifies an ATM
3. User reaches and finds cash in it, he updates app showing available cash
4. Another user reaches same ATM, see cash empty, updates status as no cash
5. The cash update will be updated on the map visible to all the other users.
Concept Model for Application
The web and mobile app that will be developed is a utility app. It will help the users identify
the nearest ATM in a particular area. The ATM locater will show any ATM in the nearest
area. Also, it will show whether there is cash in the ATM.
Usability Concepts
The application will be used by the people who are travelling or are looking for ATMs at
locations where they never travelled before. One of the issues that will be resolved by this is
that the user will know whether an ATM has cash or not and only then they will go to it. It
will save their time. The application will be easy to use with minimal features. The key idea
will be to locate the ATMs and show whether it has cash. Users have to register into the
system for once using their email address or mobile number.
Operationalizing Usability Concepts
Three things will be in consideration, first is mobile application, web application accessible
through browsers, and use of geocaching service. The system will work in the following
manner:
1. User 1 need to withdraw cash.
2. User identifies an ATM
3. User reaches and finds cash in it, he updates app showing available cash
4. Another user reaches same ATM, see cash empty, updates status as no cash
5. The cash update will be updated on the map visible to all the other users.
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6. User will get points for updating, and cash withdrawal which can be redeemed later
for online items.
Task Allocation
The mobile application and web application will have similar functionalities. Both will use
the users’ device location to locate the users’ current location. Both the system will have
minimal design with just one key purpose and that is to show ATM location and cash
availability. The mobile and the web applications that will be developed will work in sync.
Any information update by the user on one platform will be shared to another platform
through the common server. This will ensure that once a user reaches an ATM and withdraws
money, then the point earned can be found at the same level even on the web application. The
user can also locate any ATM using web based application and then update the information
using their mobile application. This integration will ensure seamless experience to the user.
The table below shows the tasks that will be performed by each of the system. As visible
from the table below, the tasks that are performed by both the applications are almost similar.
The only difference is that the mobile application will assist in getting phone notification by
the users in case of any updates in points or ATM status. If the user is only active on the web-
based application, then an email will be sent to the user for any update.
Mobile Application Web-based Application
Allow log in and logout Allow log in and logout
Forgot Password Forgot Password
Show ATM location Show ATM Location
Gain Points Gain Points
Send to Server Send to Server
User Profile User Profile
for online items.
Task Allocation
The mobile application and web application will have similar functionalities. Both will use
the users’ device location to locate the users’ current location. Both the system will have
minimal design with just one key purpose and that is to show ATM location and cash
availability. The mobile and the web applications that will be developed will work in sync.
Any information update by the user on one platform will be shared to another platform
through the common server. This will ensure that once a user reaches an ATM and withdraws
money, then the point earned can be found at the same level even on the web application. The
user can also locate any ATM using web based application and then update the information
using their mobile application. This integration will ensure seamless experience to the user.
The table below shows the tasks that will be performed by each of the system. As visible
from the table below, the tasks that are performed by both the applications are almost similar.
The only difference is that the mobile application will assist in getting phone notification by
the users in case of any updates in points or ATM status. If the user is only active on the web-
based application, then an email will be sent to the user for any update.
Mobile Application Web-based Application
Allow log in and logout Allow log in and logout
Forgot Password Forgot Password
Show ATM location Show ATM Location
Gain Points Gain Points
Send to Server Send to Server
User Profile User Profile
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Phone Notification Email
Section II
Initial Interface Specification
The interface will have login screen for web and mobile at first. Logging will take the users
to the next page showing list of locations. The selection of location will help further drill
down through another sub-location. The next stage will show maps with ATMs. The ATM
with update of cash will show green and the rest will show red.
Low Fidelity Prototypes
The low fidelity prototypes for the current mobile and web application have been developed
and shown in the subsections ahead. The purpose of the low fidelity prototypes was to get the
job done that is, getting the overall picture of the entire application. The prototypes provide
less detail on the features, colour scheme, or design.
The low fidelity mobile and desktop prototype of the app is shown below:
Section II
Initial Interface Specification
The interface will have login screen for web and mobile at first. Logging will take the users
to the next page showing list of locations. The selection of location will help further drill
down through another sub-location. The next stage will show maps with ATMs. The ATM
with update of cash will show green and the rest will show red.
Low Fidelity Prototypes
The low fidelity prototypes for the current mobile and web application have been developed
and shown in the subsections ahead. The purpose of the low fidelity prototypes was to get the
job done that is, getting the overall picture of the entire application. The prototypes provide
less detail on the features, colour scheme, or design.
The low fidelity mobile and desktop prototype of the app is shown below:

Mobile
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Desktop
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Quick and Dirty Initial Empirical Evaluation
The mobile application and web application shows similar format of information. The only
difference seems to be in the screen sizes where the mobile app is for the mobile sizes and the
other is of general desktop sizes. As stated earlier, the focus is on minimalism and no major
complexity will be used. The current prototype is not much favourable in getting the whole
picture; therefore a detailed prototype should be there.
The mobile application and web application shows similar format of information. The only
difference seems to be in the screen sizes where the mobile app is for the mobile sizes and the
other is of general desktop sizes. As stated earlier, the focus is on minimalism and no major
complexity will be used. The current prototype is not much favourable in getting the whole
picture; therefore a detailed prototype should be there.

Interface Specification Modification
The modification should be in the look as it seems dry. After taking a view at the above
prototypes, it is clear that there are multiple modifications required. The modification should
be in the feature that is shown in the main screen and that is ‘forgot password’. This will
ensure that even if the users fail to remember their passwords, then they can receive it using
their phone number or email address. Another important aspect is colour selection and
involvement of little design aspect to make it look more attractive. The combination of right
colour choices and object positioning, both the applications can be made to look attractive.
High Fidelity Prototype
The current section provides high fidelity prototypes of the mobile and web-applications
shown in the previous section. In high fidelity prototypes, more detail is shown so that a clear
picture of the application or system is gained. The improved prototypes are shown in the sub-
sections ahead.
The high fidelity for mobile and desktop app is shown below:
The modification should be in the look as it seems dry. After taking a view at the above
prototypes, it is clear that there are multiple modifications required. The modification should
be in the feature that is shown in the main screen and that is ‘forgot password’. This will
ensure that even if the users fail to remember their passwords, then they can receive it using
their phone number or email address. Another important aspect is colour selection and
involvement of little design aspect to make it look more attractive. The combination of right
colour choices and object positioning, both the applications can be made to look attractive.
High Fidelity Prototype
The current section provides high fidelity prototypes of the mobile and web-applications
shown in the previous section. In high fidelity prototypes, more detail is shown so that a clear
picture of the application or system is gained. The improved prototypes are shown in the sub-
sections ahead.
The high fidelity for mobile and desktop app is shown below:
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Trusted by 1+ million students worldwide

Mobile
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