Group+4

Amrita Lakhian, Jay Becaroo, Adam Erwood __IN-CLASS EXCERISE __  
 * PART 1: **

Example 1: An example of a bad GUI design is the self service check-out cashier at groceries stores and department stores. The issue with self check-out is that the customer is often unsure of which card reader to swipe their debit/credit card through. There are 2 card readers, one located on the side of the monitor and another located from the monitor usually to your left. The problem occurs when you’re asked by the machine to swipe your card through the card reader but it doesn’t specify visually (or verbally) which card reader you should use.

Example 2: GPS's are also poorly designed due to the touch-screen interface. When inputting an address it is easy to hit two letters by accident or simply miss certain letters. In order to resolve this issue they could create a small keyboard that is attached to the GPS system, making it easier to input data. Another option would be to include tactile feedback, when pushing a key on the touch-screen pad you can receive instant feedback from the touch-screen.

The image of the vehicle is not accurate to the average car, and as result, would not allow for an accurate description of damages to a car. The image can be replaced by a text box which would allow for a better description of the damages. Replace the existing menu box to include a cascading drop-down menu guide that would guide customers through the Date and Vehicle Models option. Change the menu title from “Date” to “Date of Incident” to be more specific. The titles in the original interface looked liked buttons, so we replaced it with a clear plain text format. The dialog boxes where text is required are outlined in red, once the text is entered the boxes will change from white to green to show that the input information is correct.
 * PART 2: **