COMP1649 – Interaction Design
Student Name: Yun Kar Ly, Student Number: 000553694
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COMP1649 – INTERACTION
DESIGN
Coordinator:
Student Name:
Student No.:
Date Due:
Word count: 5,131
COMP1649 – Interaction Design
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Table of Contents 1. Introduction ..................................................................................................................................... 3
2. Evidence of how cognitive psychology influences the way users will interact with the system ...... 4
3. Design principles .............................................................................................................................. 8
3.1 Accessibility ................................................................................................................................. 8
3.2 Usability ...................................................................................................................................... 8
3.3 Familiarity ................................................................................................................................... 8
3.4 Simple Design .............................................................................................................................. 8
3.4 Grid ............................................................................................................................................. 8
3.5 Colour Contrast ........................................................................................................................... 9
3.6 Consistent ................................................................................................................................... 9
4. Methodology ................................................................................................................................. 10
5. Task Analysis ................................................................................................................................... 11
6. Rationale for the use of Multimedia Applications and Development ............................................ 12
6.1 Device ....................................................................................................................................... 12
6.2 Images ....................................................................................................................................... 13
6.3 Media Player Functions ............................................................................................................. 13
6.4 Low Fidelity Design ................................................................................................................... 14
6.5 High Fidelity Design .................................................................................................................. 15
6.6 Final Design ............................................................................................................................... 16
6.7 Scenario .................................................................................................................................... 18
7. Design ............................................................................................................................................. 19
7.1 Layout ....................................................................................................................................... 19
7.2 Colour ....................................................................................................................................... 20
7.3 Images ....................................................................................................................................... 20
7.4 Navigation ................................................................................................................................. 21
7.5 Grid ........................................................................................................................................... 21
7.6 Button Functions ....................................................................................................................... 21
7.7 Icons/Metaphors ....................................................................................................................... 22
8. Evaluation ...................................................................................................................................... 23
8.1 Music Application Evaluation.................................................................................................... 23
9. References ...................................................................................................................................... 25
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1. Introduction The aim of this coursework is to create application within the area of multimedia, which
could consist of any of the following:
Preview of making a movie and/or music sample
Essential information for Greenwich University new students
A social network site for students within the University
A game to promote green environment issues to children aged 5-7 years of age
The application that has been chosen to create and will be carried out over the
development of this project, will consist of a music application, allowing users to preview
different types of music, whilst providing them with lyrics. In order to carry out this project
successfully, a methodology will be followed, to ensure that all stages are carried out on the
project successfully and to ensure that the multimedia application is developed in a high
standard.
Furthermore, a number of different design principles will be adhered to and considered,
which will help aid develop an application that is designed to help users easy use the system
and find what they are looking for. Cognitive psychology will be researched into, which will
discuss how it has an effect on the way in which people interact with systems.
All decisions made on the final product of the application, such as the layout, colour, theme
etc, will be supported with the research undertaken, to ensure for a high standard of
development from the interactive system.
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2. Evidence of how cognitive psychology influences the way users will
interact with the system
A number of different researches have been carried out on how people interact with
interactive multimedia systems and how cognitive psychology has an impact of this
interaction. Furthermore, guidelines have been reviewed that help designers consider
factors on how users are affected in terms of their behaviour when using systems. Cognitive
psychology can be broken down into many different cognitive processes. Some of these will
be discussed below:
Perception
Perception is a process that designers need to consider as it would affect the way in which
users obtain information within the system, through the use of senses, including eyes, ears
etc. In order for users to interact with any given system effectively and efficiently,
information needs to be presented in a way so that it is easy to perceive and understand. In
order to help aid users in perceiving information correctly and easily, some of the following
things need to be considered:
- Good use of visual aspects including colour, icons, symbols etc.
- Appropriate text styles, sizes, white spaces
- Use of audio where appropriate, through the use of media players
Visual perception is a very important factor to consider in design, for instance the use of
colour. Colour can be used to present different means, for example the colour red can give
users a sense of danger, or help them perceive something as stop. Colour has an effect on
the way people use systems, which lead them into carrying out actions. An example of this
can be seen with the use of hyperlinks within websites. When a user hovers over hyperlinks,
they typically change colour, allowing users to perceive these as clickable links. [Colour
Matters, 1995 – 2011].
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Attention
The process of attention allows individuals to attend to specific events of situations under
occurrence, whilst ignoring other things around their surroundings. It enables us to give
complete focus to selected things, given that information is made clear to our senses and is
made relevant [Rogers, Sharp and Preece, 2011].
Attention is made up on two different senses, visual and auditory. Visual attention is the
process of reading and relies on relevant information being provided to users, in a way that
the information is styled and laid out, to ensure that users can give attention and focus to a
particular area of relevance. However, users tend to lose concentration and focus on
relevant information when it is surrounded by information that is irrelevant, making it
difficult for users to pay attention to areas of importance.
Auditory attention is the process of gathering information through the use of sound. Users
have great difficulty in attending to or understanding passages of speech when other
auditory information is being presented in the background at the same time [Cherry, 1953].
An example of auditory attention is when someone calls out our names; we immediately
attend to this information and respond appropriately.
In terms of a multimedia application, the system should be created in a way that it avoids
problems such as obtaining information from one page, to another. In general, information
presented within one page, should not affect users from obtaining new information in the
next [Mike Beare, Sara Jones and John Sapsford-Francis, 1994], [Alleydog, 1998 – 2012].
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Memory
Memory is another cognitive process, which involves using ones knowledge that they have
with the help of memory and using it appropriately to go about accomplishing certain
actions. Memory enables users to go about using interactive systems effectively, as it helps
them to remember how specific functions operate and react upon their commands.
The way in which information is structured and presented within systems can have an
impact on how a user perceives or remembers information, therefore designers should
ensure that information is presented to users in a way that it is more memorable to them.
To help aid memory within interactive systems, it is essential to place elements within a
user interface where users will easily remember where they are located. Also, the layout of
the system should remain consistent throughout, to ensure that users can easily become
accustomed to the system and not have to relearn how to use it over and over again, upon
navigating throughout the application [Boston University, n.d].
Visualisation is a very important factor to consider within the memory process, as visual
images can be used in a way to pass information to users, without the need of text, as the
way in which the human brain perceives visual information is different from that of text,
audio or sound. The use of visual imagery allows us to remember things very effectively,
taking the example that one may remember somebody’s face, but may not be able to
remember their name.
Furthermore a few principles were made by the researchers Richard Mayer, Roxanne
Moreno and others. These principles are how to help increase user memory and learning
progress [Cisco Systems, 2008]:
Spatial contiguity principle – User learning progress would be enhanced when visual and
text is presented next to each other within the system.
Redundancy principle – The amount of information presented on the page will impact on
users, as not all users are able to obtain much information at once.
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Coherence principle – When irrelevant text/visuals are presented and unnecessary sounds
are played in the background, ones memory is affected as not all information relevant to
what they were in search for was presented.
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3. Design principles
This section of the report will highlight different design principles that have been
researched, which can help aid designers in producing better designs that are user friendly
and usable to users.
3.1 Accessibility
Accessibility need to be concern while creating the application, this would be area such as
the colours, text size and others. This is to make the application accessible by user with
disabilities. Furthermore this is required by the Disability Discrimination Act 1995.
3.2 Usability
Usability is functions build within the application to make it easy to use for users. If the
application is easy to use this would enable the user to obtain information more efficiently,
whereas if the app is hard to use for user it would put them off from using it.
3.3 Familiarity
This design principle means that the use metaphor/icons within the application should be
used to help aid familiarity to people, therefore enabling them to know what specific icons
mean within the system and allow them to know what their functions will carry out.
3.4 Simple Design
Keep the homepage design simple and attractive but the level of usability within the
application would need to be increased. Furthermore the navigation needs to be easy to
understand.
3.4 Grid
Grids are used to group certain information together with the application to make it clearer
to the users. Also by doing this would give the application a better structure and would
make the information more obvious to user’s senses.
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3.5 Colour Contrast
Good use of colours to create contrast within the app will enable the images and
information to appear more appealing and visible to users. Furthermore the selected use of
colours is important as for people with visual disabilities certain colours could be seen as the
same. For example, people who has red/green colour problem the colour red, green and
light orange would be seen as yellow.
3.6 Consistent
Consistency is the practice of keeping layouts and elements the same throughout. Having an
inconsistent structure or style to an application could lead to users becoming confused with
how to use it the application and will make it harder to obtain information.
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4. Methodology
The methodology that is going to be used to approach this coursework in order to make the
music application will be RAD (Rapid Application Development). There are many different
types of methodologies, but RAD is the most suitable method as it would enable the
prototype to be created fast and the app would be in good standard.
Furthermore, there would be number of stages that need to be done in order for the music
application to be in good quality, by taking in the researches. The number of stages to be
done is listed below:
Research - Research into cognitive psychology and number of design principles to help
with designing the application. This is to ensure things within the application are easy
use as it not complicated for user to obtain information.
Design – From the information gathered, a rough layout would be created, which will
show an idea of how the navigation or information would be laid out within the
application. Images will also be gathered and the style of the app will be designed in
advance version, in order to get a better vision of the final outcome.
Implementation – Once the designs are decided, Adobe Photoshop will be used to build
the application by putting the designs together. From doing this, it would enable to see
if the application layout is good, if not, the designs could be manipulated and rotated in
order to improve the applications appearance.
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5. Task Analysis
This section is a task analysis which would contain information of a task set for user and the
progress/steps they will take in order for the task to be accomplished.
The aim of the task set is to view the song “In the Night Sky” from the band “After School” in
English lyrics.
Steps
0. View After School – In the Night Sky song in English lyric.
1. Open application.
2. Select the “Korean” tab.
3. Click on the band “After School”.
4. Select song title “In the Night Sky”.
5. Click on the English button function.
5.1 View the translated lyric.
View After School – In the Night Sky song in English lyric.
0
Open application.
1
Click on the English button function.
5
Click on the band “After School”.
3
Select the “Korean” tab.
2
Select song title “In the Night Sky”.
4
View the translated lyric.
5.1
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6. Rationale for the use of Multimedia Applications and Development
6.1 Device
The device chosen to be used to create for this piece of coursework is the Apple iPad device.
The reason to this is because a number of users can access this application not just from
using desktop but also on the iPad.
Moreover it is efficient for users to obtain information as the hand held device has internet
connection. Therefore this would lead no restriction to the location for user to access for
any information. Furthermore when changes or update are made within the application e.g.
new music with lyric uploaded, the application will display the updates immediately this
would lead the user to be able to view all changes made within the app.
The design and interaction is similar to web browser but then just the layout and structure
of the application on the hand held device will be slight small as the height and weight of
the hand held device are smaller. Therefore the information within the context should be
kept as simple and get the aim of the application straight to the point, this is to reduce the
chance of user needing to scroll down. For considering these would help to reduce the
problems for user getting annoy and are able to obtain the information faster.
Furthermore the application within hand held general support the programming language
XHTML, JavaScript and CSS. Therefore during the implementation of the app user could
consider the type of things that can be inserted into the app, as these can help to increase
the interactivity within. For example the music app could implement function such as enable
user to add the music they like to their own favourite storage, this is a customize tool which
would let user to add the music they like, also this will make it easier for the user to search
for the music they saved.
Besides there are online source that would run a check through the code used to create the
application, this is reduce errors within the application. For example the music app is
created using XHTML, W3C has a online tool which will validate all errors within the codes
and state information why it is a error in order for the creator to fix the issue within the
codes.
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6.2 Images
Some users tend to have a better memory in remembering visual images, rather than just
text or any other forms of media. The use of consistent metaphors used throughout an
application can help in making it easier for users to remember the location of functions. The
developed application consists of images of music artists and bands, where names have
been provided below them, to provide users with various different visual methods of
gathering information.
Some user will remember artists or bands by face recognition. Therefore when they look at
the image provided, they will know straight away what artists or bands it is, whereas by
name user might not recall who they are.
6.3 Media Player Functions
The media player functions are designed to be linked to user daily lives, therefore when user
approach these metaphors they would automatically know the type of task it would carry
out once clicked on, which prevents them from having to stop and think of how to use the
functions.
The media player function are used within the application is to enable user to listen to the
music sung by the artists or bands provided. Also lyrics and English translation function
buttons is provided. When the music is being viewed, the lyric button would be
automatically selected to enable users to view the lyric to the song as the words to some
songs are not clear, therefore by having this function would enable the user to understand
and could sing along with the song.
Furthermore, if a Korean song is chosen by the user, the lyrics would be displayed in English,
to how they would be pronounced in Korean. However, users may not understand these
lyrics; therefore a translation button is provided to enable users to translate these Korean
words in English words, enabling them to understand the song.
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6.4 Low Fidelity Design
This section is a rough draft drawing from ideas gained and information researched based
on the subject selected. Below is a scanned image of the planned layout structure designed:
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6.5 High Fidelity Design
From the basic draft created, the layout will then be created within the Adobe Photoshop, in
order to gain better visual of the application creating for the coursework. Below is a print
screen of the layout outcome:
This image would be the overall layout of the app this is to keep the design and style to be
simple as it would help to make it easier for user to recognize functions.
A pattern design is set as the background but the opacity is set as low to make the
information that would be placed within the area to be more visible to users.
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Image and text of
the artist and band
is located next to
each other.
This top part is the
name of the app
with a music note
as logo.
Language of music
offered.
Hyperlink function
for user to see
more artist and
band within the
language selected.
Hyperlink function
for user to see
more songs sung
by the band.
Home button
function is to lead
user back to the
home page.
Artist button
function is to lead
user back to the
Artist page.
Lines had to use
top give the list of
song the band
sang a structure.
Image and
information of the
number songs the
app holds of the
band.
6.6 Final Design
Below are images of the final design with all the functions and images put together within
the design.
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Home button
function is to lead
user back to the
home page.
Artist button
function is to lead
user back to the
Artist page.
The bar displays
the name of the
artist or band the
user selected.
This lyric button
will be auto
selected when
user listening to
the music.
This button is to
translate the music
lyric to English so they
user can understand
the meaning.
The media functions are to let the
user have control of the song they
are listening to and know how long
until the song is finish playing.
A scroll bar tool is
provided to let user
knowledge that there
are lyric to view below.
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6.7 Scenario
A user wants to use the application to search for a song sung by a particular band and to
learn the lyrics to the song. However, this is the first time they have used this application,
therefore they will have to navigate through the application to look for the song they want
to listen.
Below will be the following stages the user would need to go through in order to find the
song:
Homepage – The user would need to open the application and on the top of the app, the
user would be able to see the language of music the application offers, they would then
need to select the Korean language button.
Korean artists and bands page – Within the page a number of artists and bands should be
displayed with an image and text next to each other. The user would need to search in order
to find the band he/she looking for, once the band is found user would need to select it.
Band songs page – From the list of song display, the user would need to tap on the song
they want to listen.
Music player page – Once the user is on the page, the lyric button would be activated which
would enable the user to view the lyrics of the song and functions is provided within the
page. The user is able to control the music that is playing. Furthermore if the user wants to
know the meaning of the song, he/she can click on the English button which will then
change the lyric to English.
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7. Design
7.1 Layout
From the hand held device selected to make the application, the design of the layout would
be an important factor to take into consideration. The reason to this is because the
appearance of the application would be affected. If the layout or structure of the
application is not designed appropriately this could lead users to have negative views
towards it, as it will put them off from using the application. Whereas if the design are done
properly this would help to increase the use of the application.
There are a large number of elements to be considered but the most crucial one would be
headings, position of the navigation, the style of the images and texts.
The heading would need to be position on the top left of the application, generally the
heading size would be big and bold this is to make the name of the application to be
noticeable.
The location of the navigation needs to be placed where it would be easily seen by users.
Furthermore, functions would need to be implemented such as change of colour, underline
or others this is to make the navigation clearer to user the current page they are on.
The size and style of the images need to be appropriate as the size of the iPad is smaller
than websites.
The font use to display information within the application need to be suitable as some font
is hard to be understood by users.
The use of white space within the applications design needs to be used effectively, as white
space allows good spacing between elements, allowing them to be easily obtained by the
user.
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7.2 Colour
To check the colour of the overall layout design of the application is suitable for users, a test
would be run though the use of the website “www.vischeck.com”. Regarding to the design
principle “accessibility”, colour is an issue as the colour used within could affect people with
visual disabilities. The result of the testing is shown in the image below:
7.3 Images
The home page of the application consists of images of artists and bands that the
application holds, where users can select specific artists/bands in which they wish to view
more information on. The size of the images is based on the apple guideline for high
resolution on iPad (144px x 144px). All the images have been edited within Adobe
Photoshop to ensure they all are the same size, based on the guideline mentioned earlier
from apple.
Drop down shadows have also been added to the images of the artists and bands, to make
them stand out and make them more noticeable to users.
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7.4 Navigation
The location of the navigation used within the application was placed at the top of the
applications interface, in order to make it more noticeable to users, enabling them to simply
carry out tasks and fain the information they needed at a faster pace. The navigation was
kept consistent, to enable users to become quickly familiar with how to make their way
around the system and to prevent confusion/frustration.
The enable users to be aware of what page they were currently on, the link that the user
currently is on will be highlighted a different colour from the other links. Furthermore, due
to the application just being a prototype, the languages offered only consisted of four,
which is Chinese, English, Japanese and Korean.
7.5 Grid
Grids was used within the application to order to give it a strong structure and to allow the
grouping of information where needed. Furthermore, using grids allowed for displaying
information more clearly, which allows it to be more perceivable to users senses. This was a
design principle adapted to by Apple. An example of when grids was used throughout the
application created, was on the page where lists of songs were displayed, displaying a
number of different songs that have been produced by a specific artist/band.
7.6 Button Functions
The buttons used within the application are placed on the top of the systems interface and
have been designed to follow conventions used in other applications, to help aid familiarity
to users, in order to help them carry out tasks effectively.
These buttons are presented to users at the top of the screen to enable them to navigate
back to the previous page in which they were. The size of the buttons created was done
based off of Apples recommendation of 72px wide and 30px high, once again following
conventions and offering familiarity.
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7.7 Icons/Metaphors
The buttons used within the media player section of the application are used in many well
known media players such as apples for example. Using these well known buttons to carry
out functions within the media player allows for users to bring over their knowledge and
experience with how to use them and carry out their tasks effectively. This once again aids
familiarity and enables users to quickly come to terms with how to use the functions
provided.
A scroll bar was also provided within certain pages of the application, to help users identify
that they can access further information down the page through the use of scrolling.
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8. Evaluation
8.1 Music Application Evaluation
Whilst undertaking this project, the aim was to create and develop a multimedia application
for a tablet device, which would have to be developed through appropriate research, to
enable to application to be produced in a way that it was user friendly and usable to a wide
range of users. Research was carried out on design principles and cognitive psychology,
which helped support design decisions made throughout the applications development and
to help gather an understanding out how users interact with interactive systems.
The application that was created consisted of a multimedia interactive system, which
enabled users to find music from artists and bands that was offered by the application, in
various different languages. The application also enabled users to view lyrics for each and
every song that was played, in order for them to get a better understand of the song being
played. The application offered various functions to users, such as viewing songs of different
languages and enabling them to translate the lyrics of a song that were sung in one
language to another.
The developed application provides users with a good level of usability, as the system
provides users with enough functionality in order to carry out the tasks needed to use the
application effectively. The application draws off of conventions used in other popular
systems, which enable users to quickly come to terms with how to use the interactive
system, enabling them to perceive the information for how it is intended. This is done
through the process of offering users with familiarity.
The application has been designed following the principle of a “simple design”. This enabled
for the application to be produced is a way that information was easy to abstract, with the
use of effective white space, increasing the attention and focus given by users. Furthermore,
consistency was applied through the entire applications development, to ensure that users
became familiar with the application very quickly and enable them to remember where
certain elements have been placed, supporting the cognitive process “memory”.
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Overall, the produced application has been a success, through the use of adapting to design
principles established by experts and the research carried out into cognitive psychology.
However, if more time was given to the project at hand, extra functionality would have been
implemented, in order to satisfy the needs of users even further and providing users with
the ability to navigate through the application more easily. Some extra functionality that
could be added if this application were to be created again could consist of the following:
- A favourite section, which would enable users to save their favourite songs to
their very own personalised area within the application
- Offer more music of different languages
- Create a help area, which will allow users to receive help on the application if
needed.
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9. References
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<http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/Mob
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Bryan Sullivan and Adam Connors, 2009. Mobile Web Application Best Practises. [Online]
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Accessed 2nd May 2012]
Boston University, n.d. Visual Perception & Cognition. [Online] Available at:
<http://www.bumc.bu.edu/anatneuro/research/vis-percep-cognit/> [Last Accessed 11th
May 2012]
Cherry, E.C., 1953. “Some experiments on the recognition of speech, with one and two
ears”, J. Acoust. Soc. Am. 25: 975-79.
Chisholm, W, Slation, J and White,J, 2005-2006.Web Content Accessibility Guidelines
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2012]
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In The Night Sky / 밤 하늘에 by After School RED Romanization, English Translation and
Hangul Lyrics, MV and MP3 DL. [Online] Available at:
<http://www.allfordrama.com/14/post/2011/07/in-the-night-sky-by-after-school-red-
romanization-english-translation-and-hangul-lyrics-mv-and-mp3-dl.html> [Last Accessed
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Jakob Nielson, 2005. Ten Usability Heuristics. [Online] Available at:
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Joshua Johnson, 2010. 15 Design Tips to Learn From Apple. [Online] Available at:
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Mike Beare, Sara Jones and John Sapsford-Francis, 1994. [Online] Available at:
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Roger, Y., Sharp, H. and Preece, J., 2011. INTERACTION DESIGN: Beyond Human-Computer
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Systems. [Online] Available at: <http://www.bcs.org/upload/pdf/ewic_ir98_paper4.pdf>
[Last Accessed 11th May 2012]
Vischeck, 2012. Color blind image correction. [Online] Available at:
<http://www.vischeck.com/daltonize/> [Last Accessed 11th May 2012]
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W3C, 1994-2011. Web Accessibility Initiative (WAI) . [Online] Available at:
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