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A MOBILE FAST FOOD MENU SYSTEM: A FLASH LITE APPLICATION LYNN HO ZI WEI This project is submitted in partial fulfillment of the requirement fir a Bachelor of Science with Honours (Cognitive Sciences) Faculty of Cognitive Sciences and Human Development UN'IVERSITI MALAYSIA SARAWAK 2010

A MOBILE FAST FOOD MENU SYSTEM: A FLASH LITE APPLICATION

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Page 1: A MOBILE FAST FOOD MENU SYSTEM: A FLASH LITE APPLICATION

A MOBILE FAST FOOD MENU SYSTEM: A FLASH LITE APPLICATION

LYNN HO ZI WEI

This project is submitted in partial fulfillment of the requirement fir a Bachelor of Science with Honours

(Cognitive Sciences)

Faculty of Cognitive Sciences and Human Development

UN'IVERSITI MALAYSIA SARAWAK

2010

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ACKNOWLEDGEMENT

I would like to thank the people who have helped me in finishing this thesis. First at all, I sincerely thank my parent for their love and continuous financial and support during my whole studies. From the beginning, they gave me freedom and time to learn and to explore everything that I have to learn.

Secondly, I would like to thank my supervisor Dr Ng Giap Weng for giving me his support, supervision, encouragement and patience throughout this project. The

support, encouragement and suggestion given by my supervisor have helped me a lot

and assisted me in developing this system and my thesis.

I also would like to give my appreciation to Chew Chee Young and Joyce Lee Sze Tynn for their guidance and support throughout the whole process of completing this thesis.

Thank you very much.

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TABLE OF CONTENTS

Acknowledgment Table of Contents List of Tables List of Figures Abstract Abstrak

1. CHAPTER 1 INTRODUCTION

1.0 Overview 1.1 Research Background 1.2 Problem Statement 1.3 Purpose of study 1.4 Objective of study

1.4.1 General Objective 1.4.2 Specific Objective

1.5 Strength of study 1.6 Limitation of study r

1.7 Contribution 1.8 Project Scope 1.9 Structure of the thesis 1.10 Summary

2. CHAPTER 2 LITERATURE REVIEW

2.0 introduction 2. I Macromedia Approaches 2.2 Graphic and Animation

2.2.1 Color 2.2.2 Text

2.3 Usability 2.4 Fast Food Services and Customer Services 2.5 Fail Sate 2.6 Method Screen Resize 2.7 Interaction with Server- side script 2.8 Pre- calculation 2.9 Macromedia Flash Lite Application in Other Fields

19.1 In tormation tools

IV

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2.9.2 Entertainment 2.9.3 Education 2.9.4 Business

2.10 Summary

3. CHAPTER 3 METHODOLOGY

3.0 Introduction 3.1 Research Design 3.2 System Architecture 3.3 System Specification

3.3.1 Hardware 3.3.2 Software

3.4 Design of Study 3.5 Procedure of Study 3.6 Data Collection

3.6.1 Pilot Test 3.6.2 Real Test

3.7 Data Analysis 3.8 Summary

4. CHAPTER 4 SYSTEM DEVELOPMENT

4.0 4.1

4.2 4.3 4.4 4.5 4.6 4.7

Introduction Overview System DeveloPment. Development Phase

4.1.1 4.1.? 4.1.3 4.1.4 4.1.5

4.1.6 Input Text

Model Selection Image Size

Load an Image Text Color

Connecting to pages

Dynamic Text

Calculation Program Test User Interface Design Summar`-

S, C. "}{APTER S EVALUATION AND RESUL'Ir

5.0 Introduction 5.1 Pilot Test

5.2 Analysis ot'lluman Perception

5,3 Summary

V

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6. CHAPTER 6 DISCUSSION AND CONCLUSION

6.0 Introduction 6.1 Discussion

6.1.1 The visual display of the system 6.1.2 Usability of the system 6.1.3 The overall process of the system

6.2 Conclusion 6.3 Recommendation for Future Work

7. REFERENCES

8. APPENDIX A: Pilot Test

9. APPENDIX B: Consent Letter

10. APPENDIX C: Questionnaire

62 63 63 63 64 65 65

67

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LIST OF TABLES

Table 3.5.1 Procedure of Study

Table 5.1 Screen brightness and comfortable level

Table 5.2 Attractiveness of display color

Table 5.3 Readable of the text

Table 5.4

Clear present content

Table 5.5 Clutter free

Table 5.6 Clear defined symbol

Table 5.7 System easy to understand

Table 5.8 Button easy to understand

Table 5.9 The color of the system is clear t'Or visible

Table 5.10 Simplicity of the button

Table 5.11 The instruction is not confuse

Table 5.12 Interaction cause minimum mistake

Table 5.13 List out correctly

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5K

VII

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Table 5.14 Correct calculate 58

Table 5.15 Design of the system can reduce human error 59

Table 5.16 Reliability of the system 59

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LIST OF FIGURES

Figure 2.1 Split the Bill Tip calculation

Figure 3.1 Rapid Prototyping Life Cycle

Figure 3.2 System Architecture

Figure 4.1 Create new file

Figure 4.2 Change preset and size

Figure 4.3 Open images

Figure 4.4 Save file

Figure 4.5 Switch player version, action script version and content type

Figure 4.6 Document properties

Figure 4.7 Process import images

Figure 4.8 The step to create a button

Figure 4.9 Convert to symbol

Figure 4.10 Set diflerent colors for the button

Figure 4.11 Connect to next page

15

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ix

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Figure 4.12 Codes for go to the next frame

Figure 4.13 Create input text

Figure 4.14 Input text

Figure 4.15 Code for input text

Figure 4.16 Coding for dynamic text

Figure 4.17

Codes for full screen and soft keys

Figure 4.18 Welcome page of the system

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ABSTRACT

A MOBILE FAST FOOD MENU SYSTEM: A FI. ASII LITE APPLICATION

LYNN HO Z! WF_I

The main . focus of the project is to design a sustcm for fast bc d restaurant /irr

McDonald. The purpose of this project is to help customers to buy, fü. ct. f ood through

an easier way and assist the . first food restaurant to work more efficiency. An

evaluation was performed to evaluate and investigate human perception and their

performance. This quantitative study involved 30 respondents from students o/'

Cognitive Sciences and Human Development. All respondents were evaluated through

questionnaire before convert to demonstrate that user satisfc c"tion. Most of the

respondents were . found satisfied with the sºstenm which was developed in this

research, despite some minor problems.

X1

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ABSTRAK

SISTEM MENU PADA TELEFON BIMBIT: APLIKASI FALSH LITE

LYNN HO 'I_IWI: I

Kajian ini adalah bertujuan untuk mcnghasilkan scbuah sistcm untuk rcstorcn

makanan segera. Objektif kajian ini bukan sahaja dapat mcnyenangkan pclanggan

dalam proses membeli-belah tetapi juga dapat mempertingkatkan mutu kerja restoren

makanan segera. Sebuah kajian telah dijalankan untuk mc, "ngkaji dan mcmerhati

persepsi serta tingkah laku manusia. Kajian kuantitatif ini mclibatkan 3() responden

dari Fakulti Sains Kognitif dan Pembangunan Manusia. Sc. ýrnua responden menguji

dengan kertas soal selidik dan data tcrsebut ditranskrip sehelum ditukar menjadi hasil

kajian yang bermakna. Keputusan menunjukkan terdapat kcpuasan daripada segi

perepsi walaupun sebahagian pcringkat kegunnaan tidak dipenuhi schingga

mempengaruhi kepuasan pengguna. Walau hagaimanapun, sistcm yang diprogramkan

dalam kajian im dapat memenuhi kchendak pengguna.

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CHAPTER I

INTRODUCTION

1.0 Oveniew

This chapter discusses the background of the research and problem statements.

Besides that, the purpose of this study. its objective, and the contribution ofthe research

has also been included. The strength and limitation of'this study, scope of'the project and

structure ofstudy are also stated in this chapter.

1

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1.1 Research background

According to Clancy (2003), technology has provided us a way to connect with

each other and also extend our learning experience. When using a technology, the right skills

and knowledge are needed to allow users to take full advantage of the various features and

benefits of the technology. Mobile phone technology is a small and portable communication

device that enables people to make phone call regardless of their location. Besides that, mobile

phone is also the fastest changing technology that has ever been made in this lifetime.

Therefore, most mobile companies aim to fully utilize the technology functions because it

is convinent and allowed people can use their mobile at any time and place.

According to 2(x)8 Asia's report 'T'elecoms. Mobile and Broadband in Malaysia and

Philippines, there are over 900, of the 27 million people in Malaysia had a mobile telephone

service. Through this report, Malaysia is the second highest mobile penetration in South l": ast Asia

after Singapore {'"2008 Asia Telecoms, Mobile and Broadband in Malaysia and

Philippines. " 2009). Nowadays, every people kids, teenagers. and adults who arc

spending increasingly amount of times and money to call, sending text massages,

download ringtones, videos and more. In addition, user's mobile application can

communicate with desktop client and server applications with minimal effort and without

requiring two teams of developers to cater dif ercnt plattornns.

Flash Lite is an implementation of the Flash runtime for mobile phones. 11 is

available in two versions. The first version includes are Flash Lite I. o snd 1: l1ash I. ite 1.1

that are based on Flash 4 player. Meanwhile. the second version is Mash Lite ý. (1 which is

2

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based on the Flash 7 player (Leggett, Boer, & Janousek, 2006). Flash Litc allows

distribution of rich media services such as news, animation, media and games. Flash Lite

also provides user interactivity (Leggett. Boer, & Janousek, 2006).

In this project. Flash Lite technology is applied into fast food menu system. This

project constitutes the fast food menu concept in mobile telephone which increases the

efficiency for both parties - customers and suppliers.

1.2 Problem Statement

In this era, people define last food restaurant as a quick service restaurants. It is

one of the special commercial properties. The nature of this business style is to provide

customers with more convenience. Therefiire, they operate till late at night or for 24 hours

they are mostly located on major thoroughfares for quick service.

Even through fast food restaurants are built to provide quick services, customers

still need to walk into the restaurant and queue up to place their orders. The fast food

menu is usually placed slightly insides and above of the counter. This could he visibly

challenging to some customers, when they are picking and choosing their orders. A

customer can only have a good sight when he or she is in front of the counter. If the

restaurant has a lot of people, the customers will have to wait to make their order and this,

defeat the purpose of the quick service restaurants. In other words, fast food business is

no different to the other types of fixed business.

3

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To improve the walk in problem, some fast food restaurant has provided drive

through service. As an example, McDonald fast food restaurant. Customers do not need

to find a parking lot to park their car so that they could walk in to the restaurant and take

order. With the drive through service, they can just drive into that particular lane and

place their orders without having to step out of the car. This is easier for those customers

who want to take away the food. The time for queuing is shorter compared to the walk in.

But, the menu choice of the fast food for drive though lane arc limited. Besides that, high

demand of quantity cause customers to wait to pick up their order and also causes traffic

jam around the restaurant.

When the restaurant becomes crowded with customers, the income of that fast

food restaurant would decrease. It is because, psychologically, people who choose fast

food restaurant do not like to spend more time waiting for their orders. Customers are not

essential, they are irritants. No one wants to go that extra mile. As a result, customers that

visits a crowded fast flood restaurant leaves dissatisfied, and would not enjoy the meal. In

addition, most of the customers do not bother to complain. They just go away and never

return. The slogan of this business wish every customer can enjoy their happy meal. is

vanished.

1.3 Purpose of stud}

The main goal of the project is to help customers to buy fast food through an

easier way and assist the worker of the first fixxl restaurant to work more efficiency. Both

parties can take full advantage by using mobile device. This project also aim to design a

4

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fast food menu mobile system by using Flash Lite software. By using this system,

customers can save their time when buying fast food. Besides that, the supplier (fast food

restaurant) can deliver their information to their customers in a faster and efficient way.

Broadcasting advertisements through mobile phone is one of the effective ways for

promoting product.

1.4 Objective of study

This objective of this study is divided into two parts. which are general and specific

objectives.

1.4.1 General objective

The general objective of this study is to design and develop a multimedia

system (Flash Lite) for users to use on their mobile in a more comfortable and

convenient % ay. Besides that, this system could assist fast food restaurant build a better

relationship with their customers.

1.4.2 Specific objective

To design and develop a fast tixod menu system by using multimedia

Flash Lite 2.0.

ii) To evaluate the effectiveness of the fast tixui menu system.

5

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1.5 Strength of study

This research is to prove that Flash Lite can he used not only for games

application, but also for others purposes. For example, customers can place their order

through mobile phone by using Flash Lite application.

Besides that. customers have good perception when they perceive and perform

on the mobile system. This is because Flash Lite has a good graphical performance

(Potts. 2006). Furthermore, function of mobile system is easy to interact because people

nowadays are familiar with the function of mobile phones ('2008 Asia Telecoms,

Mobile and Broadband in Malaysia and Philippines" 2(X)()).

1.6 Limitation of stud)

This research focuses only on last ford restaurants menu system. There is also

limitation in this study due to the hardware and physical of mobile devices. For

example, the speed of"the C'PU and the amount RAM of the mobile device will affect

the progress ofthe program and, the resolution, siie; color of the screen also will affect

the user's perception. Thereliore. a mobile application should not he overcomplicated by

unnecessary features.

6

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1.7 Contribution

This system is very useful for both participants (customers and supplier).

Customers will be able to place their food order through the menu, which is published

on their mobile phone. By using this system, customers can spend more time to

decide what they want to cat. Besides that, this research maximizes the use of mobile

phone. Customers will be able to receive latest information through their mobile

phone and on the same time, the supplier (fast food restaurants) is able to release the

latest information or promotion to customers. Fast food restaurant that provides

efficient service can build better relationship with customers.

1.8 Project scope

Since there are a few limitations in the first food menu ordering system,

Flash Lite could solve the problem by bringing the menu into mobile phone and thus

enable users to have more interaction and good perception. The scope of the project

is to allow users to use mobile phone to order their fixed in a more convenient and

comfortable way and also assist the fast food restaurants to improve their current

situation.

1.9 Structure of the thesis

There are six charters in this thesis. Each chapter explains and discusses the

feature and the process of development of' this system. This thesis begins with

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Chapter One, which establishes the research topic and research background of this

project. Chapter Two consists of literature review whereas Chapter Three will he

based on the research methodology. On the other hand. Chapter Four will focus on

the system development of the system. Chapter Five consists of the system's

evaluation and its results. The last chapter will discuss on the conclusion, discussion

and future work of this study.

1.10 Summary

This chapter introduced the research topic and the process of the project.

Apart from that, the research background, problem statement, objectives, contribution,

scope and the structure of" the project were discussed in this chapter. The 1üllowing

chapter will discuss about the literature review of the project.

8

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CHAPTER 2

LITER4 TURE REI 'IE14'

2.0 Introduction

This chapter describes about several approaches used in developing the

technology. These approaches can help user understanding about this project.

2.1 Macromedia Approaches

Mac: rcimcdia Flash is a platliorm, a t(x)l and a standard. It has a hlatlºrm 1i0r

building rich, interactive movics and applications 1iºr defivery over (fie Internet.

Besides that. it is a plug to a software which can plays animation and rich media on

9

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many device and channel. Macromedia coined the term Rich Internet Application to

describe rich, web- deployed client in real time and interaction with server, providing

all manner possibilities (Leggett. Boer, & Janousck. 2006). Flash is a high

performance runtime for code, content, communication and interface tools. There is a

flash in mobile device which also known as Flash Lite (Leggett. Boer. & Janousek,

2006). In traditional way, using markup language has resulted in poor user interface

and disappointing users' experience. Therefore. to improve this particular problem.

flash technology was applied, because it could deliver rich applications to mobile

devices (Leggett. Boer, & Janousek, 2(X)6). Besides that, these applications can he

developed and deployed across multiple platforms with much less effort. It

maximizes the content assets, cost saving while delivering compared to native

development (Leggett. Boer. & Janousek, 2(X)6).

Moreover, compare with J2ME (Java 2 platfiOrm. Micro Edition), the

strength of Flash Lite is the speed application is faster than Java application

(Burnette. 2007). Using Java application, it could tax device with slow processing

speed, minimize memory and will limit the battery lifi: (Burnette, 2007). Furthermore,

Flash has a small footprint to make specific performance to mobile devices. In

addition, the strength of' Flash is it is rich user interfaces efThrt (Leggett, Boer,

Janousek, 2006). This system can assist users to use full advantage on their mobile

phone in more of Icient and convenient way.

10

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2.2 Graphic and Animation

Multimedia approaches consist of various elcmcnts such as text, graphic

and animation. The use of graphic is to make sure that the users has good perception

to choose their desired order through a menu in their mobile phone by having graphic

(Sparre, 2007). Besides that, graphic is one of the best elements in explaining

complex concept such as paying process (n. a, 2010). According to Andy Ju An Wang

(2005), multimedia animation and graphic will make certain concept more easier to

understand and retained.

2.2.1 Color

Color is used to differentiate the graphic image and animation with the

background colors. Color plays an important role in users' perception ((ialer, 198(}).

Various colors combination has different perception. According to Galer (19H6), high

contrast color provide user with better perception whereby low contrast color

challenges the users visibility when viewing any text or image content. For example,

color in black and white is high contrast and red and orange is low contrast.

2.2.2 Text

Besides that, text is another important clement in graphic and animation.

Text is the communication medium between system and users. Text needs to he

11

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clearly stated so that information is clearly understood by the users (Cialer, 1986).

Button in the text also needs to be labeled clearly. This is to ensure that users will

choose the correct button to achieve his or her goals (Galcr. 1986).

2.3 Usability

Usability is an approach to product development that can he used to

achieve specific goals such as effectiveness, efficiency and satisfaction in a specific

context of use. In this research, it is an important factor in designing the system,

because the usability of multimedia interface is the first key to give ef1i: ct in this

project. If the technology cannot attract users to use it, therefore the system is not

usable and the implementation of the system fails. To achieve the goal of usability,

user friendly is necessary. It is because a user friendly system can motivate users to

continue with the system and he immersed in the system. According to Marisa

Peacock (2010), usability can he defined by five quality components. First, the

usability design of the product need to he easy so that users can accomplish basic

task during their first attempt to use the system. Next, the usability of the product

needs to he efficient. This means that users can learn the available functions in it

short time. Reestablish proficiency of the product also needs to he considered.

Besides that, the recover' of the product need to he faster and lastly, the use of the

system needs to achieve user satisfaction.

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Besides that, utility, which refers to the functionality of the system is also

important. There are certain global usability principles which consist visibility,

memory load, navigation, legibility and satisfaction. Visibility is an important part in

multimedia interface. This is because perception is usually defined as conscious

awareness of the objects and events in perccivcr environment (Blake, & Sekular,

2006). It is a fundamental psychological process, which successfully provides users

accurate information (Blake, & Sekular, 2006). For instance, visibility assists users to

form correct mental model of the "food". It is especially useful when the fast fixed

restaurant have "new food promotion". The labels in the system should be cleared for

the users to read (Galer. 1986). Legibility refers to readability of the text in that

system. The font type font of the text used in the system should he readable and

straightforward. Besides that, high contrast between the text and background can

increase legibility (Galer. 1986).

In this research, usability of a system is given a higher value in Human

Computer Interaction. According to Nicky Danino (2001). human computer

interaction is the study, planning and design of a system which can work together

with human. The developers must understand the factors of the way people use

technology (Danino. 2001). Then, develop tools and techniques to build it suitable

system which is efficient, effective and safe interaction. As its name implies, users

are the main key to designing the product (Danino. 20Ol ). Therefore. psychology

applied to concern human users of interactive computer system. This research show

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