Sunday, February 23, 2020
Aspectual evaluation of IS in use Research Paper
Aspectual evaluation of IS in use - Research Paper Example The champion golf flash presentation evaluation related to human living with computer. The users of this flash will benefit from many things in life from the presentation, for example, leaning how to play golf as well as enjoying it. In the beginning I will start with the introduction of discussion of several elements. Time is always a limiting factor and therefore looking for information on how golf goes on in the internet can be time consuming and thus it is easy when using this champion golf flash since it is only by a single click and all information is displayed. This flash will be linked to several internet website e.g. YouTube for the users to have a video watch on how golf is played. This also will save the user some money since it does not need to be bought. Champion golf flash evaluation There are several users in the family who are subject to use the champion golf flash and whom must be considered in the family. Unlike me being a professional golfer, my wife is not a golf fan; my oldest daughter loves games but plays tennis. However if may appear erroneous since my last born is a golfer but is not a fan, consequently my second born son does not play golf but is a good golf fan. Physical aspect This is the relation to feelings of the user on this champion golf flash which can be manipulated from one screen to another. A good example is when the user will feel happy and delighted by the presence of star players like tiger woods who is the best Golf international player. This will also bring excitement to the user especially when the team of stars are playing the game. These moments will make the user happy and make the champion golf flash to be exciting. However the physical interaction is very important in human computer interface since it improves the attention of the user in relation to what is being demonstrated. This kind of physical attraction makes user too like the application as well as the game being played by motivating them and even adding their morale on the game. Aesthetic aspect One of the main goal and target of this application is for the user to get interested and enjoy using it. The main presentation is linked to the major and attractive sites visited in the internet to give the user the best videos and pictorials for the related game. This videos and games raise the userââ¬â¢s level of enjoyment, this games and videos in the internet are always updated and the user will have an access of the current sports only. Eventually some of this graphics are funny picture of the players that they like most and this makes the users ha ppy and excited to use the champion golf flashy. Consequently, this makes the young users to gain more interest in this game and hence helps the user to understand more about the game. Quantative aspect The user will not be able to see all the presentation in the same day as this is more than what human can take. This is as a result of videos and images which keep on updating and changing on a daily basis. In this context, the users will have to keep on revisiting the presentation to find what is new in the game. The navigation between screens on Golf playing and its relations to different players, fields and different countries is more complex and this will take time to cover. World records keep on being broken and this will make the presentation change on the playerââ¬â¢s information part leading to an update of a new record with a new player. This wills make the users to revisit a certain careen when a new record is set. Also my daughter like watching something twice for a dee p understanding and this will make her revisit the screens and this will consume time, my sons well likes watching videos and thus videos watching will consume a lot of time in order for one to have a good understanding. Ethical aspect In any application developed, on has to consider its ethical implications and values. In this context this presentation will help the user to increase the ethical interactions with the user since
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