a mobile fast food menu system: a flash lite application
TRANSCRIPT
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
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.
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
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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
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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
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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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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
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
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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.
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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.
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.
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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
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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.
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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
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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.
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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.
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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.
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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
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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.
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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
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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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