Abstract
Etymologically, the term “heuristics” is derived from a Greek term “heuriskein” which means “to discover”. Heuristics refer to the specific “rules-of-thumb” discovered from knowledge or experience in order to solve a problem. In this study, a set of heuristics had been discovered by end-users while developing a series of prototypes of an interactive system called web-based test blueprint system. The heuristics are considered as minimum requirements that are deemed essential for a usable system.
This study suggests that the design process of an interactive system should cater to its technical domain as well as to its specialized domain. Thus, apart from proficiency in technical skills (e.g. user interface design), the designer of an interactive system must also demonstrate appropriate knowledge within the realm of the specialized domain (e.g. classroom assessment). Throughout the design process of the test blueprint, the underlying classroom assessment standards, theories, principles, and concepts had been highly considered while in consultation with the intended users and double experts. The end-users and the double experts have the strong knowledge and experience about the specialized domain and are also well-versed about the business processes, policies, standards, and organizational structure. The intended users from whom requirements are best captured should always be positioned at the center of the interactive system’s development.
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Singun, A.P. (2018). Heuristics Discovered from Prototyping an Interactive System. In: Auer, M., Guralnick, D., Simonics, I. (eds) Teaching and Learning in a Digital World. ICL 2017. Advances in Intelligent Systems and Computing, vol 716. Springer, Cham. https://doi.org/10.1007/978-3-319-73204-6_13
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