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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


Bachelor of Science with Honours
(Cognitive

Faculty of Cognitive
UN'IVERSITI

Sciences)

Sciences and Human


MALAYSIA

2010

Development

SARAWAK

fir a

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
in
developing
this system and my thesis.
and assisted me
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

1.6

Strength of study
Limitation of study

1.7

Contribution

1.8

Project Scope

1.5

Structure of the thesis


1.10 Summary

1.9

2.

CHAPTER

2 LITERATURE

2.0

introduction

2. I

Macromedia

2.2

Graphic and Animation


2.2.1 Color
2.2.2

REVIEW

Approaches

Text

Usability

2.3
2.4
Fast Food

Services and Customer Services

2.5

Fail Sate

2.6

Method Screen Resize

2.7

Interaction

2.8
2.9

with Server- side script


Pre- calculation
Macromedia Flash Lite Application
19.1

In tormation tools
IV

in Other Fields

2.9.2

Entertainment

2.9.3

Education

2.9.4

Business

2.10 Summary

3.

3.0

Introduction

3.1

Research Design

3.2

System Architecture

3.3

System Specification

3.4
3.5
3.6

4.

3 METHODOLOGY

CHAPTER

3.3.1

Hardware

3.3.2

Software

Design of Study
Procedure of Study
Data Collection
3.6.1

Pilot Test

3.6.2

Real Test

3.7

Data Analysis

3.8

Summary

CHAPTER

4 SYSTEM DEVELOPMENT
Overview

4.0

Introduction

4.1

System DeveloPment. Development


Model Selection
4.1.1
4.1.?

Image Size

4.1.3
4.1.4

Load an Image
Text

4.1.5

Color
Connecting

S,

to pages

4.2

4.1.6
Input Text

4.3

Dynamic Text

4.4

Calculation

4.5

Program Test

4.6

User Interface Design

4.7

Summar`-

C."}{APTER

S EVALUATION

5.0

Introduction

5.1

Pilot Test

5.2
5,3

Analysis ot'lluman
Summary

Phase

AND RESUL'Ir

Perception

6.

CHAPTER

6 DISCUSSION

AND CONCLUSION

6.0

Introduction

62

6.1

Discussion

63
63

6.2

The visual display of the system


6.1.2 Usability of the system
6.1.3 The overall process of the system
Conclusion

6.3

Recommendation

6.1.1

for Future Work

63
64
65
65

67

7.

REFERENCES

8.

APPENDIX

A: Pilot Test

73

9.

APPENDIX

B: Consent Letter

76

10.

APPENDIX

C: Questionnaire

79

LIST OF TABLES

Table 3.5.1
Procedure of Study

28

Table 5.1
Screen brightness and comfortable

level

52

Table 5.2
Attractiveness

display
of
color

52

Table 5.3
Readable of the text

53

Table 5.4

Clear present content

53

Table 5.5
Clutter free

54

Table 5.6
Clear defined symbol

54

Table 5.7
55

System easy to understand


Table 5.8

55

Button easy to understand


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

56

Table 5.10
Simplicity

button
the
of

56

Table 5.11
The instruction

is not confuse

57

Table 5.12
Interaction cause minimum

57

mistake

Table 5.13
List out correctly

5K

VII

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

15

Figure 3.1

Rapid Prototyping Life Cycle

19

Figure 3.2
System Architecture

21

Figure 4.1
Create new file

35

Figure 4.2
Change preset and size

35

Figure 4.3
Open images

36

Figure 4.4
Save file

36

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

37

Figure 4.6
Document properties

38

Figure 4.7
Process import

images

39

Figure 4.8
The step to create a button

42

Figure 4.9
Convert to symbol

42

Figure 4.10
Set diflerent

for
button
the
colors

43

Figure 4.11
Connect to next page

43

ix

Figure 4.12
Codes for go to the next frame

44

Figure 4.13
Create input text

44

Figure 4.14
Input text

45

Figure 4.15
Code for input text

45

Figure 4.16
Coding for dynamic text

46

Figure 4.17

Codes for full screen and soft keys

47

Figure 4.18
Welcome page of the system

49

ABSTRACT

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


LYNN HO Z! WF_I
The main
McDonald.
an

of the project

The purpose

easier

way

evaluation

and

Cognitive

This

to evaluate

quantitative

questionnaire
respondents

convert

found
were
.

study

restaurant

investigate
and
involved

Development.
to demonstrate

satisfied

with

a sustcm for fast

help
to
is
customers

the first food


.

Sciences and Human


before

is to design

of this project

assist

was performed

performance.

research,

focus
.

the

despite some minor problems.

X1

30

to

/irr

to buy, f. ct. f ood through


work

human

more

user

sstenm which

efficiency.

from

students

were evaluated

satisfc c"tion.
was

An

and their

perception

respondents

All respondents
that

bc d restaurant

Most

developed

o/'

through
of
in

the
this

ABSTRAK

SISTEM MENU PADA TELEFON BIMBIT: APLIKASI

FALSH LITE

LYNN HO 'I_IWI: I
Kajian ini adalah bertujuan untuk mcnghasilkan
makanan segera. Objektif

kajian

dalam proses membeli-belah


makanan

scbuah sistcm untuk rcstorcn

ini bukan sahaja dapat mcnyenangkan

tetapi juga dapat mempertingkatkan

segera. Sebuah kajian

telah dijalankan

untuk

persepsi serta tingkah laku manusia. Kajian kuantitatif


dari Fakulti

Sains Kognitif

dan Pembangunan

dengan kertas soal selidik dan data tcrsebut ditranskrip


kajian
perepsi

bermakna.
yang
walaupun

mempengaruhi

Keputusan

sebahagian

menunjukkan

pcringkat

mutu kerja restoren

mc,"ngkaji

ini mclibatkan

Manusia.

pclanggan

dan mcmerhati
3() responden

Sc.
rnua responden menguji

ditukar
sehelum
menjadi hasil

terdapat kcpuasan daripada

kegunnaan

kepuasan pengguna. Walau hagaimanapun,

dalam kajian im dapat memenuhi kchendak pengguna.

tidak

dipenuhi

segi

schingga

diprogramkan
sistcm yang

CHAPTER

INTRODUCTION

1.0

Oveniew

This chapter discusses the background

of the research and problem

Besides that, the purpose of this study. its objective,


has also been included.
structure

ofstudy

The strength

limitation
and

are also stated in this chapter.

and the contribution


of'this

statements.

ofthe

research

study, scope of'the project

and

Research background

1.1

to Clancy

According

(2003),

has provided

technology

learning
experience.
each other and also extend our

us a way to connect

with

When using a technology, the right skills

full
knowledge
to
to
take
needed
allow
users
are
advantage of the various features and
and
Mobile phone technology is a small and portable communication

benefits of the technology.

device that enables people to make phone call regardless of their location. Besides that, mobile
fastest
is
the
changing
also
phone

fully
to
utilize
most mobile companies aim

Therefore,

to 2(x)8 Asia's

According

Through
service.
Singapore
"

Philippines.

2009).

download

ringtones,

communicate

with

Telecoms,

Asia

{'"2008

Nowadays,

desktop

Mobile

people

every

and

money

and

more.

In

addition,

developers
two teams of

and server

applications

to cater dif

Flash Lite is an implementation


available

kids,

times

client

in Malaysia

because it

teenagers.
to

call,

user's
with

in Malaysia

had a mobile

Broadband

and

of

amount
videos

people

and Broadband

is the second highest mobile penetration

Malaysia
this report,

increasingly

spending

requiring

'T'elecoms. Mobile

report

27
900,
the
million
of
there are over

Philippines,

functions

the technology

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

is convinent

after

that has ever been made in this lifetime.

technology

and

mobile
minimal

telephone

in South l":ast Asia


in

sending

and

Malaysia

adults
text

who

arc

massages,

application
effort

and

can

and without

ercnt plattornns.

Flash
the
of
runtime

for mobile

phones. 11 is

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

Meanwhile.
4
Flash
based
player.
that are
on

the second version is Mash Lite . (1


which is

based on the Flash 7 player (Leggett,


distribution

Boer, & Janousek, 2006). Flash Litc allows

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

interactivity
also provides user

(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
for
both
parties - customers and suppliers.
efficiency

Problem Statement

1.2

In this era, people define last food restaurant as a quick service restaurants. It is
is
business
The
to provide
this
nature of
style
one of the special commercial properties.
hours
for
24
late
Therefiire,
till
they
at night or
operate
customers with more convenience.
for
located
they are mostly
quick service.
on major thoroughfares

Even through
still

into the restaurant

need to walk

is
menu
usually
challenging

fast food restaurants

placed

slightly

to some customers,

when

they

restaurant

has a lot of people, the customers

different
no

service

are picking

will

their

he visibly
orders.

of the counter.

If the

have to wait to make their order and this,

restaurants.

to the other types of fixed business.

The fast food

This could

and choosing

he
is
in
front
when
or she

can only

of the quick

quick services, customers

and above of the counter.

customer

defeat the purpose

to provide

and queue up to place their orders.

insides

have a good sight

built
are

In other words,

fast food business

is

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

lane and

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

would

food restaurant

do not like to spend more time waiting

essential,

visits a crowded
addition,

decrease.

they are irritants.

customers,

It is because, psychologically,

food restaurant

the income
people

for their orders.

of that fast

who choose fast


Customers

are not

No one wants to go that extra mile. As a result, customers

fast flood restaurant

most of the customers

leaves dissatisfied,

and would

do not bother to complain.

business
The
this
return.
slogan of

wish every customer

that

In
the
meal.
not enjoy

They just go away and never


is
happy
their
meal.
can enjoy

vanished.

1.3

Purpose of stud}

The main goal of the project


easier way and assist the worker
parties can take full advantage

is to help customers

fixxl
first
the
of
by using mobile

restaurant
device.

to buy fast food through


to work

This project

more efficiency.

an

Both

design
to
a
also aim

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
deliver
their information
restaurant) can
Broadcasting

advertisements

to their customers in a faster and efficient way.

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


Lite)
(Flash
system

design
develop
is
to
this
a multimedia
and
study
of

for users to use on their mobile

in a more comfortable

and

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

fast
tixui menu system.
the
of

1.5

Strength

of study

This research is to prove that Flash Lite can he used not only for games
but also for others purposes. For example, customers can place their order

application,

through mobile phone by using Flash Lite application.

Besides that. customers have good perception when they perceive and perform
because
Flash
has
is
Lite
This
the
a good graphical performance
on
mobile system.
(Potts. 2006). Furthermore, function of mobile system is easy to interact because people
function
the
with

familiar
nowadays are

of mobile

Mobile and Broadband in Malaysia and Philippines"

1.6

Limitation

phones ('2008

2(X)()).

of stud)

This research focuses only on last ford restaurants


limitation
example,

in this

study

due to the hardware

the speed of"the

the progress ofthe

program

the user's perception.


unnecessary

Asia Telecoms,

C'PU and the amount


and, the resolution,

Thereliore.

a mobile

features.

and physical
RAM

is
There
also
menu system.
of

mobile

of the mobile

devices.

device

For

will

affect

siie; color of the screen also will

affect

application

he
should not
overcomplicated

by

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
By
their
mobile
on
phone.
using this system, customers can spend more time to
decide what they want to cat. Besides that, this research maximizes the use of mobile
Customers
phone.
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

to customers.

or promotion

Fast food restaurant that provides

better
build
relationship with customers.
efficient service can

1.8

Project

scope

Since there are a few

limitations

Flash Lite could solve the problem

by bringing

have
interaction
to
more
enable users
is to allow
comfortable

users to use mobile

in the first food

menu ordering

the menu into mobile

and good perception.

phone to order their

system,

phone and thus

The scope of the project

fixed in a more convenient

fast
food restaurants
the
way and also assist

to improve

their

and

current

situation.

1.9

Structure

of the thesis

There are six charters


feature

and the process

in this thesis. Each chapter explains

development
of
7

of' this

system.

This

discusses
the
and
thesis

begins

with

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.
the system development

On the other hand. Chapter Four will focus on

Chapter
the
of
system.

Five consists of the system's

evaluation and its results. The last chapter will discuss on the conclusion, discussion
future
and
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,
discussed
in
The
1llowing
the
this
the
project
were
chapter.
scope and
structure of"
literature
discuss
the
review of the project.
about
chapter will

CHAPTER
LITER4

2.0

technology.

chapter

describes

These approaches

Macromedia

Mac: rcimcdia
building

TURE REI 'IE14'

Introduction

This

2.1

rich,

about

several

approaches

help
user understanding
can

developing
in
used

the

about this project.

Approaches

Flash is a platliorm,

interactive

movics

a t(x)l and a standard.

and applications

Besides that. it is a plug to a software

which

1ir defivery

can plays animation

It has a hlatlrm
over

1i0r

(fie Internet.

and rich media on

device
many
describe
all

deployed
rich, web-

manner

flash in mobile

device

In traditional

disappointing
and

client

which

was applied,

devices

Boer,

developed

and

deployed

development

Moreover,
strength
(Burnette.

of

2007).

speed, minimize
Flash

Using
memory

has a small

addition,
Janousek,

the strength
2006).

is the

speed

and will

limit

to make

deliver

high
a

tools. There is a

Boer. & Janousek,

in poor user interface


problem.

applications

to mobile

that, these applications


with

less

much

delivering

he
can
It

effort.

to native

compared

(Java

it could

the battery
specific

is faster

than

tax device

with

lifi: (Burnette,

performance

way.

Edition),

Micro

2 platfiOrm.

Java

the

application

slow processing

2007). Furthermore,

to mobile

devices.

efThrt (Leggett,

This system can assist users to use full advantage

10

is

Flash

this particular

rich

is
it
is
Flash
rich user interfaces
of'

Icient
in
and convenient
more of
phone

to

2(X)6).

application

Java application,

footprint

to improve

while

saving

J2ME

with

compare

has resulted

platforms

multiple

across

2006).

interface
and

2(X)6). Besides

Boer. & Janousek,

Lite

Flash

language

Application

with server, providing

Flash
Lite
(Leggett.
as

because it could

assets, cost

(Leggett.

Janousck.

Therefore.

& Janousek,

the content

maximizes

known
also

experience.

flash technology

&

communication

way, using markup


users'

(Leggett.

Boer,

for code, content,

runtime

the term Rich Internet

coined

in real time and interaction

(Leggett.

possibilities

performance

2006).

Macromedia

and channel.

In

Boer,

on their mobile

2.2

Graphic

and Animation

Multimedia

approaches

The use of graphic

and animation.

consist

in
their mobile
a menu

by
having
phone

is one of the best elements

(Sparre,

2007).

complex

2010).
According
(n.
a,
concept such as paying process

(2005),

multimedia

background

is used to differentiate

to Andy Ju An Wang

make certain

colors.

color

challenges

provide

the graphic

plays an important

Color

colors combination

contrast

has different

concept

user

the users visibility

with

when viewing

image

more easier to

and animation

in
role
users' perception

perception.

better

is
high
in
black
and white
contrast
color

2.2.2

will

and graphic

animation

in explaining

Color

Color

Various

graphic

graphic

and retained.

understand

2.2.1

that,

such as text, graphic

elcmcnts

is to make sure that the users has good perception

to choose their desired order through


Besides

of various

perception

According
whereby

with

((ialer,

the

198(}).

to Galer (19H6), high


low

image
text
content.
any
or

contrast

color

For example,

low
is
contrast.
and red and orange

Text

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


Text is the communication

he
between
Text
to
medium
needs
system and users.

11

is clearly understood by the users (Cialer, 1986).

information
that
clearly stated so

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).

Usability

2.3

Usability

is an approach

specific

context

of use. In this research,

because the usability


project.

cannot

implementation
the
usable and
friendly
user

the system

with

Peacock

(2010),

usability

design

task during

their

short

time.

of the system

of the product
first attempt
This

Reestablish

Besides that, the recover'

fails. To achieve

the system,

by

five

the system

quality

users to

According
components.

to Marisa
First,

he
to
easy so that users can accomplish
need
to use the system.

Next,

the usability

learn
the available
that
users can
means

proficiency

of

of the product

system needs to achieve user satisfaction.

12

the product

also

is not

the goal of usability,

system can motivate

in the system.

he
immersed
and
he
defined
can

usability

he
to
efficient.
needs

it,
to
therefore
users
use

It is because a user friendly

is necessary.

continue

attract

in designing

is the first key to give ef1i: ct in this

interface

of multimedia

If the technology

factor

it is an important

in a specific

and satisfaction

efficiency

goals such as effectiveness,

achieve

that can he used to

development

to product

the
basic

of the product
functions

in it

he
to
considered.
needs

lastly,
he
faster
to
need
and

the use of the

Besides that, utility,


important.

There

are certain

load, navigation,

memory

interface.

multimedia
awareness

form correct

mental

have "new

restaurant

perception
in perccivcr

and events
psychological

model

of the "food".

which

successfully

useful

refers

to readability

The font type font of the text used in the system

straightforward.
increase legibility

(Galer.

as conscious

(Blake,

2006). For instance, visibility

Legibility

that, high

defined

is usually

It is especially

in
part

is an important

Visibility

which

visibility,

consist

& Sekular,

provides

users

assists users to

fast
fixed
the
when

The labels in the system should be cleared for

food promotion".

Besides

is
the
also
of
system

environment

process,

& Sekular,

1986).

principles

and satisfaction.

(Blake,

the users to read (Galer.


system.

usability

is because

This

of the objects

information
accurate

global

legibility

It is a fundamental

2006).

which

functionality
to
the
refers

should

he readable

the text and background

between

contrast

in that

of the text

and
can

1986).

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


Computer

Interaction.

interaction

is the study,

with

system

planning

The developers

human.

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and

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human users of interactive

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tools and techniques

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(2001).

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understand

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main
are
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to

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system.

use

users

psychology

This research show

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