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After Alyssa sees the confirmation notice that the package was saved successfully, she sees Ben's packages are included in the full list of packages.
Analysis:
This design was revised according to comments and feedback received in class.
The main feedback was that it may be confusing to know what exactly the onmi-bar will do and how to activate its features. E.g. typing "put a package for Ben in Bin A" would not be a valid input, but entering "Ben Bitdiddle" is. The exact wording for a better information scent is yet to be determined (perhaps a prompt in the text box or another word for "Go"), but multiple entry points to tasks have been added to reduce confusion.
Learnability: This design is learnable since the layout and interaction model for similar tasks on different items is consistent. For example, the red "x" to checkout a package is the same red "x" for checking out guests and items. After typing a search term in the omni-bar, the system make is clear what actions are available to perform on the result by giving buttons that launch each action.
Efficiency: This design is efficient, especially when dealing with a single student's entry. Every available action (add and remove guests, packages, and items) is present from one screen, making it easy to perform multiple actions at once. For example, when a student comes down to desk to return a movie she borrowed, pick up a package, and check in her friend as a guest, the worker must only enter her name once into the omni-bar and then can perform all these actions without any further navigation.
Safety: Each form includes the name of the student, the item being manipulated, and its state in the system. This helps reduce errors where packages might be signed in/out to the wrong person. A history of user actions (available from another accordion tab not shown in these diagrams) will allow users of the system to see their actions and undo them if desired.