Wednesday, 12 December 2007

Studio 9: Overview of 203CR in Term 1

Blog work for Term 1

1. Definitions and Images of Pervasive Computing
2. Reading Week 1-‘Everyware’ Extract

3. IPod Usability Explorations
4. Design Approaches
5. Usability Tools
6. Writing Reports
7. Identifying Research Activities and Methods; Advice/Supervision on Key Assignment
8. Overview of 203CR Term 1

Coursework for Term 1

Option 1 Report: Usability Evaluation of a Mobile Device or Devices

Learning Outcomes

1. Demonstrate understanding of the concept of pervasive computing and howthis differs from, and extends, desktop-based computing.


2. Discuss issues and challenges in designing for usability in the area ofpervasive computing (i.e., designing for ‘pervasive usability’).

3. Demonstrate knowledge of a range of problem spaces for pervasive usability,including single-user and collaborative systems; systems for work, learningand leisure; and mobile devices, smart devices and information appliances.

4. Appropriately select a usability method whether this be user testing, metrics,ethnography, or other; and effectively carry out usability evaluations.

5. Generate prototype solutions appropriately for given design problems.

6. Critically reflect on approaches and achievements.

How these learning outcomes were met

Learning Outcome 1 – i have met this learning outcome by researching and giving definitions for pervasive computing in the first studio (can be found in ‘Definitions and Images of Pervasive Computing).

Learning Outcome 2 – The evaluation on my Sony Ericsson phone demonstrates my understanding of how difficult it is to design a product which incorporates the idea of pervasive computing.


Learning Outcome 3 – In one of the studios we were required to do ‘yes but’ on the different ideas of pervasive computing. By doing this i was able to identify problem spaces for these ideas. Therefore i have met this learning outcome.

Learning Outcome 4 – i have first demonstrated this in my coursework where i have produced an in depth evaluation on my mobile phone. I have clearly explained my methods for testing and for analyzing the information obtained. I have further demonstrated this in the studio work ‘Usability Tools’ and ‘Identifying Research Activities and Methods; Advice/Supervision on Key Assignment’.

Learning Outcome 5 – i have again demonstrated this in my coursework suggesting improvements and solutions to problems for my phone. I was able to do this after the thorough user testing and detailed evaluation.

Learning Outcome 6 – this is clearly shown in this blog where i have related the learning outcomes with the work i have done so far. I have also reflected on the work i have done by creating this blog.

Friday, 7 December 2007

Reading Week 1- 'Everyware' extract

  • 'Computing has leapt off the desktop and insinuated itself into everyday life.'
  • 'Will appear in many different contexts and take a wide variety of forms, but it will affect almost every one of us, whether we are aware of it or not.'
  • 'An "invisible" computing, a computing that "does not live on a personal device of any sort, but is in the woodwork everywhere."'
  • 'But computation would flourish, becoming intimately interwined with the stuff of everyday life.'
  • 'Ordinary objects, from coffee mugs to raincoats to the paint on the walls.
  • ' People would interact with these systems fluently and naturally, barely noticing the powerful informatics they were engaging. the innumerable hassles presented by personal computing would fade into history.'
  • Mobile phones (Philips, Samsung and Nokia).
  • 'Wireless-enabled, embedded sensors and microcontrollers known as 'motes'.'

Thursday, 22 November 2007

Studio 8: Identifying Research Activities & Methods; Advice/ Supervision on Key Assignment

We are required to scan the handout given by the lecturer and to find all the research activities that were involved.

Research Activities

  • 'Hands on' and 'reflective' activities. Produces qualitative information. Gives them 1st hand experience of the system. Gives an indication on how good the system will appear to the real users. Any problems they come across they can rectify before the actual users can experience it.
  • Two types of experience. Produces qualitative information. Visitor for adult’s and educational for children. Allows for developing the experience. Covers wider area of users therefore giving designers a better idea of what is required from the system.
  • Observations of tours and everyday functioning of the house. Qualitative information. Gives an insight on how things are run and where different parts of the system can be implemented. Observing tours can give designers of what is required, what is good and what is bad in these tours and incorporating what they have found out in the current system.
  • Interviews with staff. Qualitative and quantitative information. Personal opinion is important. Staff can give more ideas for the system. They would know what the visitors would like to see and how. After the interviews, potential for flexibility can be identified.
  • Working with maps. Qualitative information. Get familiar with the area. Positioning of objects, parts of the house, garden layout etc.
  • Video presentations. Qualitative and quantitative information.
  • Walking around the grounds. Qualitative information. Get a physical feel of the premises. Getting to know everything is, deciding what will be where.
  • Demonstration of system prototypes. Qualitative information. Shows how the system will work. Begin user testing with prototype. Identify improvements to produce new prototypes.
  • Workshops and interviews videotaped. Qualitative information. Information can be seen later. Can be used for future reference. Video analysis.
  • Scale modelling. Qualitative information. Provides a reference for discussion. Identifying key locations. Identifying what is interesting about those locations.
  • ‘In situ’ activity. Come to what offset means in terms of user experience. Issues become clear once the system has been experienced by them.

Tuesday, 13 November 2007

Studio 1: Definitions and Images of Pervasive Computing

Do Google searches and find definitions of the following:

Pervasive computing

1) The idea that technology is moving beyond the personal computer to everyday devices with embedded
technology and connectivity as computing devices become progressively smaller and more powerful. Pervasive computing goes beyond the realm of personal computers: it is the idea that almost any device, from clothing to tools to appliances to cars to homes to the human body to your coffee mug, can be embedded with chips to connect the device to an infinite network of other devices. The goal of pervasive computing, which combines current network technologies with wireless computing, voice recognition, Internet capability and artificial intelligence, is to create an environment where the connectivity of devices is embedded in such a way that the connectivity is unobtrusive and always available.

http://www.webopedia.com/TERM/P/pervasive_computing.html

2) Pervasive computing is the trend towards increasingly ubiquitous, connected computing devices in the environment, a trend being brought about by a convergence of advanced electronic - and particularly, wireless
- technologies and the Internet. Pervasive computing devices are not personal computers as we tend to think of them, but very tiny - even invisible - devices, either mobile or embedded in almost any type of object imaginable, including cars, tools, appliances, clothing and various consumer goods - all communicating through increasingly interconnected networks.

http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci759337,00.html

3) Refers to the use of computers in everyday life, including PDAs, smart phones and other mobile devices. It also refers to computers contained in commonplace objects such as cars and appliances and implies that people are unaware of their presence. One of the Holy Grails of this environment is that all these devices communicate with each other over wireless networks without any interaction required by the user.

http://www.pcmag.com/encyclopedia_term/0,2542,t=pervasive+computing&i=49146,00.asp

Ubiquitous computing

1) “We define ubiquitous computing environments as learning environments in which all students have access to a variety of digital devices and services, including computers connected to the Internet and mobile computing devices, whenever and wherever they need them. Our notion of ubiquitous computing, then, is more focused on many-to-many than one-to-one or one-to-many, and includes the idea of technology being always available but not itself the focus of learning.

Moreover, our definition of ubiquitous computing includes the idea that both teachers and students are active participants in the learning process, who critically analyze information, create new knowledge in a variety of ways (both collaboratively and individually), communicate what they have learned , and choose which tools are appropriate for a particular task.”

http://www.rcet.org/ubicomp/what.htm

2) “Ubiquitous computing is the method of enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user.” (Mark Weiser)

http://sunset.usc.edu/classes/cs599_2002/Week3_c.ppt#256,1,Ubiquitous Computing

3) “Ubiquitous computing, or calm technology, is a paradigm shift where technology becomes virtually invisible in our lives.” (Marcia Riley)


http://sunset.usc.edu/classes/cs599_2002/Week3_c.ppt#256,1,Ubiquitous Computing

Ambient computing

Ambient computing is currently a field in strong development, and a vision that has been supported e.g. within the European IST program. Ambient computing is about moving computing capabilities beyond the desktop and about constantly and seamlessly adapting configurations of technology to changing situations and needs. Key issues in ambient computing include:

· Invisibility, e.g. that computing is embedded in other everyday objects


· Construction, e.g. that new possibilities can be obtained by putting existing components together.

· Heterogeneity, e.g. that components should function in many fundamentally different contexts and configurations.

· Change, e.g. reflecting that the needs and the technologies are changing continuously.

· Scalability, e.g. that solutions that work with few users and in a limited context, should also work in almost unlimited contexts.

http://www.daimi.au.dk/~olavb/AQLWS/

Disappearing computing

Disappearing computing, by definition, is designed to exploit rich combinations of invisible (or embedded within everyday objects) sensing/computational entities in order to identify and deliver personalised services to the users when they are interacting and exchanging information with the environment. The vast amounts of personal information collected by such systems, typically without the user being aware of this, has led to growing concerns about the security, privacy and trustworthiness of such systems and the data they hold. This is a core problem as users concerned about their private information are unlikely to participate in such systems; which in turn may slow or stop their deployment. Consequently within such environments there is a high demand on solutions from users to be secure, private and trustworthy.

www.ercim.org/EU-NSF/DC.pdf

Analyse the Definitions

Similarities (e.g. pervasive computing)

Ultimately all three definitions for 'pervasive computing' describe the same concepts. The first two definitions comment on how pervasive computing steps up and goes beyond the idea of personal computers. All three definitions explain how pervasive computing devices are in use without us being in knowledge of their presence. It is mentioned in all the definitions how each and every device is connected wirelessly throughout the environment and how they communicate with each other. The definitions use similar real life examples e.g. cars, clothing and tools.

Differences (e.g. pervasive computing)

The main difference i can see is that each definition is described in varying levels of detail. The first definition is the largest paragraph therefore it describes more aspects of pervasive computing, whereas the second and the third one are in lesser detail. The first talks about how pervasive computing is effecting every aspect of our lives, even general objects, the last definition relates more to current technology i.e. PDA's mobile phones etc. the first definition gets to the root of what pervasive computing is, whereas the last definition just states what objects are referred to as pervasive computing devices. The second definition states one thing the other two definitions do not, which is, how the idea of pervasive computing came about, ' a trend being brought about by a convergence of advanced electronic - and particularly, wireless - technologies and the Internet'.

Reflecting on these differences, it shows me that most definitions of the same thing can only vary to a certain extent as they ultimately have to describe the same thing. Different examples may be given, different contexts may be used and different aspects of that word may be described, only to differentiate between them.

Similarities (e.g. pervasive computing and disappearing computing)

The first definition of pervasive computing conveys the same thing as the definition about disappearing computing, which is, how these devices are embedded into everyday objects. All the definitions talk about the interaction between the user and the environment via pervasive computing devices. Also the idea of these devices being invisible is mentioned in each definition.

Differences (e.g. pervasive computing and disappearing computing)

The disappearing definition concentrates alot on how personal information is unsecure and how it may be accessed by any device and anyone. it also emphasises on how users are skeptical about using such systems and what can be done to rectify the problem in general i.e. a system which is trustworthy, secure and private. the other definition does not mention any negative points on the subject as it just states what pervasive computing is and thats it.

That shows me that different definitons can consist of mainly three types of description; general statement, advantages and disadvantages. each definiton can be differentiated by what kind of descrition they contain.

Images

Pervasive computing



Ubiquitous computing



Ambient computing



Disappearing computing


(Images were taken from 'Google; images')



Thursday, 8 November 2007

Studio 5, 6 & 7: Planning the Assignment

Option 1 Report: Usability Evaluation of a Mobile Device or Devices

Methods:
  • observational- qualitative information
  • use of questionnaires- qualitative and quantitative information

Conceptual frameworks:

  • usability-in-itself- away from context
  • usability-in-life- within real life situations
  • design principles (norman)-
    –Visibility
    –Feedback
    –Constraints
    –Mapping
    –Consistency
    –Affordance
  • usbility goal-
    –Effectiveness
    –Efficiency
    –Safety
    –Utility
    –Learnability
    –Memorability
  • heuristics

Users:

  • approx. 5 to 20
  • half male and half female
  • some users picked will be disabled as this would augment the evaluation in terms of quality of information.
  • ages will be 18+
  • use of more then one device which allows users to carry out similar activities.
  • will be a comparitive study

Features:

  • focus on at least 3 features rather then just one giving a more detailed evaluation.
  • can also do the phone as a whole

Ultimate goal is to find out how well the phone compares in tersm of its usability. information needs to be analysed and evaluated. from this conclusions can be made. improvements can be suggested.

Thursday, 25 October 2007

Studio 4: Usability Tools

Usability Goals

Goals that designers set themsleves. these are incorperated into the product, this will ensure that the product will ultimately be usable. manual should not be required.

Effectiveness- is how well it does what we want it to do, contains features that we need.

Efficiency- is how well the system supports the user in doing certain activities i.e. in term of simplicity and speed.


Safety- does not physically harm the user. Also does not interupt the user in what they are doing.

Does not melt, erase information, become corrupt etc.

Utility- user can use the product without too much hassle. Again takes ease of use into account.


Learnability- easy to learn and quick to learn.


Memorability- easy to remember functions, activities and such like.

Design Principles

Visibility- controls, knobs, buttons should all be clearly visible to the user.

Feedback- gives user information back on what has been done or activated. Should not leave user hanging or wondering at what stage they are within the activity. can be emphasised by highlighting, animation sound etc.

Constraints- prohibiting certain actions, helps user to make less mistakes by pressing the wrong buttons. Physical constraints refer to physical objects in the real world stopping users from doing certain things. Logical constraints looks at how users relate objects in the real world with each each other. Cultural constraints involves use of technology in certain way.

Mapping- relationship between objects and signs in the real world. Includes positioning, movement and the result.

Consistency- use of similar controls for similar tasks. Consistency can be in the design (aesthetically and ergonomically), the controls and the funtcions. making a product consistent allows the user to learn it quicker and easier.

Affordance- an attribute within a product which indicates how to use it e.g. the shape of a chair affords sitting on it.

Sony Ericsson K800i phone


Usability Goals



































Effectiveness- the phone has the basic functions which i needed initially e.g. making and receiving calls, making and receiving texts. It also contains many more features which make using the phone a lot more fun e.g. a 3.2 megapixel camera/video, games, calculator function, storage for music, pictures and video etc. therefore i thinks it very effective in what the user can do with it.

Efficiency- it is quick and easy to get started, user just presses the joystick to select options. To get to a certain function there are not many interfaces the user has to go through. It is kept concise and straight to the point. There is also the option to create short cuts (e.g. push joystick to the left to get to the messaging function rather than going through the main menu).

Safety- the phone is very safe to use as there are no sharp ends or loose bits (except the battery, memory and sim card which are safely concealed inside the back and side of the phone) that children may choke on. If the phone gets wet user cannot get an electric shock, although the phone will be damaged internally. The phone does crash at times but there is no loss of data or a memory wipe. The only way this phone can be harmful is if it is used physically.

Utility- there are many features that the user can utilise. However it does not the convertor function. I used to have a Nokia phone prior to this one which did have that function. It was convenient as i could make conversions on the go. It was a bit disappointing when i found out this phone did not have that.

Learnability- when I first used the phone there was a tutorial on using the phone which was simple and easy to use. All functions are shown with easy-to-recognise icons. Buttons and functions are well assigned so picking up instructions are easy for the user. If user is new and they are used to uysing a Nokia phone for example then they find it a bit frustrating to get used to.

Memorability- procedures are easy to remember as they are kept to a minimum. Use of icons helps memory e.g. a camera icon is obviously for the camera function, an envelope icon is for the messaging function.

Design Principles

Affordance- all the buttons are raised to afford pressing. The joystick is positioned in the middle and is a small cylinder sticking out, affords pushing in all directions 360 degrees. However just by looking at the joystick a user may not be able to see it affords pressing until they try it on purpose or by accident.


Consistency- the design is consistent as all Sony Ericsson phones are designed similarly. The number buttons are all the same colour, the browser buttons are all the same colour. Colour scheme is consistent; grey silver and black. Font is the same throughout the phone.

Mapping- to use the camera user turns the phone sideways; the camera functions are set just like they would be on a real camera. The ‘photo taking’ button is on the right and the zoom buttons are on the left which users are used to on standard cameras.
There are two buttons, one on the left and one on the right, at the bottom of the screen. They have a ‘dash’ icon on them. On the screen in certain activities, on the bottom of the screen there will be text e.g. on the left it would say ‘calls’ and on the right it would say ‘planet 3’. The ‘dash’ buttons actually correspond to the text on the bottom of the screen. Thus when the left button is pressed it would take the user to the calls area and when the right button is pressed it takes the user to planet 3 area.

Constraints
- icons and text on buttons constrains the user from pressing the wrong button for the wrong reason. There is a flap on the side of the phone, which opens up so that the user can insert the memory card. The flap has a thin attachment which stops it from being ripped off or being separated and lost. The off button is placed on the top of the phone and out of the way. It is only raised slightly, it still affords pushing but it makes it more difficult for the user to push it by mistake.

Feedback- gives relevant feedback when an action is activated. When a message is sent, a small dialogue box comes up to show this. When a background theme is set, it also shows this with a dialogue box. when battery is low, an image of a battery dying is shown and a sound is also made.

Visibility- each button has either text or an icon on it making visible what it is used for. There are buttons on the side of the phone which also have icons on them. However how to open the phone in order to insert the battery is not visible. It has no indication on how the back part is opened. There are two buttons on either side of the voice speaker; they have no icons next to them. Only a few months ago did i realise they actually had a function which was to view photos.


Thursday, 18 October 2007

Studio 3: Design Approaches

-'Yes Buts' for using UCD

User needs- yes but how can we identify certain needs that we may not know of. Also, products may not always be based on user needs, instead they are based on aesthetics which attract the consumers.

Key characteristics (user experience)- yes but how can the users know how much intitial experience they want. They would not even have got used to the idea of the product yet.

Budget- spending over the budget is eminant because to know more or less exactly what the customer wants the company has to be prepared to spend the money.

Ethnography- yes but taking into account what the user may do with product is contradicted if there is no activity which can be observed.

Interviews- yes but how can potential users be asked questions about a product they've never had the chance to use. this leaves it pretty much open for the designer. The only way this can be more specified is by asking the right questions.

Establishing requirements- yes but it is hard to establish certain requirements when the user has not actually experienced it. user-centered design assumes that there is already a set of activities and needs.

Context requirements- yes but there are so many contexts to take into consideration, every single one may not be covered. designers must think about the ever changing environment, it can be hard to keep up with.

Prototyping- yes but it is difficult to do a draft prototype of a intricate realtime system. in some cases it might be best to jump into the proper product as it will have to be implemented in hi-fi any way.

Lo-fi prototyping- yes but this type of prototyping has its limitations. The user has nothing to respond to, a proper scenerio cannot be used. thsi type of prototyping can be only tested visually and theoretically rather then practically and in real life context.

Hi-fi prototyping- yes but are the tools and equipment the right ones in order to portray and demonstrate pervasive computing concepts.

Evaluation- yes but a valid evaluation can only be made once the product has been fully made and tested by users.

IDEO- Implications for technology design

1st photo

  • People sitting on the side walk reading the paper and such like.
  • Social place.
  • People interacting with each other e.g. internet cafe.
  • PDA's for reading daily news.
  • People walking and wanting a place to sit and rest.
  • This place can allow them to do more things then just rest.
  • Give public the opportunity to engage and interact anywhere.
  • Peoplel can rest and also work on their laptops with the provided facilities.

2nd photo

  • Motion sensors for the lighting.
  • Kiosks buil into the wall so that users can access relevant information e.g. how to get to a certain area of the building or to find out a room name.
  • Automated doors.
  • Camera installation.
  • Automated vents.
  • Sprinklers.
  • Air conditioning.
  • Type of escalators to get people from one end of the hallway to the other.

3rd photo

  • Computer screen with user trying to find something out with his fingers.
  • Could be measuring or finding out one thing in relation with the other.
  • A touch screen computer.
  • All in one printer to reduce space.
  • A use of laptop to make use of space.
  • A computer with a TFT screen.
  • Customised software.

4th photo

  • Car parks in more then one space.
  • Maybe does not know this has occured until she or he comes out the car.
  • Parking sensors to let user know if they are in or have overparked.
  • Ticket machines.
  • Security for the cars.

5th photo

  • Touchscreen to read news papers- users can select different newspaper companies and conveniently select specific articles.
  • Heated rails.
  • Toilet paper built into the wall and automated.
  • Toilet with sensors-opens when person is near.
  • Flush with sensor.


Thursday, 11 October 2007

Studio 2: Ipod Usability Explorations

Golden Rules of Design

Strive for consistency- there needs to be a sameness throughout the internal and external features of the product. For example, each model of the ipod is designed and based around the same principles as the previous one.

Enable frequent users to use shortcuts- users are enabled to use quicker methods to get a certain point. For example users can use the wheelpad to turn the volume up and down rather doing it manually through the options.

Offer information feedback- gives user indication that they have selected an option or initiated an activity. This is done with the quickest of responses so as to not leave the user 'hanging'. For example, when the hold button is activated (located on the top of the ipod) a small padlock is displayed on the screen straight away to show that is has been locked.

Design dialogs to yield closure- the product must have a beginning, middle and an end in each activity. For example

Strive to prevent errors, and help users to recover quickly from them- try and eliminate any opportunities in which the user may make a mistake i.e. the buttons can be placed widely apart so that the user does not accidently press the wrong button. For example on the wheelpad there are 4 buttons which are placed north, east,south and west having sufficient space between each button. Therefore the user would find it hard to press the wrong button unless they had really large fingers.

Allow 'undo'- give the user opportunities to reverse their mistakes in terms of input and the actions they activate.

Make users feel they are in control of a responsive system- today there are so many products with sophisticated and diverse interactions that sometimes the user may feel they are not fully in control. With so many functions, technology can become slow, frustrating and complicated. Therefore careful approaches are needed.


Reduce short-term memory load- prevent the user from dealing with complicated codes, sequences, numbers and phrases.

Usability Evaluation























Three Golden Rules chosen
  • Strive to prevent errors, and help users to recover quickly from them
  • Enable frequent users to use shortcuts
  • Strive for consistency

The Task

Pick a certain song from a certain playlist, play it and turned the volume to the desired level (volume will be highest to begin with).

The Users

Users will include a 50/50 ratio between male and females. The ages will range from 15 and over. To get a more accurate evaluation i will use both experienced and unexperienced users. the context will be an everyday environment.

The Instructions

I will hand them my ipod and ask themto, from the menu to find the song 'Have a Party' which is contained within '50 cent' album. once they have found it they have to play it nad then changed the volume from highest to the level they desire. No help will be given to the user, unless they begin to find it too complicated.

How will the information be analysed

The users will be timed on how quick they are able to complete the task. This will be compared to how quick i completed the task (which i will do before i give it to any user) as i am an experienced user. Notes will be taken on how they respond to the interface (verbally), their facial expression and body language. i will also ask for the user's opinions at the end, on how they found the task.

How will this evaluation satisfy the rules

Strive to prevent errors, and help users to recover quickly from them- while controlling the ipod will they press the wrong button unintentionally? will they go to the wrong menu due to misleading or unclear information? If they are able to press the right button for every action taken then the task will be successful.

Enable frequent users to use shortcuts- This will be accounted to towards the speed in which they complete the task. as i know all the shortcuts i wil be be able to complete the task pretty quickly, therefore this can be used as a copmparison with other user's time. If they finish it around the same time i did then the rule is met.

Strive for consistency- if the user finds the interface and controls easy to read/follow and intuitive then this rule will also be satisfied.