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.