HCI Assignment Report 2 CO2702

Group Members;

Guy Baxter

Daniel Dunn

Darren Bircher

William Man

Date – 21/01/2007

 

 

 


 

Contents Page



 

Group Members; 1

Contents Page. 2

Design Analysis. 3

Design Prototype 1. 3

Design Prototype 2. 3

Design Prototype 3. 4

Design Prototype 4. 4

Conclusion. 4

Background Reading. 4

 


 

Design Analysis

 

This report is to focus upon the strengths and weaknesses of each design forwarded by our group, Team Tantastic. Each design has key elements which we felt would be appropriate to include to make the design as user friendly as possible. As a group we decided up a design which we deemed most suitable to meet the requirements of the users.

Design Prototype 1

This design shows different phases of what the user can view when using the device. Part 1 shows the initial screen that the user will encounter: this is the main menu and will allow the user to select which option they desire. The additional design screen represent various functions that the device will include, for example, setting up an exercise program for the user to follow.

 

Strengths

 

 

Weaknesses

 

 

As stated earlier, the group decided that the first screen that the user should view is the main menu. Our justifications for this is that “users look straight at the content and ignore the navigation areas” (Jakob, 2000). If we had created a device that displayed content as soon as it was activated then in may not be information that the user requires, so we decided to give the user the choice of what they want. We also had to consider other implications that may cause the user to use the device much more efficiently, such as display too much information and too many functions on the screen. “A common mistake made by designers is to provide the system user with too many options, text boxes, animations and so forth.” (Jakob, 1995). As a group we decided to only include one system function per page to decrease confusion and allow the user to ensure that they complete each function properly without straying into other areas.

Design Prototype 2

Designing a device is not always about include many features and functions, but to also keep it simple and minimalistic. This is what we have tried to achieve with this design. In this design we opted for colour schemes to create ideas on what may be best to use. The design shows a very bright interface, which after careful consideration we decided against. Instead we chose to go with a very popular colour scheme, often used for Apple Mac devices which is a light grey, with blue LED’s to identify buttons and a backlight for the display screen that the user has the option of turning on or off.

 

Strengths

 

 

Weaknesses

 

 

Jakob Neilson suggests that user interaction with the design allows them to feel much more in control. There are several areas that are focused upon, these are; easy to learn, efficient to use, easy to remember, few errors and so on. “Pleasant to use: Users are subjectively satisfied by using the system; they like it.” (Jakob, 1993). We felt that this design didn’t cover enough of these factors to be able to be considered for the final design. However, after we identified these design errors we were able to see what we didn’t want our device to have and were able to start focusing on the aspects that we did want.

 

One feature that we decided was beneficial for the user is that the device could possibly display the users statistics throughout the time that they are logged onto their account. This would enable them to keep track of their progress and be able to make changes if they weren’t achieving their goals.

 

 

 


 

Design Prototype 3

This was a popular design with our group as it was simple yet effective as it included every function that would be required by the users. It also contains many features that are not part of the actual display. Features such as: indicating the battery level, ability to adjust volume etc. These are small luxuries that the user would want in order to be able to get the most out of the device.

 

Strengths

 

 

Weaknesses

 

 

The main feature about this design is how simple it is. It doesn’t include a fancy navigation like the other designs. It actually contains a search function to allow the user to access what they want, when they want it . Jakob Neilson suggests “Search lets users control their own destiny and assert independence from websites' attempt to direct how they use the Web. Testing situations routinely validate this. A typical comment is: "I don't want to have to navigate this site the way they want me to. I just want to find the thing I'm looking for." This is why many users go straight to the home page search function.” As well as “Search is also users' escape hatch when they are stuck in navigation. When they can't find a reasonable place to go next, they often turn to the site's search function. This is why you should make search available from every page on the site; you cannot predict where users will be when they decide they are lost.” (Jakob, 2001). After asking the majority of the students within the HCI lab room what they would prefer and why, we found that it’s pretty much 50/50 between navigation and search as they both have their strong and weak features, listed below.

 

Navigation

 

-          Strong: Only showed the user what they needed to see, relevant information.

-          Weak: Didn’t give the user enough freedom to move around the device.

 

Search

 

-          Strong: Allowed the user to view what they want when they want it.

-          Weak: Could display too many answers for the user, whereas navigation would take the user straight to the desired location.

 

Our conclusion was that we should include both features. This is to ensure that the user can access the search function to find vast amounts of information if they want different exercises and diet programs for example. And also to allow the user to access the navigation so that they can view the essential information that would be included in the main area of the device.

Design Prototype 4

This design tried to incorporate the strengths from all of the other devices whilst keeping the weaknesses to a minimum. As you can see from the design, the top of the display screen shows different images that are the different areas of the device (e.g. programs, diets, exercises etc). This can also be adjusted to display text rather than images so that if a user has problem identifying images then text would be much more suitable for them.

 

 

Strengths

 

 

Weaknesses

 

 

After reading Jakob Nielsons article regarding low literacy users we came across one valuable piece of information that we felt necessary to incorporate into the design. The following statement “Simplify navigation by placing the main choices in a linear menu. This helps users clearly understand the next place to go, without requiring them to scan the page for options.” (Jakob Nielson, 2005). The navigation at the top of the screen as the typical English speaking user reads from the top left of the screen. The device has met the simple colour scheme that was mentioned within the justifications of prototype 2 and has the option of turning on the backlight to make the screen much easier to view if the user is in a dark location.

 

This device also comes with a small add-on, which is a protective layer of film that can be placed over the screen. This reduces the amount of glare caused by the sun (if the device is used outside).

Conclusion

 

The group has decided to use Prototype 4 as the underlying design for the project. This is because the design is a standard layout, which provides a range of feedback for the user; audible, visual and kinaesthetic (physical) feedback. However, our group feels that some of the other designs we have created also contain key features so we will incorporate these into the final project. This will mean that the complete design of the physical device contains many features in previous devices, while keeping the weaknesses to an overall minimum.

 

References

 

Jakob Neilson, (2000). “Is Navigation Useful?”

http://www.useit.com/alertbox/20000109.html

 

Jakob Neilson, (1995). “Coping with Information Overload” http://www.useit.com/papers/information_overload/

 

Jakob Neilson, (1993). “Iterative User Interface Design”

http://www.useit.com/papers/iterative_design/

 

Jakob Neilson, (2001). “Search: Visible and Simple”

http://www.useit.com/alertbox/20010513.html

 

Jakob Neilson, (2005). “Lower-Literacy Users”

http://www.useit.com/alertbox/20050314.html