| CptS 443/580 Human-Computer Interaction |
Spring, 2008
|
| Assigned: | 28 Feb. 2008 |
| Due: |
Done in class on 28 Feb. |
| Required Time: | 1 to 1-1/2 hours |
| Covers: | Preece 11 |
| Worth: | Assignment option worth 8.33% |
| Last modified: | 26 February 2008 |
In this In-Class Activity, you will get started (if you haven't already) with the physical design of your group project's interface. In particular, you will use the low fidelity prototyping technique to develop high level task sequences and lower level interface designs for three core tasks.
Ideally, you would perform low fidelity prototype tests with prospective
users, who might participate as equal members of your design team (participatory
design). If you are able to find prospective users who can come in for Thursday's
class, then, by all means, invite them! However, since it is unlikely that you
will have prospective users at your disposal during the class period, you are
free to perform low fidelity prototyping sessions with a "buddy" group.
The specific learning objectives of this in-class activity are:
Note: Please consult the Lecture 8 slides if you need guidance on how to run low fidelity prototyping sessions.
Prior to coming to class on Thursday, please do the following with your project group:
Develop three key scenarios that your group project software will be able to handle.
For each scenario, develop a detailed sequence of steps that a user can perform in order to complete the core task within the scenario.
Use either WOZ Pro or simple art supplies to develop a low fidelity prototype. If you are using WOZ, create all screens necessary for the three scenarios. If you are using art supplies, construct the elements that you expect will be needed for the three scenarios you have chosen. These elements might include buttons, menus, screen forms, and the like.
During the in-class activity, spend one hour on the following:
Team up with a "buddy" group. Have one or two users in your buddy group interact with your low fidelity prototype, as you play "wizard of oz." Ask the buddy group user(s) to "think out loud" as they complete the tasks you have prepared. They should let you know if they become confused, have questions, see something they like or do not like. Emphasize that your prototype is in the early stages of design, and that you need their feedback to improve its design. Have a member of your group take notes on the key events that occur, the key issues that arise, and the possible design changes that are suggested by your results. Members of both groups should observe the session.
Now switch to your buddy group's prototype. As your buddy group plays "wizard of oz," you should think out loud as you complete the tasks that the buddy group has prepared.
Note: I am having you run low fidelity prototyping sessions this week in order to help you get started with the physical design of your software. I am hoping that you will be able to use the outcomes of this in-class activity as a starting point for the prototype walkthrough that you will performing the week after spring break. Take advantage of the time!
Note: As stated in the course syllabus, you are required to hand in at least four assignment options, one from each of the three major sections of the course (Background and Theory, Designing Interactive Systems, Evaluating Interactive Systems). In other words you need to hand in
Important note: It is permissible for multiple members of the same group to complete this assignment option, so long as each member does the assignment independently. This means that each member might even create a slightly different paper prototoype, based on that member's interpretation of the feedback obtained in the in-class studio activity.
This assignment option invites you to get a head-start on your group project's design by performing a "bonus" design iteration with the low fidelity prototype that began to emerge in this in-class studio activity. Performing this extra design iteration could ultimately improve the usability of your group project's interface. Here are the steps:
Based on the preliminary results and progress you made in class, re-design and further flesh out your low fidelity paper prototype for the three core tasks you converged on as a group. Make sure that you feel comfortable simulating your paper prototype in response to test users' actions.
Now find three prospective users of your software project. Try to pick test users who might actually use your software.
Read the ACM SIGCHI 2006 best-paper award nominee entitled "'LINC-ing' the family: the participatory design of an inkable family calendar" by C. Neustaedter and A.J. Brush . It is available on-line at http://doi.acm.org/10.1145/1124772.1124796. (Make sure you're inside the WSU firewall before accessing this document; otherwise, you will not have access to the full PDF of the article.)
This article presents a user-centered design of a shared family calendar. It describes many of the early data gathering techniques discussed in class this week. Prepare a two page (double-spaced, 1" margins) critical review of the article. Your critical review should not only identify the key points of the material, but also analyze and critique its underlying perspective. The following list of questions provides a useful starting point for your critical review:
By the deadline, hand in a hardcopy written report that includes the following sections:
Description of low fidelity prototype and tasks. For each of the three tasks, present your prototype's screen shots. The idea is to illustrate, in a step by step fashion, how a user would complete that task. Note: You must provide (scanned in) screenshots of your paper protoytpe in order to get full credit on this part of the assignment.
How did your run the study? I'd like to know some of the procedural details of the study: (a) how long study sessions lasted, (b) what you told participants (did you basically use the script above?), and (c) whether you had any problems simulating the interface.
Results of study. In a few of paragraphs, describe any usability issues that emerged from your study. Make each problem an item in a bulleted list. Be sure to cite explicit empirical evidence that documents each problem. The more detail you provide with respect to how particular test users experienced the problem, the better!
We will use this assessment form to evaluate your work. The critical review required of graduate students will be evaluated according to this assessment form. Be sure you that carefully read these forms ahead of time, so that you can take the assessment framework into account as you write your report.