Geobashing presentation

1,030 views

Published on

Published in: Design, Technology, Education
0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,030
On SlideShare
0
From Embeds
0
Number of Embeds
572
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

Geobashing presentation

  1. 1. 18/09/11 Vernier - Visentini Research Project in Pervasive Computing GUI Design for the Geobashing Game Marco Vernier - Ingrid Visentini
  2. 2. Outline 18/09/11 Vernier - Visentini Research Project in Pervasive Computing <ul><li>Goals </li></ul><ul><li>Evolutionary process </li></ul><ul><li>Evaluation of the prototypes </li></ul><ul><li>Results </li></ul><ul><li>Conclusions </li></ul>
  3. 3. Goals <ul><li>Create a GUI for Geobashing game </li></ul><ul><ul><li>Guidelines platform-driven </li></ul></ul><ul><ul><li>Software Engineering scheme </li></ul></ul><ul><ul><li>Tests </li></ul></ul><ul><ul><ul><li>Usabilty tests </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  4. 4. Evolutionary model <ul><li>Before: state of the art (patterns, guidelines,…) </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  5. 5. Evolutionary model <ul><li>State of the art </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  6. 6. State of the art <ul><li>Rules to guide design and implementation of interfaces for mobile/handheld devices </li></ul><ul><ul><li>Shneiderman’s ‘Golden Rules of Interface Design’ </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing “ Design is not just what it looks like and feels like. Design is how it works ” Steve Jobs “ A good design is as little design as possible” D. Rams
  7. 7. Types of guidelines <ul><ul><li>General purpose guidelines </li></ul></ul><ul><ul><ul><li>Intuitiveness and simplicity </li></ul></ul></ul><ul><ul><ul><li>Presesence of shortcuts </li></ul></ul></ul><ul><ul><ul><li>Feedback, notifications </li></ul></ul></ul><ul><ul><ul><li>Consistency </li></ul></ul></ul><ul><ul><ul><li>Reversal of action </li></ul></ul></ul><ul><ul><ul><li>Short-term memory load </li></ul></ul></ul><ul><ul><ul><li>… and many others </li></ul></ul></ul><ul><ul><li>Platform-driven Interface Guidelines </li></ul></ul><ul><ul><ul><li>Android, Symbian, Iphone etc. </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  8. 8. Evolutionary model <ul><li>State of the art </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  9. 9. Requirements 18/09/11 Vernier - Visentini Research Project in Pervasive Computing <ul><li>Game structure </li></ul><ul><ul><li>Challenges </li></ul></ul><ul><ul><li>Fights </li></ul></ul><ul><ul><li>Components of the game </li></ul></ul><ul><li>Added functionalities </li></ul><ul><ul><li>Home link </li></ul></ul><ul><ul><li>Status </li></ul></ul><ul><ul><li>Map </li></ul></ul><ul><ul><li>… </li></ul></ul>
  10. 10. Evolutionary model <ul><li>State of the art </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  11. 11. Requirement Analysis 18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  12. 12. Evolutionary model <ul><li>State of the art </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  13. 13. Prototyping <ul><ul><li>The most creative part ;) </li></ul></ul><ul><ul><li>Use of Balsamiq Mockups </li></ul></ul><ul><ul><li>Design of the interfaces </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  14. 14. Evolutionary model <ul><li>State of the art </li></ul><ul><li>Requirement Analysis </li></ul><ul><li>Design </li></ul><ul><li>Prototyping </li></ul><ul><li>Evaluation </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  15. 15. Evaluation <ul><ul><li>A - Inspection test </li></ul></ul><ul><ul><ul><li>Heuristic test </li></ul></ul></ul><ul><ul><ul><li>Cognitive Walkthrough </li></ul></ul></ul><ul><ul><li>B - Usability test </li></ul></ul><ul><ul><ul><li>Task tests </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  16. 16. Evaluation <ul><ul><li>A - Inspection test </li></ul></ul><ul><ul><ul><li>Heuristic test </li></ul></ul></ul><ul><ul><ul><li>Cognitive Walkthrough </li></ul></ul></ul><ul><ul><li>B - Usability test </li></ul></ul><ul><ul><ul><li>Task tests </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  17. 17. Heuristic tests <ul><ul><li>Goals: opinion production by inspection of the system by usability experts in reference to “gold rules” </li></ul></ul><ul><ul><li>Jakob Nielsen’s usability heuristics </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  18. 18. Ten Usability Heuristics 18/09/11 Vernier - Visentini Research Project in Pervasive Computing 1) Visibility of system status 2) Match between system and the real world 3) User control and freedom 4) Consistency and standards 5) Error prevention 6) Recognition rather than recall 7) Flexibility and efficiency of use 8) Aesthetic and minimalist design 9) Help users recognize, diagnose, and recover from errors 10) Help and documentation
  19. 19. Heuristic tests - example <ul><li>Visibility of system status </li></ul><ul><ul><li>Where I am? </li></ul></ul><ul><ul><li>Where I can go? </li></ul></ul><ul><ul><li>The interface has a clear structure? </li></ul></ul><ul><li>Match between system and real world </li></ul><ul><ul><li>Links, buttons and controls have appropriate languages? </li></ul></ul><ul><ul><li>The category and the groupings have appropriate labels? </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  20. 20. Cognitive Walkthrough <ul><ul><li>Goals: is a test performed by usability experts </li></ul></ul><ul><ul><li>The evaluator shall examine in details the elementary actions that the user of the system must do to succesfully complete each task  recostrunction of the mental process that the user could take during various actions </li></ul></ul><ul><ul><li>The expert who analyzes the software product tries to answer four questions </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  21. 21. CW Tests <ul><ul><li>The system has been evaluated whereas the following use cases: </li></ul></ul><ul><ul><ul><li>Visualize the details of a challenge </li></ul></ul></ul><ul><ul><ul><li>Visualize the map of a challenge </li></ul></ul></ul><ul><ul><ul><li>Initialization of a challenge </li></ul></ul></ul><ul><ul><ul><li>Searching for a challenge </li></ul></ul></ul><ul><ul><ul><li>Fight with a user in the proximity </li></ul></ul></ul><ul><ul><ul><li>Search a challenge </li></ul></ul></ul><ul><ul><ul><li>Create and initialize a challenge </li></ul></ul></ul><ul><ul><ul><li>Create a challenge and delete a waypoint </li></ul></ul></ul><ul><ul><ul><li>Visualize the health status </li></ul></ul></ul><ul><ul><ul><li>Recognize that there is a fighting in the background </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  22. 22. UT example 18/09/11 Vernier - Visentini Research Project in Pervasive Computing The usability experts that perform the test are: Marco Vernier – abbreviation MV Ingrid Visentini – abbreviation IV A – Visualize the details of a challenge MV IV 1 – The user tries to get the right effect? YES YES 2 – The user notice that the correct action is available? YES YES 3 – The user associate the correct action with the effect that is going to get? YES YES 4 – If the correct action has been executed, the user sees that there is a step towards the solution of the task? YES YES
  23. 23. Evaluation <ul><ul><li>A - Inspection test </li></ul></ul><ul><ul><ul><li>Heuristic test </li></ul></ul></ul><ul><ul><ul><li>Cognitive Walkthrough </li></ul></ul></ul><ul><ul><li>B - Usability test </li></ul></ul><ul><ul><ul><li>Task tests </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  24. 24. B - Usability test <ul><ul><li>Usability testing = user testing </li></ul></ul><ul><ul><li>Goals: evaluation of the system by possible users of the system </li></ul></ul><ul><ul><li>Users sample evaluate the system under observation of expert who gather data, analize them and draw conclusion </li></ul></ul><ul><ul><li>Users perform different task test choosen by the experts as use models to investigate the usability of the system </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  25. 25. UT Planning <ul><li>How is it developed ? 4 phases </li></ul><ul><ul><li>Planning the experiment: definition of the type of users, type of task and the methods of implementation of the tests </li></ul></ul><ul><ul><li>Recrutiment of users </li></ul></ul><ul><ul><li>Execution of the experiment </li></ul></ul><ul><ul><ul><li>Briefing </li></ul></ul></ul><ul><ul><ul><li>Execution of the test with the tecnhique “ Think aloud ” </li></ul></ul></ul><ul><ul><li>Final Debriefing </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  26. 26. Operational status <ul><ul><li>How did we execute the UT? </li></ul></ul><ul><ul><ul><li>Laboratory </li></ul></ul></ul><ul><ul><ul><li>Paper prototype </li></ul></ul></ul><ul><ul><ul><li>(constraints due </li></ul></ul></ul><ul><ul><ul><li>to indoor </li></ul></ul></ul><ul><ul><ul><li>environment) </li></ul></ul></ul><ul><ul><ul><li>Use cases </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  27. 27. Use cases <ul><ul><li>A Use Case is a set of tasks to pursue one goal between the user and the product </li></ul></ul><ul><ul><li>Three different types of tasks: </li></ul></ul><ul><ul><ul><li>Delicate tasks – more usability problems </li></ul></ul></ul><ul><ul><ul><li>Tasks most often – functions more significant </li></ul></ul></ul><ul><ul><ul><li>Tasks more important – too much barriers </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  28. 28. Use cases examples 18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  29. 29. Impact and frequency <ul><ul><li>How did we evaluate the prototype? </li></ul></ul><ul><ul><li>To evaluate the gravity of the problems, two variables have been taken into account: </li></ul></ul><ul><ul><ul><li>Impact  that a problem can effect the efficiency, productivity and the security of a user who is carrying out a specific task in a particular operational situation </li></ul></ul></ul><ul><ul><ul><li>Frequency  with which the problem is presented to the user when performing the task. </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  30. 30. Severity table <ul><ul><ul><li>From the values assigned to frequency and impact, the value of severity  is set </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing G. Brajnik. Beyond Conformance: the role of Accessibility Evaluation Methods , Keynote paper, 2nd International Workshop on Web Usability and Accessibility IWWUA08, Sept. 2008, Auckland, New Zealand Impact Frequency Severity 1 1 Low 1 2 Low 1 3 Serious 2 1 Serious 2 2 Serious 2 3 Critical 3 1 Critical 3 2 Critical 3 3 Critical
  31. 31. Three levels for impact <ul><ul><li>Levels for impact: </li></ul></ul><ul><ul><ul><li>Level 1 : the presence of the problem was noticed by the user in question, but there are easy ways to circumvent or avoid it. It does not affect significantly the user's ability tosuccessfully reach the end of the task. It can however affect the efficiency with whichthe user performs the task and / or their satisfaction. </li></ul></ul></ul><ul><ul><ul><li>Level 2 : the presence of the problem is noticed and has a significant impact on the effectiveness and / or safety. You can not get around easily, or to avoid it. To exit theproblematic situation the user may require considerable time, several attempts andingenuity. The problem makes it difficult, strenuous and / or hazardous to the continuation of the task, and it is likely that you make mistakes. The problem of safely and markedlyaffect the efficacy and / or safety. </li></ul></ul></ul><ul><ul><ul><li>Level 3 : it is a barrier that often lead to renounce to achieve the purpose: the errors may bemany and serious consequences, there are no alternative routes. The negative impact on efficacy and safety is high. </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  32. 32. Three levels for frequency <ul><ul><li>Levels for frequency: </li></ul></ul><ul><ul><ul><li>Level 1 : the problem occurs rarely and not always during the course of the task and shalltherefore in a rather limited impact on productivity and satisfaction. </li></ul></ul></ul><ul><ul><ul><li>Level 2 : the problem occurs every time you play that role. It can have a significant impact onproductivity and satisfaction. </li></ul></ul></ul><ul><ul><ul><li>Level 3 : the problem occurs repeatedly during the course of the task. Certainly affect theproductivity, making it fall markedly, and satisfaction. </li></ul></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  33. 33. Results <ul><ul><li>Users profiles </li></ul></ul><ul><ul><li>Test results </li></ul></ul><ul><ul><li>Prototype examples </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  34. 34. Results - Users profiles 18/09/11 Vernier - Visentini Research Project in Pervasive Computing User Sex Age Occupation Computer skills Smartphone skills Played with a smartphone game Played with internet games U1 F 26 Student Medium Medium NO NO U2 M 31 Student Medium-High Medium YES NO U3 F 24 Student Medium -- YES YES U4 M 27 R.S. Member High High YES NO U5 M 28 Student High -- YES NO U6 M 26 -- Medium-High Medium YES NO U7 M 28 Student High Low-Medium YES NO U8 M 31 Research Ass. High Medium YES NO
  35. 35. Results - Users profiles 18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  36. 36. Results - Users profiles 18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  37. 37. Tests results version 2.3 (1) 18/09/11 Vernier - Visentini Research Project in Pervasive Computing Problems Use Case User Solution Frequency Impact Severity Recognizing problem of map button A,B,C U1,U2,U3 Add a zoom icon 3 3 Critical Misunderstanding between the text “create challenge” with “create a new challenge” H,F U3-U6,U4 Change the entire interface 3 3 Critical Add the challenge to “my favorite” – Problems with the “add button” F U4-U7 Add a “favorite button” on the bottom 2 2 Serious Problem with the text in the popup “create challenge” L,I U4,U5-U7 Change the entire text 2 2 Serious Waiting time is not clear during the fight requests E U6 Add another method of request to fight 2 1 Serious Misunderstanding of the icon run (two man) during the challenges C,B U6,U8 Change with another icon – maybe is a mockups problem 2 2 Serious Misunderstanding with the label “Create Challenge” and “My created Challenge” H U6 Change the entire interface 2 2 Serious
  38. 38. Tests results version 2.3 (2) 18/09/11 Vernier - Visentini Research Project in Pervasive Computing Problem with the compass. Is this the direction that I have to follow? B U8 New versions of compass 1 3 Serious Misunderstanding with the face icon I U5 -- 1 1 Low Misunderstanding of the possibility to order the challenges G U5 Maybe is a mockups problem 1 1 Low Misunderstanding of the point during the fighting D U5 1 1 Low Misunderstanding of the text “Best time” C U6 -- 1 1 Low Problem with the dimension of the icons A U7 Change the dimension of the icons 1 1 Low Misunderstanding with the number in Player’s name – think that the number is a point D U7 -- 1 1 Low
  39. 39. Test results ver. 2.4 18/09/11 Vernier - Visentini Research Project in Pervasive Computing Problems Use Case User Solution Frequency Impact Severity Misunderstanding of the second marker in the compass representation G U2 Chose a new compass representation 3 3 Critical Misunderstanding overview button: did not do what I expected B,C U4,U5 Change label with “minimap” 2 3 Critical Press “Change options” to insert the search parameters A U1 2 1 Serious Problem name My challenge A U1 1 1 Low Ordering of the list was not obvious D U3 Maybe is a Mockups problem 1 1 Low Not clear the button back to fight D U3 Write “back to fight menu” 1 1 Low
  40. 40. Some examples – main menu 18/09/11 Vernier - Visentini Research Project in Pervasive Computing V2.3 V1
  41. 41. Challenges menu 18/09/11 Vernier - Visentini Research Project in Pervasive Computing V1 V2.4 V2.3
  42. 42. Challenges in action 18/09/11 Vernier - Visentini Research Project in Pervasive Computing V1 V2.3 V2.4
  43. 43. Map view 18/09/11 Vernier - Visentini Research Project in Pervasive Computing V1 V2.4
  44. 44. Create a challenge - waypoints 18/09/11 Vernier - Visentini Research Project in Pervasive Computing V1 V2.4
  45. 45. Conclusions <ul><ul><li>Prototype 2.4.1 is ready for use </li></ul></ul><ul><ul><li>Evolutionary model works well for GUI prototyping </li></ul></ul><ul><ul><ul><li>User testing brought huge benefit as many errors have been solved </li></ul></ul></ul><ul><ul><ul><li>Paper prototype is effective </li></ul></ul></ul><ul><ul><li>Platform-dependent implementation </li></ul></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing
  46. 46. <ul><li>THANKS FOR YOUR ATTENTION </li></ul>18/09/11 Vernier - Visentini Research Project in Pervasive Computing

×