Does the field of user-centered design mystify you? Does user research seem like the last thing you have time to think about?
Any team can look at analytics to understand what users are doing and how often they’re doing it. What analytics won’t tell you is *why* users are doing certain things — sometimes you need more context. That’s where user research comes in. This session will map out a framework for incorporating user research into your development cycle.
In today’s technology-driven world, digital projects are not judged by how fast or attractive they are but rather by their ability to consistently offer memorable and engaging experiences for users. In this workshop, attendees will learn the key concepts and methods of User Experience (UX) and how a combination of design thinking and experience-centered strategy can help researchers and practitioners create digital tools that consistently engage users on both cognitive and emotional levels. Held as part of 2016 #NYCDHweek.
The document summarizes user testing conducted to evaluate redesigned prototypes for the Reddit.com website. The goals of the evaluation were to determine if the prototypes allowed users to more easily consume and share links compared to the current interface, and to test features to see if the experience was easier for new users. Participants ranged from ages 16 to 27 and were from diverse cultural backgrounds. Tasks tested the usability of the prototypes and focused on understanding how users interacted with the prototypes. Feedback indicated that prototype 1's design was simple and clean but categories were not well understood. Prototype 2 was enjoyed visually but participants were confused by category organization. Outcomes showed users liked a side menu's location but complex categorization was not understood, and a
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
Does the field of user-centered design mystify you? Does user research seem like the last thing you have time to think about?
Any team can look at analytics to understand what users are doing and how often they’re doing it. What analytics won’t tell you is *why* users are doing certain things — sometimes you need more context. That’s where user research comes in. This session will map out a framework for incorporating user research into your development cycle.
In today’s technology-driven world, digital projects are not judged by how fast or attractive they are but rather by their ability to consistently offer memorable and engaging experiences for users. In this workshop, attendees will learn the key concepts and methods of User Experience (UX) and how a combination of design thinking and experience-centered strategy can help researchers and practitioners create digital tools that consistently engage users on both cognitive and emotional levels. Held as part of 2016 #NYCDHweek.
The document summarizes user testing conducted to evaluate redesigned prototypes for the Reddit.com website. The goals of the evaluation were to determine if the prototypes allowed users to more easily consume and share links compared to the current interface, and to test features to see if the experience was easier for new users. Participants ranged from ages 16 to 27 and were from diverse cultural backgrounds. Tasks tested the usability of the prototypes and focused on understanding how users interacted with the prototypes. Feedback indicated that prototype 1's design was simple and clean but categories were not well understood. Prototype 2 was enjoyed visually but participants were confused by category organization. Outcomes showed users liked a side menu's location but complex categorization was not understood, and a
Case Study - Design an Art History App for an Art Gallery.pptxChan Jia Jun
To showcase the art history app design, I created a comprehensive case study that includes all design process stages from user persona to high-fidelity prototypes using Figma. I also added brief descriptions of each step along with visuals to make it easy to follow.
The case study will be available on my personal website and social media accounts, where I share my design projects and experiences.
The Stayin' Alive app provides a fun way for users to learn and practice performing CPR by matching chest compressions to popular songs with the correct beat. The app was designed through user research, personas, wireframes, prototypes, and usability studies. Key features include a song list with filtering, individual song pages with instructional videos and vibration, and direct access buttons for emergency services. Accessibility and equitable design were priorities. Next steps are additional user testing and research to validate pain points were addressed and ensure full accessibility.
The document provides details about a UX portfolio project for an app called Bookley. The summary is:
1) The project involved conducting user research through interviews and personas to understand skills sellers and buyers on the Bookley app. Competitive analysis was also performed to analyze usability.
2) Scenarios, user flows, and information architecture like sitemaps and card sorting were developed to map out the app's information structure and user flows.
3) Low-fidelity wireframes and interactive prototypes were created and tested with stakeholders and users.
4) The project improved the UX and usability of Bookley's 2.0 version through discovery, design, and testing iterations with
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
This document discusses information architecture and user experience design. It provides definitions of information architecture as discovering and organizing a site's information to meet user needs. It also defines user experience design as being user-centered, co-creative, and considering the full experience. The document then summarizes three case studies where information architecture was applied to messaging, a mobile app, and a public website. It concludes with discussing six principles for organizing information.
Advocating for usability: When, why, and how to improve user experiencesSarah Joy Arnold
This webinar will include a short description of why user experience matters, an exploration of when, why and how to do surveys, interviews and usability testing, and conclude with a discussion on how to be an advocate for users at your library.
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
Generating Mobile Application Onboarding Insights Through Minimalist Instructioncolin gray
Mobile application designers use onboarding task flows to help first time users learn and engage with key application functionality. Although some guidelines for designing onboarding flows have been offered by practitioners, a systematic, research-informed approach is needed. In this paper, we present the creation of a method for designing mobile application onboarding experiences. We used the minimalist instruction framework to engage twelve university students in an iterative set of design and evaluation activities. Participants interacted with a physical prototype of an educational badging mobile application through a semi-structured exploration and reflection activity, bookended by structured mini-interviews. We found that this method facilitated engagement with participants’ meaning-making processes, resulting in useful design insights and the creation of an onboarding task flow. Research opportunities for integrating instructional design and learning approaches in HCI in the context of onboarding are considered.
The document summarizes research into improving the onboarding experience for a digital mental health app. Key findings include: the onboarding tour does not effectively explain the app and leaves users unsure how to use it; data insights and personalization are appealing but difficult to discover; and users want guidance on next steps and value from the app earlier. Next steps proposed are workshops to design prototypes addressing these problems, with user testing to iterate the solutions. The research combined usability testing, desk research, and analytics review.
Mobile UX | NYU School of Professional Studies | Spring 2016 | Week 1Liz Filardi
This document provides personas and user journeys for different types of visitors to a museum mobile app. It includes 4 personas: Marina, an engaged museum member; Mario, a reluctant college student visitor; Kimberly, a museum mom; and George, a creative designer. For each persona, it provides demographic information, goals, pain points, and favorite apps. It also outlines sample user journeys for each persona that describe their experience before, during and after a museum visit. The document aims to help design a mobile app that meets the needs of different types of target users.
Harry's Black Hole is a website that allows users to navigate through links to find information. It needs a new interface with better navigation and accessibility. The document describes usability testing conducted on the website to identify problems. Users were given scenarios and questionnaires to complete tasks like locating information and links. The results identified modifications needed like updating the login feature and news. Suggestions were made to use different usability testing methods and enable the most recent content.
The document summarizes the design process for a Therapist appointment management app. It involved user research through interviews and personas to understand pain points like managing appointments. Wireframes and low-fidelity prototypes were created and tested through two rounds of usability studies. Based on findings, mockups were refined with a simpler design. A high-fidelity prototype was developed and accessibility was considered with simple UI and imagery. The app helped therapists reduce time spent on appointments. Further testing and refinement is needed to improve features and design simplicity.
This document provides an overview of the topics to be covered in the first week of a UX design course. The week will introduce students to UX principles and processes, and focus on interviewing techniques. Key topics include defining good UX, UX principles like collaboration and understanding users, the UX design process from problem definition to prototyping, and best practices for planning and conducting user interviews. Students will practice interview skills in class and are assigned to interview 3 potential users for their project as homework.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
UX research refers to practices that keep users at the center of the design process through methods like field research and usability testing. It is done for several reasons: to create truly relevant designs by understanding user needs, to make products easy and pleasurable to use, and to understand the ROI of UX design changes. Stakeholders in UX research include users, as well as those from business, engineering, and UX teams who can provide different perspectives to ensure the research is on track, considers implementation limitations, and increases engagement across teams.
Visualizing the Problem Domain for Spreadsheet Users: A Mental Model PerspectiveBennett Kankuzi
In this paper presentation, we introduce a new spreadsheet visualization tool as well as an empirical evaluation of its usability and of its effects on mental models of users. The tool translates traditional spreadsheet
formulas into problem domain narratives and highlights referenced cells. The tool was found to be easy to learn and helped the participants to locate more errors in spreadsheets. Furthermore, the tool increased the use of the domain mental model in error descriptions and appeared to improve the mapping between the spreadsheet model and the domain model. Full paper can be downloaded at http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=6883040 The paper was presented at the 2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) which was held between 28th July, 2014 to 1st August, 2014 in Melbourne, Australia.
The document summarizes two UX design projects by Neha Kulkarni. The first was redesigning the VProud.tv website to address user drop-off rates and improve navigation. The second was designing a mobile app and glove called Tone to help users reduce stress through music based on emotions detected by the glove sensors. Both projects involved extensive user research including surveys, interviews and usability testing to identify challenges and design effective solutions.
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
The document describes a user experience design project for a mobile app that controls home devices. It discusses:
1) Conducting usability tests with 5 participants on low-fidelity paper prototypes to evaluate effectiveness, efficiency, and learnability. Quantitative data on tasks completion was collected.
2) Improving the design based on tester feedback and creating mid-fidelity prototypes in a design program. The same participants completed tasks again and improvements were observed.
3) The process followed user-centered design methodology including prototyping, testing, and iterating on designs based on user feedback. Future work could involve higher fidelity prototypes and more participants.
Harry's Black Hole is a website that allows users to navigate through links to find information. It needs a new interface with better navigation and accessibility. The document describes usability testing conducted on the website with two groups of participants ranging from experienced to inexperienced web users. Tests included scenarios, questionnaires, and interviews to identify usability problems and satisfaction with navigation, information location, assistance, and layout. Based on the results, modifications were made to improve the user experience.
The Stayin' Alive app provides a fun way for users to learn and practice performing CPR by matching chest compressions to popular songs with the correct beat. The app was designed through user research, personas, wireframes, prototypes, and usability studies. Key features include a song list with filtering, individual song pages with instructional videos and vibration, and direct access buttons for emergency services. Accessibility and equitable design were priorities. Next steps are additional user testing and research to validate pain points were addressed and ensure full accessibility.
The document provides details about a UX portfolio project for an app called Bookley. The summary is:
1) The project involved conducting user research through interviews and personas to understand skills sellers and buyers on the Bookley app. Competitive analysis was also performed to analyze usability.
2) Scenarios, user flows, and information architecture like sitemaps and card sorting were developed to map out the app's information structure and user flows.
3) Low-fidelity wireframes and interactive prototypes were created and tested with stakeholders and users.
4) The project improved the UX and usability of Bookley's 2.0 version through discovery, design, and testing iterations with
Roberts provides a portfolio of UX design work including projects for Meetup, Pique, and Fordham Law School. She has experience in interior design, improv theatre, and the Peace Corps which inform her work. She is passionate about UX design and wants to join a team where she can grow and be inspired.
This document discusses information architecture and user experience design. It provides definitions of information architecture as discovering and organizing a site's information to meet user needs. It also defines user experience design as being user-centered, co-creative, and considering the full experience. The document then summarizes three case studies where information architecture was applied to messaging, a mobile app, and a public website. It concludes with discussing six principles for organizing information.
Advocating for usability: When, why, and how to improve user experiencesSarah Joy Arnold
This webinar will include a short description of why user experience matters, an exploration of when, why and how to do surveys, interviews and usability testing, and conclude with a discussion on how to be an advocate for users at your library.
This lecture covers various methods for prototyping and testing user interfaces, including paper prototyping, wireframing, and usability testing techniques like heuristic evaluation and cognitive walkthrough. Low-fidelity prototyping allows for early user feedback, while high-fidelity prototyping tests detailed tasks and processes. The lecture also discusses iterative design, with prototypes refined based on user testing to develop the final design.
Generating Mobile Application Onboarding Insights Through Minimalist Instructioncolin gray
Mobile application designers use onboarding task flows to help first time users learn and engage with key application functionality. Although some guidelines for designing onboarding flows have been offered by practitioners, a systematic, research-informed approach is needed. In this paper, we present the creation of a method for designing mobile application onboarding experiences. We used the minimalist instruction framework to engage twelve university students in an iterative set of design and evaluation activities. Participants interacted with a physical prototype of an educational badging mobile application through a semi-structured exploration and reflection activity, bookended by structured mini-interviews. We found that this method facilitated engagement with participants’ meaning-making processes, resulting in useful design insights and the creation of an onboarding task flow. Research opportunities for integrating instructional design and learning approaches in HCI in the context of onboarding are considered.
The document summarizes research into improving the onboarding experience for a digital mental health app. Key findings include: the onboarding tour does not effectively explain the app and leaves users unsure how to use it; data insights and personalization are appealing but difficult to discover; and users want guidance on next steps and value from the app earlier. Next steps proposed are workshops to design prototypes addressing these problems, with user testing to iterate the solutions. The research combined usability testing, desk research, and analytics review.
Mobile UX | NYU School of Professional Studies | Spring 2016 | Week 1Liz Filardi
This document provides personas and user journeys for different types of visitors to a museum mobile app. It includes 4 personas: Marina, an engaged museum member; Mario, a reluctant college student visitor; Kimberly, a museum mom; and George, a creative designer. For each persona, it provides demographic information, goals, pain points, and favorite apps. It also outlines sample user journeys for each persona that describe their experience before, during and after a museum visit. The document aims to help design a mobile app that meets the needs of different types of target users.
Harry's Black Hole is a website that allows users to navigate through links to find information. It needs a new interface with better navigation and accessibility. The document describes usability testing conducted on the website to identify problems. Users were given scenarios and questionnaires to complete tasks like locating information and links. The results identified modifications needed like updating the login feature and news. Suggestions were made to use different usability testing methods and enable the most recent content.
The document summarizes the design process for a Therapist appointment management app. It involved user research through interviews and personas to understand pain points like managing appointments. Wireframes and low-fidelity prototypes were created and tested through two rounds of usability studies. Based on findings, mockups were refined with a simpler design. A high-fidelity prototype was developed and accessibility was considered with simple UI and imagery. The app helped therapists reduce time spent on appointments. Further testing and refinement is needed to improve features and design simplicity.
This document provides an overview of the topics to be covered in the first week of a UX design course. The week will introduce students to UX principles and processes, and focus on interviewing techniques. Key topics include defining good UX, UX principles like collaboration and understanding users, the UX design process from problem definition to prototyping, and best practices for planning and conducting user interviews. Students will practice interview skills in class and are assigned to interview 3 potential users for their project as homework.
There are a range of different tools and methods for defining target groups such as interviews, observations, questionnaires etc.. This report describes the Persona method, and is based upon the work of Alan Cooper, the inventor of the Personas approach.
UX research refers to practices that keep users at the center of the design process through methods like field research and usability testing. It is done for several reasons: to create truly relevant designs by understanding user needs, to make products easy and pleasurable to use, and to understand the ROI of UX design changes. Stakeholders in UX research include users, as well as those from business, engineering, and UX teams who can provide different perspectives to ensure the research is on track, considers implementation limitations, and increases engagement across teams.
Visualizing the Problem Domain for Spreadsheet Users: A Mental Model PerspectiveBennett Kankuzi
In this paper presentation, we introduce a new spreadsheet visualization tool as well as an empirical evaluation of its usability and of its effects on mental models of users. The tool translates traditional spreadsheet
formulas into problem domain narratives and highlights referenced cells. The tool was found to be easy to learn and helped the participants to locate more errors in spreadsheets. Furthermore, the tool increased the use of the domain mental model in error descriptions and appeared to improve the mapping between the spreadsheet model and the domain model. Full paper can be downloaded at http://ieeexplore.ieee.org/xpl/articleDetails.jsp?tp=&arnumber=6883040 The paper was presented at the 2014 IEEE Symposium on Visual Languages and Human-Centric Computing (VL/HCC) which was held between 28th July, 2014 to 1st August, 2014 in Melbourne, Australia.
The document summarizes two UX design projects by Neha Kulkarni. The first was redesigning the VProud.tv website to address user drop-off rates and improve navigation. The second was designing a mobile app and glove called Tone to help users reduce stress through music based on emotions detected by the glove sensors. Both projects involved extensive user research including surveys, interviews and usability testing to identify challenges and design effective solutions.
Designing user experience (ux) for digital productsVijay Morampudi
User experience design isn’t just moving pixels; it’s much bigger than solely the user interface (UI). You should start considering the entire customer experience: the full life-cycle of your customer’s experience across every channel, digital and non-digital. Evaluate every touch point, and redesign each one as necessary to meet your customer’s needs. The theme of this talk is how to define User Experience (UX) for digital products
Key takeaways
• Applying Design Thinking to UX
• From touch points to end-to-end experiences
• User research and Analytics to identify Personas and pain points
• Journey mapping
• Wireframing from lo-fi to hi-fi
• Usability and A/B testing
Google UX Design Course - Portfolio Project 1 - App Design for a Fictional St...AnandGopalakrishnan8
This is my First Portfolio Project that I made as a part of the Google UX Design Course. I worked on this project from July to November 2022. It is a design for an e-commerce app for a fictional shop selling sports equipment/clothing.
The document describes a user experience design project for a mobile app that controls home devices. It discusses:
1) Conducting usability tests with 5 participants on low-fidelity paper prototypes to evaluate effectiveness, efficiency, and learnability. Quantitative data on tasks completion was collected.
2) Improving the design based on tester feedback and creating mid-fidelity prototypes in a design program. The same participants completed tasks again and improvements were observed.
3) The process followed user-centered design methodology including prototyping, testing, and iterating on designs based on user feedback. Future work could involve higher fidelity prototypes and more participants.
Harry's Black Hole is a website that allows users to navigate through links to find information. It needs a new interface with better navigation and accessibility. The document describes usability testing conducted on the website with two groups of participants ranging from experienced to inexperienced web users. Tests included scenarios, questionnaires, and interviews to identify usability problems and satisfaction with navigation, information location, assistance, and layout. Based on the results, modifications were made to improve the user experience.
Similar to Naer Toolbar Redesign - Usability Research Synthesis (20)
Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
Transforming Product Development using OnePlan To Boost Efficiency and Innova...OnePlan Solutions
Ready to overcome challenges and drive innovation in your organization? Join us in our upcoming webinar where we discuss how to combat resource limitations, scope creep, and the difficulties of aligning your projects with strategic goals. Discover how OnePlan can revolutionize your product development processes, helping your team to innovate faster, manage resources more effectively, and deliver exceptional results.
Stork Product Overview: An AI-Powered Autonomous Delivery FleetVince Scalabrino
Imagine a world where instead of blue and brown trucks dropping parcels on our porches, a buzzing drove of drones delivered our goods. Now imagine those drones are controlled by 3 purpose-built AI designed to ensure all packages were delivered as quickly and as economically as possible That's what Stork is all about.
Flutter vs. React Native: A Detailed Comparison for App Development in 2024dhavalvaghelanectarb
Choosing the right framework for your cross-platform mobile app can be a tough decision. Both Flutter and React Native offer compelling features and have earned their place in the development world. Here is a detailed comparison to help you weigh their strengths and weaknesses. Here are the pros and cons of developing mobile apps in React Native vs Flutter.
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Connect with fellow Trailblazers, learn from industry experts Glenda Thomson (Salesforce, Principal Technical Architect) and Will Dinn (Judo Bank, Salesforce Development Lead), and discover how to harness DevOps tools with Salesforce.
A neural network is a machine learning program, or model, that makes decisions in a manner similar to the human brain, by using processes that mimic the way biological neurons work together to identify phenomena, weigh options and arrive at conclusions.
The Comprehensive Guide to Validating Audio-Visual Performances.pdfkalichargn70th171
Ensuring the optimal performance of your audio-visual (AV) equipment is crucial for delivering exceptional experiences. AV performance validation is a critical process that verifies the quality and functionality of your AV setup. Whether you're a content creator, a business conducting webinars, or a homeowner creating a home theater, validating your AV performance is essential.
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https://www.penify.dev/
2. Background
Purpose of Research:
To validate the effectiveness of the redesigned toolbar in the NaerVR app.
Key Focus:
Improved visibility, accessibility of the toolbar and icons, and efficiency of the new
wristband activation method.
3. Research Goals
Are the tools and their icons easily recognizable and intuitive to
use
How does the redesigned toolbar compare to previous
interfaces in terms of usability and functionality
Which aspects of the redesigned toolbar did you find most
helpful
What are the key areas for improvement to enhance the toolbar’s
accessibility and support for collaborative tasks?
4. Methods & Approach
Usability testing,
to assess the visibility and clarity of the toolbar and its
icons, aiming to identify and address any usability concerns.
Participants first viewed the toolbar on the
existing Naer app, then tested the VR
prototype for comparison
Participants were asked to identify and select
each tool from the redesigned toolbar to
ensure icons are intuitive and visually distinct
Participants were asked to describe what they
see and what they do out loud.
Tasks:
5. Questionnaire
How easily were you able to locate the toolyou needed
Were there any tools or icons that you found difficult to recognize
How intuitive was it to interact with the toolbar
Which aspects of the redesigned toolbar did you find most helpful
Was there anything about the toolbar that you found confusing or
frustrating
How does this toolbar design compare to your experience with other
VR interfaces
Were there any tools or functions you expected to find but didn’t
What suggestions do they have for how we could improve the
toolbar's accessibility?
7. Key Insights
4/5
Participants
Easily recognized tool icons and read the tool names
"The names on the toolbar are very clear, I didn’t have to
squint or guess." - Stephani
"It was easy for me to figure out what the tools were
without reading their names." - Puja
“The icons stand out well against the dark background."
- Ray
8. Key Insights
Appreciated the hover effect on toolbar
4/5
Participants
"Hovering over a tool gave me a clear indication of
what I was selecting. Loved it." - Zeyne
"The hover effect helped a lot, I knew exactly where I
was pointing.”- Ra
"I really like the colored background when i hover over
the tools" - Pujan
9. Key Insights
2/5
Participants
Reported issues with feedback on tools
"The sharpie didn’t show much change when selected,
which was confusing." - Puja
"It was a little confusing when different tools had different
effects when selected.” - Pooja
11. Recommendations
Redesign the visual cues for selected tools to ensure they
are distinctly noticeable.
Rationale: Participants like Pujan expressed confusion due to minimal
changes in the tool's appearance upon selection.
Ensure that hover effects are consistent and informative
across all toolbar items.
Rationale: The hover effect was praised for its clarity and helpfulness
in tool recognition.
12. Recommendations
Implement navigation aids such as 'Next' and 'Back'
buttons to facilitate easier access to tools.
Rationale: Two participants appreciated these features for reducing
the need to turn their heads excessively, suggesting that enhancing
these aids could benefit all users.
Develop Clearer Documentation and Tooltips for each
tool.
Rationale: Although tool recognition was generally high, instances
like Pooja’s second look at the laser pointer indicate that some users
could benefit from additional context or information, particularly
when encountering less familiar or more complex tools.
15. User Perceptions of Lo-Fi Solutions & Prototypes
6/9Participants found the in-app keyboard for sticky notes a significant improvement in text input.
9/9Participants recognized the need a trash icon for content deletion.
8/9 Participants found the implementation of undo/redo buttons to be a crucial feature, allowing
for easier error correction and editing.
4/9 Participants expressed a desire for a more comprehensive toolbar for its potential to streamline
workflows,
5/9 Participants were favorable towards the idea of Quick Teleportation options for efficient
navigation within the virtual environment.
16. Participant used
both hands to
access tool bar.
Participant used
mic as they would a
pen to write.
Participant assumed
the sponge would
erase text on sticky
note.
Participant confused
voice typing with
voice assistant.
17. Recommendations - contd.
Simplify Navigation: Introduce a shortcut to teleport to a
specific spot in the environment
Streamline Sticky Note Editing: Add basic text editing
features such as undo, redo, and erase to the sticky notes
function, making it as simple as using physical sticky
notes
Accessibility Enhancements: Increase the contrast and
size of text and icons to make them easier to see and use
for all users, especially those with visual impairments.