Here are the key pain points Sam experiences with traditional search engines:
- It's difficult to formulate queries for topics that are new areas of interest
- Significant time is spent reading papers to determine relevance
- It's easy to lose track of progress and end up with unproductive search sessions
- Search results don't ensure finding the most relevant, high quality papers
The goals are to help researchers like Sam more efficiently gather and learn about updated work in their fields of interest. The frustrations stem from shortcomings in querying, filtering and assessing relevance with traditional search interfaces.
This document outlines 15 strategies for improving user experience across 5 areas: planning, discovery, design, content, and testing. It discusses keeping the focus on users, keeping things simple, and keeping things real by using actual user data and tasks rather than assumed needs. For planning, it emphasizes establishing strategic goals, priorities, and project briefs. Discovery involves understanding user goals, needs, and how the website currently meets or fails to meet those needs. The document provides examples and activities to help apply these strategies with limited resources.
Mugdha S. Galande has over 15 years of experience in research, data analysis, user experience design, and project management. She holds a Ph.D. in Social Work, an MSIM in Information Management, an MSW, and a BA in Psychology. Her experience includes designing surveys, collecting and analyzing both quantitative and qualitative data, creating data visualizations and prototypes, and managing projects. She is currently a freelance consultant specializing in user experience design and data analytics.
John Sorflaten has over 25 years of experience in usability engineering, systems engineering, and project management. He has worked on projects across many industries for both government and commercial clients. He has extensive experience leading agile teams and is trained in various project management methodologies. He has a PhD in Instructional Design and Technology and is certified in usability analysis.
The document provides an overview of the process and methodology for researching information architecture for a website. It discusses conducting background research, stakeholder interviews, technology assessments, content analysis, content mapping, benchmarking, and user research through surveys, contextual inquiries, focus groups, interviews, card sorting, and user testing. The research findings are then used to develop an information architecture strategy that provides high-level recommendations to guide the design of the site's organization, labeling, navigation, and content management.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Highlights and summary of long-running programmatic research on data science; practices, roles, tools, skills, organization models, workflow, outlook, etc. Profiles and persona definition for data scientist model. Landscape of org models for data science and drivers for capability planning. Secondary research materials.
Impact the UX of Your Website with Contextual InquiryRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. We'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
Over 7 years of experience in mixed-methods research across all stages of the research lifecycle from project design to data analysis and reporting. Special emphasis on exploratory research, developing novel metrics for user engagement, and visualizing results for stakeholders. Experienced developer of custom software for supporting original user research and data analysis.
This document outlines 15 strategies for improving user experience across 5 areas: planning, discovery, design, content, and testing. It discusses keeping the focus on users, keeping things simple, and keeping things real by using actual user data and tasks rather than assumed needs. For planning, it emphasizes establishing strategic goals, priorities, and project briefs. Discovery involves understanding user goals, needs, and how the website currently meets or fails to meet those needs. The document provides examples and activities to help apply these strategies with limited resources.
Mugdha S. Galande has over 15 years of experience in research, data analysis, user experience design, and project management. She holds a Ph.D. in Social Work, an MSIM in Information Management, an MSW, and a BA in Psychology. Her experience includes designing surveys, collecting and analyzing both quantitative and qualitative data, creating data visualizations and prototypes, and managing projects. She is currently a freelance consultant specializing in user experience design and data analytics.
John Sorflaten has over 25 years of experience in usability engineering, systems engineering, and project management. He has worked on projects across many industries for both government and commercial clients. He has extensive experience leading agile teams and is trained in various project management methodologies. He has a PhD in Instructional Design and Technology and is certified in usability analysis.
The document provides an overview of the process and methodology for researching information architecture for a website. It discusses conducting background research, stakeholder interviews, technology assessments, content analysis, content mapping, benchmarking, and user research through surveys, contextual inquiries, focus groups, interviews, card sorting, and user testing. The research findings are then used to develop an information architecture strategy that provides high-level recommendations to guide the design of the site's organization, labeling, navigation, and content management.
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Highlights and summary of long-running programmatic research on data science; practices, roles, tools, skills, organization models, workflow, outlook, etc. Profiles and persona definition for data scientist model. Landscape of org models for data science and drivers for capability planning. Secondary research materials.
Impact the UX of Your Website with Contextual InquiryRachel Vacek
A contextual inquiry is a research study that involves in-depth interviews where users walk through common tasks in the physical environment in which they typically perform them. It can be used to better understand the intents and motivations behind user behavior. In this session, learn what’s needed to conduct a contextual inquiry and how to analyze the ethnographic data once collected. We'll cover how to synthesize and visualize your findings as sequence models and affinity diagrams that directly inform the development of personas and common task flows. Finally, learn how this process can help guide your design and content strategy efforts while constructing a rich picture of the user experience.
Over 7 years of experience in mixed-methods research across all stages of the research lifecycle from project design to data analysis and reporting. Special emphasis on exploratory research, developing novel metrics for user engagement, and visualizing results for stakeholders. Experienced developer of custom software for supporting original user research and data analysis.
Academic Innovation Data Showcase 2-14-19umichiganai
On Thursday, February 14 from 9:30 a.m. to 12:00 p.m. the Office of Academic Innovation hosted our first Data Showcase - an event for all University of Michigan (U-M) community members to come take a tour through the data that power our work.
Collaborative product development in F/OSS projectsAmanda Lam
Successful F/OSS projects rely on effective collaborative product development processes. In this presentation we will briefly discuss about the key success factors of software projects - namely product management, programme and project management, User Experience (e.g. usability research, interaction and visual design), stakeholder management and launch management etc., and how they can relate to F/OSS projects as well.
In this presentation, we will also talk about the cultural differences and challenges across virtual teams, factors affecting knowledge sharing, gender-bias in F/OSS communities and other human behavioural challenges that make F/OSS projects particular more difficult to manage than other non-F/OSS projects.
This presentation was presented in the Hong Kong Open Source Conference held on Oct 19, 2013.
Video: http://www.youtube.com/watch?v=qW5UlYmYcaI
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
RDAP 16: If I could turn back time: Looking back on 2+ years of DMP consultin...ASIS&T
This document summarizes Andi Ogier's experience providing data management plan (DMP) consulting at Virginia Tech over the past 2 years. It outlines the goals and timeline of DMP consulting services, things that have been done to educate researchers on DMPs, statistics on DMP consulting, logistics of the consulting process, feedback received from the National Science Foundation, and plans for the future of DMP consulting at Virginia Tech including more embedded consulting and leveraging new data repository services.
1. The document describes the redesign of the SpringerMaterials database led by the author as the lead UX designer.
2. As part of a globally distributed team, the author evolved the digital product using an Agile/Lean UX methodology which emphasized continuous collaboration across locations.
3. Extensive user research, testing, and analysis was conducted to inform the redesign of merging seven databases into a single product to meet various user needs.
Sandra Chalupnicek transitioned from interior design to UX design after taking a course through CareerFoundry. As a UX designer, she focuses on understanding human behavior and finding solutions that meet user needs. She creates prototypes and conducts user testing to refine her designs. Sandra has experience building responsive apps and working on a case study for the City of Calgary. Her portfolio highlights her process and past projects, including a task management app.
This document discusses user involvement in agile projects. It provides information on why involving users is important, how users can be involved in agile development, and how user involvement can be improved. Specifically, it discusses methods for understanding user needs, specifying requirements, designing solutions, and evaluating designs. It also presents research on how IT professionals involve users in agile projects through surveys and interviews. Key findings include that defining UX responsibilities, meeting with users face-to-face, and conducting formal evaluations are important for improving user involvement.
Lauren Michael Flores is a research development and operations professional with over 4 years of experience across research, product development, organizational management, and business operations. She has worked at the Brain Game Center at UC Riverside, where she increased research productivity and spearheaded an expansion. She also has experience as an intern for Senator Dianne Feinstein, conducting legislative research and constituent outreach. Her skills include project management, research methodology, product design, data analysis, and public speaking.
This document describes the development and use of a stakeholder analysis tool created by the Victorian Department of Primary Industries. The tool was designed to help project teams systematically analyze the human and social capital resources needed to achieve project goals. It features a two-axis matrix to prioritize stakeholders by influence and importance. The tool was used and evaluated in case studies involving various government groups. Based on feedback, the tool was revised to better guide strategic stakeholder engagement and project planning. Conducting the analysis as a team was found to improve understanding of stakeholders and project direction.
This document describes the development and use of a stakeholder analysis tool created by the Victorian Department of Primary Industries. The tool was designed to help project teams systematically analyze the human and social capital resources needed to achieve project goals. It features a two-axis matrix to prioritize stakeholders by influence and importance. The tool was used and evaluated in case studies involving various government groups. Based on feedback, the tool was revised to better guide strategic stakeholder engagement and project planning. Conducting the analysis as a team was found to improve understanding of stakeholders and project direction.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
UXPA 2023: Learn how to get over personas by swiping right on user rolesUXPA International
This session walks through the concept of user roles as an alternative to personas as a means to generate and disseminate user insights for product development teams. We will describe the tools and methods used to create a research database organized by user roles, along with examples and short exercises to help attendees think through user roles within their own context.
By the end of the session, attendees should be aware of tools and approaches for:
Organizing user research information in a database
Disseminating user role information to product and design teams
Managing a user roles database as part of a long term UX Research program
If you’re ready to ditch personas but don’t know how, this session is for you!
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
This document is a resume for Bayan M. Nada, who is seeking an entry-level UX research position. It summarizes her education, including an MS in Human Factors and Ergonomics Engineering from San Jose State University. It details her experience as a research assistant conducting studies in areas like readability of smartwatch interfaces and generational differences in cybersecurity behaviors. It also lists several research projects she led evaluating the usability of websites like Shutterfly and Daiso Japan through heuristic evaluations and user studies.
Nancy Wojack is a user experience researcher looking for opportunities to help companies develop easy-to-use products that meet customer needs. She has experience leading research for an operational intelligence software platform, developing usability tools and training, and researching customer needs for industrial marking solutions.
Thesis defense presentation of MSc student Minyi Cheng. Her thesis contains a research about the user interaction design with the exploratory search engine DIVE+ with digital humanities. Diverse usability methods were conducted in a short period of time.
Academic Innovation Data Showcase 2-14-19umichiganai
On Thursday, February 14 from 9:30 a.m. to 12:00 p.m. the Office of Academic Innovation hosted our first Data Showcase - an event for all University of Michigan (U-M) community members to come take a tour through the data that power our work.
Collaborative product development in F/OSS projectsAmanda Lam
Successful F/OSS projects rely on effective collaborative product development processes. In this presentation we will briefly discuss about the key success factors of software projects - namely product management, programme and project management, User Experience (e.g. usability research, interaction and visual design), stakeholder management and launch management etc., and how they can relate to F/OSS projects as well.
In this presentation, we will also talk about the cultural differences and challenges across virtual teams, factors affecting knowledge sharing, gender-bias in F/OSS communities and other human behavioural challenges that make F/OSS projects particular more difficult to manage than other non-F/OSS projects.
This presentation was presented in the Hong Kong Open Source Conference held on Oct 19, 2013.
Video: http://www.youtube.com/watch?v=qW5UlYmYcaI
This proposal of work contains details and samples of the user centric design process I follow. I have been trying to find a good graph that represents the process, but at the end I have decided to make my own! ;)
RDAP 16: If I could turn back time: Looking back on 2+ years of DMP consultin...ASIS&T
This document summarizes Andi Ogier's experience providing data management plan (DMP) consulting at Virginia Tech over the past 2 years. It outlines the goals and timeline of DMP consulting services, things that have been done to educate researchers on DMPs, statistics on DMP consulting, logistics of the consulting process, feedback received from the National Science Foundation, and plans for the future of DMP consulting at Virginia Tech including more embedded consulting and leveraging new data repository services.
1. The document describes the redesign of the SpringerMaterials database led by the author as the lead UX designer.
2. As part of a globally distributed team, the author evolved the digital product using an Agile/Lean UX methodology which emphasized continuous collaboration across locations.
3. Extensive user research, testing, and analysis was conducted to inform the redesign of merging seven databases into a single product to meet various user needs.
Sandra Chalupnicek transitioned from interior design to UX design after taking a course through CareerFoundry. As a UX designer, she focuses on understanding human behavior and finding solutions that meet user needs. She creates prototypes and conducts user testing to refine her designs. Sandra has experience building responsive apps and working on a case study for the City of Calgary. Her portfolio highlights her process and past projects, including a task management app.
This document discusses user involvement in agile projects. It provides information on why involving users is important, how users can be involved in agile development, and how user involvement can be improved. Specifically, it discusses methods for understanding user needs, specifying requirements, designing solutions, and evaluating designs. It also presents research on how IT professionals involve users in agile projects through surveys and interviews. Key findings include that defining UX responsibilities, meeting with users face-to-face, and conducting formal evaluations are important for improving user involvement.
Lauren Michael Flores is a research development and operations professional with over 4 years of experience across research, product development, organizational management, and business operations. She has worked at the Brain Game Center at UC Riverside, where she increased research productivity and spearheaded an expansion. She also has experience as an intern for Senator Dianne Feinstein, conducting legislative research and constituent outreach. Her skills include project management, research methodology, product design, data analysis, and public speaking.
This document describes the development and use of a stakeholder analysis tool created by the Victorian Department of Primary Industries. The tool was designed to help project teams systematically analyze the human and social capital resources needed to achieve project goals. It features a two-axis matrix to prioritize stakeholders by influence and importance. The tool was used and evaluated in case studies involving various government groups. Based on feedback, the tool was revised to better guide strategic stakeholder engagement and project planning. Conducting the analysis as a team was found to improve understanding of stakeholders and project direction.
This document describes the development and use of a stakeholder analysis tool created by the Victorian Department of Primary Industries. The tool was designed to help project teams systematically analyze the human and social capital resources needed to achieve project goals. It features a two-axis matrix to prioritize stakeholders by influence and importance. The tool was used and evaluated in case studies involving various government groups. Based on feedback, the tool was revised to better guide strategic stakeholder engagement and project planning. Conducting the analysis as a team was found to improve understanding of stakeholders and project direction.
Lindsey van der Lans is a UX researcher and designer who is passionate about using technology and research-based methods to enhance human potential and optimize work processes. She has a Master's degree in Applied Cognitive Psychology and has worked on various projects involving user research, interaction design, and concept development. Her goal is to create products that have a positive impact on people's lives.
UXPA 2023: Learn how to get over personas by swiping right on user rolesUXPA International
This session walks through the concept of user roles as an alternative to personas as a means to generate and disseminate user insights for product development teams. We will describe the tools and methods used to create a research database organized by user roles, along with examples and short exercises to help attendees think through user roles within their own context.
By the end of the session, attendees should be aware of tools and approaches for:
Organizing user research information in a database
Disseminating user role information to product and design teams
Managing a user roles database as part of a long term UX Research program
If you’re ready to ditch personas but don’t know how, this session is for you!
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
The document discusses user experience design and provides guidance on conducting user research and design. It recommends starting with discovery activities like interviews and empathy mapping to understand users. Personas should then be created to represent different user types. Guerrilla user research methods are suggested to validate assumptions and identify opportunities. Design principles informed by research can guide the design process. A design studio approach engages the team in sketching and combining ideas. Prototypes should be tested with users early through methods like guerrilla testing to iterate on the design.
This document is a resume for Bayan M. Nada, who is seeking an entry-level UX research position. It summarizes her education, including an MS in Human Factors and Ergonomics Engineering from San Jose State University. It details her experience as a research assistant conducting studies in areas like readability of smartwatch interfaces and generational differences in cybersecurity behaviors. It also lists several research projects she led evaluating the usability of websites like Shutterfly and Daiso Japan through heuristic evaluations and user studies.
Nancy Wojack is a user experience researcher looking for opportunities to help companies develop easy-to-use products that meet customer needs. She has experience leading research for an operational intelligence software platform, developing usability tools and training, and researching customer needs for industrial marking solutions.
Thesis defense presentation of MSc student Minyi Cheng. Her thesis contains a research about the user interaction design with the exploratory search engine DIVE+ with digital humanities. Diverse usability methods were conducted in a short period of time.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Practical eLearning Makeovers for EveryoneBianca Woods
Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
Maximize Your Content with Beautiful Assets : Content & Asset for Landing Page pmgdscunsri
Figma is a cloud-based design tool widely used by designers for prototyping, UI/UX design, and real-time collaboration. With features such as precision pen tools, grid system, and reusable components, Figma makes it easy for teams to work together on design projects. Its flexibility and accessibility make Figma a top choice in the digital age.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
Discovering the Best Indian Architects A Spotlight on Design Forum Internatio...Designforuminternational
India’s architectural landscape is a vibrant tapestry that weaves together the country's rich cultural heritage and its modern aspirations. From majestic historical structures to cutting-edge contemporary designs, the work of Indian architects is celebrated worldwide. Among the many firms shaping this dynamic field, Design Forum International stands out as a leader in innovative and sustainable architecture. This blog explores some of the best Indian architects, highlighting their contributions and showcasing the most famous architects in India.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
ARENA - Young adults in the workplace (Knight Moves).pdf
Payel ux portfolio
1. Welcome to my UX
journey
By Payel Bandyopadhyay
pbandyop@vt.edu
2. Who am I?
● A graduate student at Virginia Tech, Blacksburg, USA
(2017 - Present)
○ Pursuing MS in CS with thesis. Specialization:
HCI
○ UX Design Researcher, InfoViz Lab and 3D
Interaction Group, Virginia Tech
● UX Research intern @Informatica, Redwood City, CA
(summer 2019)
● UX and Data modelling intern @UPS, Advanced
Technology Group, GA (summer 2018)
● UX Research Assistant, Interface Ecology Lab, Texas
A&M University, TX (2016)
● UX Research Assistant, Ubiquitous Interaction (Uix)
research group, Helsinki Institute for Information
Technology, FI (2013-2015)
4. UX Design
Researcher
@InfoViz Lab and 3D Interaction
Group, Virginia Tech, VA
MY ROLE:
Lead UX Research Assistant. Working with
researchers, designers and stakeholders for this role. I
was part of both UX design and research team.
METHODS:
Background research, surveys, questionnaire, field
observation, expert study, novice study, usability
testing, task based analysis, design experiments,
participant observation, data analysis
TOOLS:
Qualtrics, Sketch, Paper Prototype, Unity, Oculus,
HoloLens, In-lab study, Qualitative/Quantitative data
TIMELINE:
August 2017 - Present
5. Research - Immersive Analytics
● Complex data-sets are
often hard for users to
parse and extract meaning
● Creating storylines from the
data is becoming difficult
with Big Data
● Need more space to
analyze information
● Immersive analytics, in turn,
is a blend of data analytics
with virtual environments.
6. Research Product:
Immersive Space to
Think (IST)
Research question:
How users organize documents
inside 3D immersive space?
● Understand how users organize
documents in 2D space
● What challenges are present in
2D space?
● How can 3D space overcome
those challenges?
8. An FBI analyst analyzing documents in 2D
(participant observation)
9. Target Persona GOALS:
● Gather and analyze crime data
● Finding unique stories from the reports
● Synthesize variant information
Frustrations:
● Keeping track of different reports
● Overwhelming documents
● Lack of space to arrange documents in
2D space
● Difficulty in connecting the dots in the
information
DEMOGRAPHICS: NAME: Annie
Age group: 25-35
Role: FBI Analyst
Location: Washington, DC
11. IST tool
● Conducted field study to
understand how analysts’
conducts document analysis
● Gathered design
requirements
● Used iterative design
approach to develop the
prototype
● Conducted pilot studies
● Developed pre-study
questionnaires
● Designed experiments
● Conducted post study
interviews
13. TASK for user study
TASK:
You are a FBI analyst. Something big is going to happen. Your boss gave you a bunch of reports to analyze the plot. You need to report
to your boss about the plot. Using out tool try to answer these questions:
Find out:
1. What the plot is?
2. Who’s involved?
3. Where it’s going to happen?
4. When?
5. What time?
You have 60 mins to complete the task.
14. Forms for User study
● Research Protocol:
http://people.cs.vt.edu/~pbandyop/homepageFiles/IST_Research_Protocol.pdf
● Consent form:
http://people.cs.vt.edu/~pbandyop/homepageFiles/Informed_Consent.pdf
● Recruitment email:
http://people.cs.vt.edu/~pbandyop/homepageFiles/Recruitment_Email.pdf
● Pre-study questionnaire:
http://people.cs.vt.edu/~pbandyop/homepageFiles/Prestudy_questionnaire.pdf
● Post-study Interview:
http://people.cs.vt.edu/~pbandyop/homepageFiles/Poststudy_Interview.pdf
15. My discoveries
1. Which font size is best suited in immersive 3D
display?
2. Which color is best suited for document
background?
3. How far the users can see the documents within 3D
immersive space?
4. What are the usability issues related to walking
while wearing the immersive headsets?
5. How to balance cognitive load with physical load
involved in this task?
6. Do users understand how to use the tool?
7. Is it too complex for them?
8. How much technical knowledge is needed to use
the tool?
Left: User using IST
using HoloLens
headset
Below: Users using
IST using Oculus
headset
16. Outcome:
[Bandyopadhyay 2019] Bandyopadhyay, P., Lisle, L., North, C., Bowman, D., and Ragan, E. Immersive
Space to Think: the Role of 3D Immersive Space in Sensemaking of Textual Data. In review.
http://infovis.cs.vt.edu/sites/default/files/vrst19a-sub1093-i5.pdf
17. UX Design and
Researcher
@UX Lab, Informatica, CA
MY ROLE:
UX Design and Researcher. Worked with UX
Researchers, designers, PM, stakeholders and
developers for this role.
METHODS:
Background research, competitive analysis, surveys,
questionnaire, expert study, usability testing, task
based analysis, design experiments, data analysis
TOOLS:
Qualtrics, Paper Prototype, Sketch, In-lab/Remote
study, UserTesting, Qualitative/Quantitative data
TIMELINE:
May 2019 - August 2019
18. UX WORKSHOP
DESIGN VALIDATION DEVELOP
BACKGROUND STUDY
★ Understand Lineage
★ Competitor Analysis
★ Academic Analysis
★ EDC Product
Research
★ Identify product
pain points
BRAINSTORM IDEAS
★ Propose design
concepts
★ Identify personas
★ Plan of execution
MAKE IT SIMPLE
★ Hand wireframe
★ Low fidelity
wireframe
★ High fidelity
wireframe
★ Mockups
★ Conduct interviews
VALIDATE DESIGNS
★ EDC Designers
★ EDC PMs
★ EDC Salespersons
★ EDC Researchers
★ EDC Developers
★ End user customers
19. What is the problem?
Visualizing
Hierarchical Big Data
When the data is small
lineage can be easily
identified.
When the data size
increases understanding
the lineage diagram is
confusing and
cumbersome.
23. GOALS:
● Analyze business data
● Finding how data changed over time
● Create charts from data lineage for his
manager to take business decisions
Frustrations:
● Keeping track of the lineage
● Overwhelming information
● Too many data processing taking place
● Lineage takes too much time to load
TARGET
PERSONA
Business
Analyst
DEMOGRAPHICS:
NAME: John
Age group: 25-35
Role: Business Analyst
Location: Redwood City, CA
32. Design Motivation
Google map visualizes data in layers:
➔ What Overview first
Gain an overview of the entire
collection.
➔ Zoom
Zoom in on items of interest.
➔ Filter/ Search
Filter/Search out un-/interesting items.
➔ Details on Demand
Select an item or group and get
➔ Relate
View relationships among items
34. High fidelity
Mockups
(Sketch and Invision)
Iterative design process
Wireframes updated
periodically after each design
validation.
Let’s see demo.
https://drive.google.com/file/
d/17kF8tZzvWPM5hwjsUH-JCt
9HNwos3xjB/view?usp=sharing
37. What people are saying
Design address
most of the
current EDC
pain points
Awez Syed, EDC PM,
USA
Promising
design
concepts
Fouad Boulbellout, EDC
Salesperson, France
Design has
scalability
power
Vikram Tyrala, EDC
Developer, India
Powerful lower
navigation bar
Giri, EDC Designer, India
38. Design concepts
developed
● Tree Layout
● Hierarchy
D3
D3 provides us with
some APIs which can be
tweaked to satisfy the
design requirements.
39. Final Product
Under NDA!
● The mockup created during this internship will be released next year.
● Showcased at the internal design conference and intern demo day to the CEO
and 1000+ employees.
40.
41. UX and Data
Modeling
Researcher
@Advanced Technology Group, UPS
HQ, GA
MY ROLE:
UX and Data Modeling intern. Worked with PMs and
stakeholders for this role.
METHODS:
Background research, surveys, expert study, design
decisions, usability analysis, task based analysis, data
visualization and analysis
TOOLS:
Qualtrics, InVision, Paper Prototype, In-lab study,
Qualitative/Quantitative data
TIMELINE:
May 2018 - August 2018
42. Summary
● UPS delivers packages to customers within US and
worldwide.
● I conducted UX research on the dataset collected by UPS
over a period of time.
● The results of the research helped internal stakeholders to
take business decisions.
43. My Role
As the team's only UX Researcher, I owned many stages of the research process.
● Wrote research protocol by communicating with internal stakeholders to prioritize objectives and
matching them with appropriate methods
● Conducted Expert Review sessions with stakeholders to understand the data
● Recruited participants. Created personas.
● Wrote usability session protocol that included semi-structured interview questions and tasks
● Moderated remote usability sessions with 20 customers
● Ran research debriefs with team members to identify key findings
● Created mockup visualizations
● Worked with PM to validate the visualizations
● Designed final presentation to stakeholders and identifying action items for future work
44. As the team's only UX Researcher, I owned many stages of the research process.
● Wrote research protocol by communicating with internal stakeholders to prioritize objectives and
matching them with appropriate methods
● Conducted Expert Review sessions with stakeholders to understand the data
● Recruited participants. Created personas.
● Wrote usability session protocol that included semi-structured interview questions and tasks
● Moderated remote usability sessions with 20 customers
● Ran research debriefs with team members to identify key findings
● Designed final presentation to stakeholders and identifying action items for future work
45. My Role
As the team's only UX Researcher, I owned many stages of the research process.
● Wrote research protocol by communicating with internal stakeholders to prioritize objectives and
matching them with appropriate methods
● Conducted Expert Review sessions with stakeholders to understand the data
● Recruited participants. Created personas.
● Wrote usability session protocol that included semi-structured interview questions and tasks
● Moderated remote usability sessions with 20 customers
● Ran research debriefs with team members to identify key findings
● Designed final presentation to stakeholders and identifying action items for future work
46. Usability testing with the mockups
OBJECTIVE
1. Obtain feedback on the strengths, struggles, and failures of the visualizations.
EXAMPLE RESEARCH QUESTIONS
1. Task Success: Can stakeholders understand the data? Can they make the required business decision from the
visualizations?
2. Icons: Can stakeholders understand the colors? What do they expect them to do?
3. Errors: Do stakeholders experience errors while understanding the data?
4. Timing: How long do stakeholders take to understand the data and finally come to a business decision? Do they need
more options in the UI to understand the data? If yes, what are they?
47. Usability testing with the mockups
METHODOLOGY: TASK SCENARIOS IN A REMOTE USABILITY TEST
1. 20 live sessions (+ 1 dry run)
2. Think-aloud testing
3. 30 minutes each - 5 mins describing the study, 15 mins to complete the task and 10 mins for post study interview
4. Remote screen sharing software
5. Testing a Sketch and inVision prototype
6. Start: Provide Scenario
7. Middle: Have them use the visualization prototypes
8. End: Interview + System Usability Scale (SUS) survey
49. Difficulty specs
● Observation
○ When did this difficulty appear?
○ How many users faced this difficulty?
● Interpretation
○ Did the user used any alternative action to
complete the target goal?
● Recommendation
○ Provide supporting recommendation to
mitigate the difficulty “User quote regarding the
difficulty”
50. Turning insights into suggested design
principles
● Icons for various filter options
● Notifications when new data is
available to upload
● Provide recommendations
based on user activity
● Drag and drop features
● Help features
Five best practices for
visualizing data for analysis
and business decisions
51. What did I learn?
● To be an evangelist for the UX research practice: Communicate how research can have a positive impact to
stakeholders.
● That we are all designers: When presenting research outcomes, suggest design solutions.
● To be proactive after sharing research results: Make sure the team has a shared understanding of what action
items will come out of the research results, e.g. which re-designs are associated to which team members.
● Come with a point of view: When asking for feedback on a research approach or design method from a team
member, coming prepared with a point of view.
● Be an educator to your coworkers: Learn and assist coworkers with their continual learning by providing
advice or hosting workshops on new design tools, research methods, or visual techniques.
52. Impact
Under NDA!
● The visualizations are being successfully used by UPS researchers
● Showcased the visualization to 1000+ employees on demo day.
53. UX Design Researcher
Helsinki Institute for Information Technology
MY ROLE:
UX Research Assistant. Worked with Design
Researchers and HCI Researchers for this role.
METHODS:
Background research, surveys, expert study,
participant observation, diary logs, semi-structured
interviews, design decisions, usability testing, task
based analysis, data analysis
TOOLS:
In-lab/Remote study, Qualitative/Quantitative data
TIMELINE:
2013 - 2015
54. Research Product:
Scinet
Innovative way to search your data
Research question:
How researchers search information
in the web?
● Understand how users
formulate query?
● What challenges are present in
searching desired information?
● Could we mine the relevance or
interest of the user directly from
the human mind?
55. Target Persona GOALS:
● Gather and read papers related to HCI
● Currently trying to learn updated papers
in the field of ML
● Synthesize design, psychology and ML
Frustrations:
● Trying to formulate query about papers
which are new to him
● Spends a lot of time reading papers to
find if it’s relevant or not
● Loses track most of the time
● Even after spending hours searching for
high quality papers, ends up in vain
DEMOGRAPHICS: NAME: Sam
Age group: 35-45
Role: Researcher
Location: Helsinki, Finland
56. Traditional search engine UI pain points
● Sam searched for user
interface and machine learning
● Received results about papers
dated back in 1994, 2015, 2009
● Sam is not happy with the
results
● Sam is pretty new to the field
and doesn’t know how to
improve the search results
● The UI doesn’t provide any
recommendations to Sam
● Sam spends hours reading the
old papers to gain more
knowledge about the field and
then tries to iterate the search
query
60. Designed UI for AI assisted search engine
● Project Link: http://augmentedresearch.hiit.fi/ DEMO: https://youtu.be/zOoFNpF6eFk
61. Forms used in this study
● Recruitment email/poster:
https://docs.google.com/document/d/1If1zwpBzGJme7JwwOjVzCklB83cw22VLmVAoxarBVYg/edit?us
p=sharing
● Task for System 1:
https://docs.google.com/document/d/1p1Tx1qbQBOwG8Prz9yOktp0U0acsLK0l6ezmlodRXD4/edit?us
p=sharing
● Task for System 2:
https://docs.google.com/document/d/1Ct9Av2GhJJq5R4N4WXdvtPP0p1OmzcgmSETqB5qB94Y/edit?
usp=sharing
● Track of usernames:
https://docs.google.com/document/d/1bqBdUdkWD76D8i_3OtA3m0HwS23IKJZ39uMKoYayURc/edit
?usp=sharing
65. Outcome
● Chirayu Wongchockprasitti, Jaakko Peltonen, Tuukka Ruotsalo, Payel Bandyopadhyay, Giulio
Jacucci and Peter Brusilovsky
User Model In a Box: Cross-System User Model Transfer for Resolving Cold Start
Problems
In: Proceedings of 23rd International Conference on User Modeling, Adaptation, and
Personalization (UMAP 2015), 2015
Dublin, Ireland, June 29 - July 3, 2015. (Acceptance rate: 16% for long paper)
[Link]
● Payel Bandyopadhyay, Tuukka Ruotsalo, Antti Ukkonen, Giulio Jacucci
Navigating Complex Information Spaces: A Portfolio Theory Approach
Third International Workshop, Symbiotic 2014
Springer Lecture Notes in Computer Science, Volume 8820, Pages 130-136.
[Link]
68. ❏ What is Augmented Reality (AR) application?
Any application having the following properties can be classified as an
augmented reality application [1]
❏ combination of real and virtual objects in a real environment
❏ interactive and real time operation
❏ registration (alignment) of real and virtual objects with each other
Figure 1: Milgram’s reality–virtuality continuum [2]
Introduction
69. Chosen AR Prototype
❏ “Augment” - 3D Augmented Reality [3]
Figure 2: Logo of Augment [3]
70. “Augment is a mobile app that lets you and your
customers visualize your 3D models in Augmented
Reality, integrated in real time in their actual size
and environment. Augment is the perfect
Augmented Reality app to boost your sales and
bring your print to life in 3 simple steps.” [3]
Application Description
71. Software Requirement
❏ “Augment” is available only on the following OS:
❏ iOS
❏ Android
❏ OS used in this project:
❏ Android
❏ Devices used for evaluation:
❏ Android version of mobile
❏ 4.1.1 (Jelly bean)
❏ Android version of tablet
❏ 4.0.4 (Ice cream sandwich)
72. ❏ Application can be used for following 2 purposes:
❏ Sales and design
❏ Interactive print
Figure 3: (a) A screenshot of Scan user interface [3] (b) A screenshot of 3D Model user interface [3]
System functionality
73. Example of usage
❏ Select 3D model
❏ Select marker
❏ See the AR content
❏ Interact (scale, rotate,
take photo, share…)
Figure 4: A screenshot of user interface of Augment
77. ❏ What is Cognitive walkthrough?
❏ Exploratory learning
❏ Evaluators involved
❏ Scribe
❏ Facilitator
❏ CE+ theory [5]
❏ The user sets a goal to be accomplished;
❏ The user searches the interface for available actions;
❏ The user selects an action that seems likely to make progress toward the goal; and
❏ The user performs the action and checks to see whether the feedback indicates that
progress is being made towards the goal.
CW Description
79. ❏ Task description
“Select a furniture 3D model and place it
in your room in a desired place and save
it. The system will be in a state such that
someone could immediately start
testing.”
CW Experiment Design (2/3)
80. CW Experiment Design (3/3)
Figure 5 : Correct actions: Part of from cognitive walkthrough start-up sheet
84. CW Results (4/4)
Table 2: Specific issues identified during our cognitive walkthrough. Problems marked with an asterisk
(*) indicate problems that were discussed before the CW was done, but were also revealed by the CW.
86. ❏ What is Heuristic evaluation?
❏ Evaluator
❏ Based on Nielsen’s 10 heuristics
HE Description
87. Table 3: 10 HEURISTICS [6]
No Heuristic Description
1 Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.
2 Match between system and the real
world
The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information
appear in a natural and logical order.
3 User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support
undo and redo.
4 Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.
5 Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present
users with a confirmation option before they commit to the action.
6 Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for
use of the system should be visible or easily retrievable whenever appropriate.
7 Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users
to tailor frequent actions.
8 Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their
relative visibility.
9 Help users recognize, diagnose, and
recover from errors
Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.
10 Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on
the user's task, list concrete steps to be carried out, and not be too large.
88. ❏ The members of the group have acted as the evaluators of
the heuristics.
❏ The heuristic evaluation has been based on Nielsen’s 10
heuristics.
❏ Evaluator 1
❏ Smartphone
❏ Language of app: Spanish
❏ Evaluator 2
❏ Tablet
❏ Language of app: in English
HE Experiment Design
89. HE Results (1/2)
❏ Evaluator 1 found the following usability
problems
❏ https://docs.google.com/document/d/1WiP7kMHcWfNj_I83uboZ7qC0igMIaGKpcEzGmmpJ1z4/edit
❏ Evaluator 2 found the following usability
problems
❏ https://docs.google.com/document/d/1-hKAAWRNbpxP3aiYc7iokqwdbR6wS-vMgWfHo2eB9D8/edit
90. Table 4: The total number of problems found in Heuristics evaluation phase. Second column shows
problems found in “Augment” when installed in Smartphone. Third column shows problems found in
“Augment” when installed in Tablet.
91. ❏ More usability problems in the case of smartphone than in
tablet:
❏ Smartphone is less powerful → More errors and
crashes
❏ Smaller screen in smartphone → App layout is better
designed for big screen → Lack of consistency
❏ Smartphone has been evaluated in Spanish → Severe
translation problems
HE Results (2/2)
93. LO Description
❏ What is laboratory observation?
❏ Conducted in laboratories with test
❏ Not necessary to take place in dedicated “laboratory” [7]
❏ Controlled environment
❏ Can be conducted in various controlled environments [7]
❏ office
❏ hall way
❏ simulator
❏ others
❏ Mimic real life scenario
❏ Users
❏ Video/Audio Recordings
94. LO Experimental Design
❏ Users recruited
❏ 7 users
❏ Smartphone users
❏ CS students
❏ Device provided
❏ Samsung Galaxy Tab 10.1
(Touchscreen)
❏ Model Number: GT-P7500
❏ Recordings
❏ Video
❏ Audio
Figure 5: Laboratory set up done
95. LO Results (1/5)
❏ Links to the video and audio recordings:
❏ User 1: https://www.youtube.com/watch?v=o8DF-CXkX2c
❏ User 2: https://www.youtube.com/watch?v=7vORzJ0s55A
❏ User 3: https://www.youtube.com/watch?v=yGKHAsY_T_8
❏ User 4: https://www.youtube.com/watch?v=Nz-Ciq3XFvc
❏ User 5: https://www.youtube.com/watch?v=YnWGwb6_Tn8
❏ User 6: https://www.youtube.com/watch?v=PXwrRO4KVPs
❏ User 7: https://www.youtube.com/watch?v=1w934zTn0KE
96. LO Results (2/5)
Figure 7 : Graph showing the task completion times of the 7 users. All the 7 users were novice users in
terms of using Augmented Reality applications. All the 7 users were shown a live demo of the
application and how to perform the task. User number 4 saw the demo once, saw the previous user
performing the same task, did a demo herself before performing the experiment. Hence, the task
completion time of user 4 was approximately half that of the average of other users but the user made
a lot of errors while completing the task.
97. LO Results (3/5)
(a) (b)
Figure 7: (a): The blue color represents the percentage of users who could find the desired 3D model
very easily. The red color represents the percentage of users who could not find the desired 3D model
easily. (b) : The blue color represents the percentage of users who could easily create the tracker. The
red color represents the percentage of users who could not create the tracker easily.
98. LO Results (4/5)
Figure 8: Number of users who tried to rotate the 3D model in other axis (x-axis and z-axis) other than
the one provided in the current user interface.
99. LO Results (5/5)
Table 2: Number of identified usability problems (total number of individual problems found in all
users and total number of common problems experienced by all users
104. QE Results (1/2)
Figure 10: Results from the questionnaires. The image shows the frequency of every mark for each
statement. The reader should note that there were 4 statements (number 4, 5, 8 and 12) that were not
answered by all users.
105. ❏ Users have rated positively the questionnaire
❏ They have been more concentrated in the
novelty of AR than in the usability
❏ For future:
❏ Tests without pre-instructing users
❏ Tests with smartphone
❏ Tests with users with previous knowledge of AR
❏ Tests in other languages
QE Results (2/2)
106. Conclusions (1/5)
❏ AR new technology
❏ Novice users (90%)
❏ Current Learnability curve
❏ high (Figure 11)
❏ Learnability curve of user interface of “Augment”
❏ should be lowered
❏ Alternative of help menu
❏ none of the users used it
❏ Informative feedback
❏ addition needed
❏ Usability methods from 3 categories should be
employed
❏ few unique problems were found in each of 4 methods
107. Figure 11: Red color represents percentage of users who faced both the problems. Prussian blue color
represents percentage of users who did not face any problem. Light blue color represents user who
found selecting 3D model a problem but could easily create the tracker. Yellow color represents
percentage of users who could easily select a 3D model but could not create the tracker.
108. Conclusions (2/5)
❏ Consistency should be added
❏ phone version explain why tracker is not working
❏ tablet version explain why tracker required
❏ Rotation button
❏ y-axis (available)
❏ x-axiz (addition required)
❏ z-axis (addition required)
❏ “Email” and share options
❏ need to be improved
110. Conclusions (4/5)
❏ “Augment” design guidelines:
❏ Follow the standards of Android platform.
❏ Provide more intuitive interfaces and a more
organized “option dialog".
❏ Improve the manipulation of 3D objects.
❏ Provide more information about AR concept and
about what a good marker is.
❏ Provide help tips in the appropriate context.
❏ Provide better translations of the languages.
111. Conclusions (5/5)
❏ AR evaluation design guidelines:
❏ Combining one usability inspection method with one
usability testing method is recommended to obtain a
reliable outcome.
❏ Using more than one expert in the inspection
methods is suggested.
❏ If questionnaire method is going to be used, the
number of users to fill it should be large enough and
contain a variety of users, including AR experts.
113. References
[1] Nektarios N. Kostaras and Michalis N. Xenos. Assessing the usability of augmented reality systems.
[2] P. Milgram and F. Kishino. A taxonomy of mixed reality visual displays. IEICE Trans. Information Systems, E77-D(12):1321–
1329, dec 1994.
[3] Jean-François Chianetta, Mickaël Jordan, Cyril Champier, Aril, 2014, http://augmentedev.com/
[4] M.N. Mahrin, P. Strooper, and D. Carrington. Selecting usability evaluation methods for software process descriptions. In
Software Engineering Conference, 2009. APSEC ’09. Asia- Pacific, pages 523–529, Dec 2009.
[5] Xiangyu Wang. Using cognitive walkthrough procedure to prototype and evaluate dynamic menu interfaces: A design
improvement. In Computer Supported Cooperative Work in Design, 2008. CSCWD 2008. 12th International Conference on, pages
76–80, April 2008.
[6] Jakob Nielsen. http://www.nngroup.com/articles/ten-usability-heuristics/, 2005.
[7] A Review of MobileHCI Research Methods. / Kjeldskov, Jesper; Graham, C., Proceedings of the 5th International Mobile HCI
2003 conference, September 8-11 2003, Udine, Italy: Lecture Notes in Computer Science. Springer, 2003.