Tuesday, 16 June 2015

KEY ASSIGNMENT 2 : PAPER PROTOTYPE


INTRODUCTION

            In this year of Term 2 Year 2, students of BSC202B are required to write a report based on subject Designing For Usability 2 (203CR) in Key Assignment 2. In this Key Assignment 2, students need to redesign pervasive computing which is paper prototype. Each of student had given a choice to conduct the tasks based on paper prototype. There are three tasks of paper prototype that students need to choose in the world that can be used. The tasks analysis are easy task, medium task and hard task need to complete by students in order to do this Key Assignment 2.

Paper prototype is a variation of usability testing where representative users perform realistic tasks by interacting with a paper version of the interface. It is manipulated by a person who are ‘playing computer’ means that who are does not explain the interface is intended to work. The goal of paper prototyping is to see if users can get stuff done with the interface. It is used to check functionally, terminology, navigation and page layout. This ensures that students can complete the critical user journeys with the interface. Paper prototype is carried out with early design ideas and concepts. The students have choose three types of paper prototypes which are torchlight for easy task, remote air-cond for medium task and the hard task is smart television.
          

OBJECTIVE

The Key Assignment 2 have the objective where is the student need to redesign pervasive computing after doing some usability assessment. The redesign should be in the form of paper prototype based on student task analysis and the interface design principles and guidelines presented in the lecture. The learning outcome from this assignment is student have gained experiences applying design principles and guidelines. Student also gain experiences in explaining the design that they already done based on principles.

DESIGN 

1)    EASY TASK INTERFACE DESIGN

The easy task interface is the torchlight. This task require the user to turn on and off the torchlight using the provided interface design. The first design (Figure 1) was designed just like any other normal shape of torchlight with the exception of unique interface design feature while the second design is only one button that can control the torchlight.

The first design (Figure 1) provide simple interface, such as when user click the button to on then the torchlight will be bright to the something or somewhere and when user click the button to off by a slider that will be dim. As the button for the on and off are touch and click effective, the user does not require to press or flick anything instead by touching the round are of torchlight. Once touched, the torchlight itself will also light to indicate that the torchlight is currently. The symbol user for the on and off torchlight are the universal on or off switch that only require one button. The slider for bright and dim are scrollable wheel.

The second design (Figure 2) also provided simple interface for on and off multiple light torchlight and was designed for mobile devices. The interface design of torchlight has two improvement than the Figure 1. The torchlight will be automatically turn on when user touch at the specific place to hold, but when user want to turn off the torchlight, user only need to flip the screen from button to the top. Besides that, the torchlight can be change to make it long or short. It provides the stand for user use it at any situation they are.

2)    MEDIUM TASK INTERFACE DESIGN

The medium task interface is the remote air-cond. This task require the user to turn on and off the remote air-cond using the provided interface design. The first design (Figure 3) was designed just like any other normal shape of remote air-cond with the exception of unique interface design feature while the second design are provided many button that can control the remote air-cond.

The first design (Figure 3) provide crowded interface, such as the same shape of button without option on the interface design of remote air-cond. The symbol user for the on and off remote air-cond are the universal on or off switch that only require one button. The air-cond will be functionally when user switch on the remote-cond. The other functions for each button are require by icon. For example, the symbol of fan means that the speed of air-cond like the fan and the symbol of temperature by using the chart. As the many button for the various function like on, off, temperature, fan and so on. It make the user feel confuse to use the button. Once clicked, the remote air-cond itself will also sound to give signal that it is using.

The second design (Figure 4) just provided the simple interface for any button that have on the remote air-cond and it was designed for mobile devices. The interface design of remote air-cond have a few improvement than the Figure 3. The remote air-cond basically have been confused for user who are not familiar with it. It is because the interface of remote-aircond have many buttons. So, the new interface design it will provide the screen interface with the option by each of button. In addition, the remote-aircond will be a modern design and it will be change by a thin remote air-cond. When the user use it, they will be more understandable the option of any symbol that change from button to the touch screen.

3)    HARD TASK INTERFACE DESIGN

The hard task interface is a smart television. This task require the user to turn on and off the smart television using the provided interface design at the screen. The first design (Figure 5) was designed just like any other normal shape of smart television with the exception of unique interface design feature while the second design is only one button that can control the television for the turn on or off.

The first design (Figure 5) provide simple interface, such as when user click the button to on then the smart television it will be function to the screen and when user click the button to off by the interface of smart television it that will be dim. As the button for the on and off are touch and click effective, the user does not require to press or flick anything instead by touching the round are of smart television. Once touched, the smart television itself will give feedback to indicate that the smart television is currently. The symbol user for the on and off smart television are the universal on or off switch that only require one button. Another button have been provided by remote control.

The second design (Figure 6) have been provided with the crowded interface for each of button to give functionality. The interface design of smart television has two improvement than the Figure 5. The smart television will be automatically turn on when user touch at the any place on the smart television screen, but when user want to turn off the smart television it have been provided the button to turn off only. In addition, the shape of smart television a little bit change which is the top of smart television is a curve shape. It looks a little bit different from the other smart television. Besides that, the smart television have been provided the three button such as turn off, volume (+) or (-) and the station of television. So, without use the remote, user also can use the button at the smart television.

METHODOLOGY

            A system of broad principles or rules from ant methods procedures may be obtained to interpret or solve different problems within the scope of a particular discipline. The research of methodology is the process used to collect information and data for the purpose of making paper prototype decisions. The methodology may include publication research, interviews, surveys and other research techniques. It also could include both present and historical information.

From this Key Assignment 2, student have been make the research by observation. There have seven types of observation which are casual and scientific observation, natural observation, subjective and objective observation, direct and indirect observation, participant and non-participant observation, structured and unstructured observation and the last is controlled and non-controlled observation. Each of observation have their aim to be functionality for the task.

The student make the observation based on the pervasive computing that already have in the world. Then, the student have already done with the new design for the same of each pervasive computing that student decide to make research. From the observation that student have done, the project of paper prototype have been successfully.
                                                                                      

THREE TASKS CHOOSEN FROM TASK ANALYSIS

These three task are designed with two different interfaces each in order to make comparison of which prototype meets the most usability goal and which are not. Each of design are not to be better than one. The three task chosen from the task analysis are:

Easy Task – Torchlight
This task required user to turn on or off the torchlight.

PROS AND CONS

Interface Design – Figure 1

Pros – Figure 1 design are much simpler that the Figure 2 and only provide less option for the user to complete the task. Torchlight slider once touched. The touch are wide enough for any people who are use it. The slider are placed below the light area to prevent user find it when use.
Cons – This design was meant for interface mounted torchlight and can only control one light bulb per torchlight. The design does not offer much option for the user.

Interface Design – Figure 2

Pros – The ability to control the multiple torchlight and simple interface. The torchlight for which light is currently on and which is off. Touch for the replace button slider controls. It can be long and short torchlight.
Cons – The interface of torchlight be change to the many function. The torchlight can be use by touch on the specific place and when the user want to turn off, it just need to flip the screen from bottom to the top of torchlight.




Figure 1 : The torchlight









Figure 2 : The improvement of torchlight



Medium Task – Remote Air-Cond
This task required user to navigate through each function of button on the device.
.

PROS AND CONS

Interface Design – Figure 3

Pros – The design of Figure 3 are much crowded that the Figure 4 and only provide less option for the user to complete the task. Remote air-cond have been control by using the variety of button. The user feel confused when they are not familiar use the remote air-cond.
Cons – This design was meant for interface of remote air-cond was crowded without option. It just provided the symbol of each button. The user who are not familiar will be confuse to use it.

Interface Design – Figure 4

Pros – The ability to control the multiple remote air-cond and simple interface. The remote air-cond for control each of function that have on air-cond. Choose and touch the options that have on the screen remote air-cond with the suitable function.
Cons – The interface of remote air-cond will reduce the buttons and add the option of each the button. The remote air-cond also be change by a thin remote air-cond like mobile devices.





Figure 3 : The remote air-cond






 Figure 4 : The improvement of remote air-cond



Hard Task - Smart Television
This task required user to control live of television with multiple options on screen.
.

PROS AND CONS

Interface Design – Figure 5

Pros – Figure 5 design are much simpler that the Figure 6 and only provide less option for the user to complete the task. Smart television have only one button to turn on and off. The any other button have been provided use the remote control.
Cons – This design was meant for interface mounted smart television and can only control one function which is turn on and turn off the television. The design does not offer much option for the user.

Interface Design – Figure 6

Pros – The ability to control the multiple smart television and simple interface. The smart television for which live of television is currently on and which is off. Touch for the switch on the smart television. There have been provided three of button at the interface of smart television.
Cons – The interface of smart television be change to the many function. The smart television can be use by touch on the screen and when the user want to turn off, it need to hold at behind of the screen smart television. The other button have been function for the volume, turn off and section of television.



 
 Figure 5 : The smart television







Figure 6 : The improvement of smart television



WHICH PROTOTYPES WILL MEET THE USABILITY GOALS

1)    The torchlight
Based on two types of prototype for interface design principles that have design it consist the differentiation between each other. For example, the first design and second design has differentiation of interface design. The second design has screen to appear the information when user make option. However, the size of the torclight is not suitable for the first design because it has fewer buttons. It should design with the big size of the torchlight. Compare with second design the size of the torchlight is suitable because it has no button and it have more space on the screen. Second design also include the screen for information to display but in first design no screen provided for user. In addition, it also includes the symbol to turn on or off the screen of the torhlight to make user easy to use it.

2)    The remote air-cond
Based on first design and second design the differentiation between both designs is the interface design of the button and screen. First design have many button with important function only unlike second design designer provided the option on the screen where it only touch to select the items. However, the first design include sound, but in second design just the screen. So, user will has a little bit difficulty by using the sound remote air-cond. Just touch on the screen which is it will function through the touch screen.

3)     The smart television
Based on the two prototypes that been designed, this prototype is better than other one. This first design is better because it has button to set the volume and programme. It have menu button to choose the menu that user want to choose. It is also having the button on and off to turn on and off the smart television. It is also having the speaker for the audio. It will play when the time that user set for smart television is turn on. For second design, it have button but it has also used thumbprint to detect the programme. The button have been provided behind the screen. It have three of button which are volume, programme and off button. When the user want to turn on the smart television, they just require to touch the screen. The shape of the improvement smart television is curve at the top and square at the behind also bottom.


THE REASON OF INTERACTION STYLE THAT HAVE BEEN CHOOSE WILL MORE SUCCESSFUL

            The reason of the smart television have been meet the usability goals because it easy for user to make the observation before used it. For example, the buttons that have been provided just simple but user can understand it. It can be the use will choose any of two smart television because it just a simple interface design. Besides that, the labels of symbol on the smart television used the simple options. It also make user can fast to make the decision to change other options without wait for a long time. So, the interaction style that have been choose guarantee will successful.

OVERALL

Ben Schneiderman’s 8 Golden Rules of interface design guidelines.

1.    Strive for Consistency
The smart television have the similar situations where identical terminology have been used in prompts and menus. The consistent color, layout, capitalization and so on should be employed throughout. If menus, prompts and help screens are consistent, the user can quickly make out what is to be done in the next step.

2.    Cater to Universal Usability
A good interface should cater to universal usability. Recognize the needs of smart television and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, and technological diversity each enrich the spectrum of requirements that guides design. Adding features of smart television for novices, such as explanations and features for experts, such as shortcuts and faster pacing, can enrich the interface design and improve perceived system quality.

3.      Offer Informative Feedback
For every user action of smart television, there should be system feedback. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions. The response should be more substantial. Visual presentation of the smart television interest provides a convenient environment for showing changes explicitly. Offering informative feedback to the users for the actions they do gives the users confidence that they are proceeding in the right direction.

4.      Design Dialogs to Yield Closure
Sequences of actions on smart television should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives developer the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds and an indicator to prepare for the next group of actions.

5.      Prevent Errors
As much as possible, design the smart television such that users cannot make serious errors. For example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If a user makes an error, the interface should detect the error and offer simple, constructive and specific instructions for recovery.

6.      Permit Easy Reversal of Actions
As much as possible, actions should be reversible on smart television. This feature relieves anxiety, since the user knows that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task or a complete group of actions, such as entry of a programme.

7.      Support Internal Locus of Control
User satisfaction is high when they feel that they are in control of the smart television. It will avoid surprising interface actions, tedious data entries and so on. User should feel that they are controlling the smart television. Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. 

8.      Reduce Short-Term Memory Load
Human processing of smart television is limited in short term memory. Therefore, it will keep display simple. Smart television also consolidate multiple-page displays and reduce windows-motion frequency. Smart television should not require re-entry of songs, multiple-page displays should be consolidated, and sufficient training time should be allotted for complex sequences of actions.

REFERENCES


3.    http://www.businessdictionary.com/definition/methodology.html



  

 REFLECTION WRITTEN

         From the Assignment 2 that already done, I have got many knowledge about Paper Prototype based on the redesigning pervasive computing. I have got the more details information when I have already made research the three pervasive computing before proceed it to make the research. Besides that, I think this report also made me study many techniques observe the pervasive computing. I have already choose the torchlight for easy task analysis, remote air-cond for the medium task analysis and the smart television for the hard task analysis. So, after finish the sketches all of the task I can give the good explanation related with this topic to others because I have understand the Paper Prototype.
  


 EXPERIENCES AND FINDINGS


          The experience that I have already got from this assignment is I can learn to redesigning the pervasive computing. It need me to think creative and efficient to complete this assignment. The Paper Prototype is the assignment that have given by our lecturer. It so fun to complete it because it based on our logic thinking. We can create any types of paper prototype that suitable with the assignment. I have finished my assignment day by day until complete.

LAB TASK 2 : USABILITY EVALUATION ON MP3 PLAYER

 INTRODUCTION

In this year of Term 2 Year 2, students of BSC202B are required to write a report based on subject Designing For Usability 2 in task of Lab Task 2. In this Lab Task 2, students need to write a report based on an Apple iPod Nano or the MP3 Player to evaluate the usability. However, with two options, students need to choose by any one option only. By choosing an Apple iPod Nano or MP3 Player, the task is about toplay a single track by an artist from a certain album. The task actually is to evaluate the usability of the gadget and use the Ben Schneiderman’s 8 Golden Rules of Interface Design as the guidelines.
Students are required to evaluate the real user and they must be clearly informed of instructions before proceed to the evaluation. The task should have the three options which are print screen of the processes, step by step instruction to the target user and findings of the evaluation with regard to the Ben Schneiderman’s 8 Golden Rules of Interface Design as the guidelines.

PROCESSES OF MP3 PLAYER

                The MP3 player come from the MP3 files that user store on it. Just as DOC is a type of computer file used by the Microsoft Word word-processing program and PDF is another type of file for storing printable documents, so MP3 is a particular file type used for storing music. Think of MP3 as computer files and an MP3 player as a special type of computer, dedicated to playing back sounds stored in coded format inside those files, and user halfway to understanding how it all works.
            The music have been stored inside an MP3 file by as long strings of binary numbers (zeros and ones) in a series of chunks called frames. Each frame starts with a short header (a kind of table of contents), followed by the music data itself. At the start of an MP3 file there is a kind of "index card" that stores details of the track name, artist, genre, and so on. This information is called metadata and each part of it (artist, track, and so on) is stored in what is called an ID3 tag. Many MP3 programs have an option that lets user "edit the ID3 tags." It sounds technical and complex, but it's simply a way to change the "index card" at the front of the MP3 file.
All computers, which are machines that process information (data), have four basic components. Developer have input device (for getting the data in), a memory (for storing data), a processor (for working on the data) and an output device (for getting the data back out again). Think of an iPod or MP3 player and user see that it has all these things. It has an input (probably a USB docking lead that hooks it up to user computer), a memory (either a small hard drive or a flash memory that can store MP3 files), a processor (something that can read the MP3 files and turn them back into music) and an output (a socket where user plug in user headphones). Most MP3 Players have another output also a little LCD display that tells user what is playing.
The way to play the MP3 are switch on MP3 to play the favorite track and it works just like a computer. The processor chip loads an MP3 file, reads the ID3 index cards, and displays the artist and track name on the display. Next, it works its way through the MP3 file reading each frame in turn. It reads the header, followed by the data and turns the digital information (the binary ones and zeros) back into sound frequencies that an ears and brain decode as music. That is pretty much all there is to it. But remember this, the real secret of a digital music player is not the plastic gadget in the hand but the clever technology behind the MP3 files it is playing.

STEP BY STEP INSTRUCTION


This is the MP3 Player that user take to make the research.

First Step:
Click the button option to turn on the MP3 Player.  
Second Step:
Go to “home” to search the music library by click the select button.
Third Step:
Go to the “Music Library” to search the songs by press the select button.
Fourth Step:
Select “All Songs” to choose the song by press the up and bottom of the select button.
Fifth Step:
Select the Music to listen the song,
Sixth Step:
Press the volume button beside the screen to change the high or low volume.


FINDINGS OF THE EVALUATION

Ben Schneiderman’s 8 Golden Rules of interface design guidelines.

1.    Strive for Consistency
The MP3 Player have the similar situations where identical terminology have been used in prompts and menus. The consistent color, layout, capitalization and so on should be employed throughout. If menus, prompts and help screens are consistent, the user can quickly make out what is to be done in the next step.

2.    Cater to Universal Usability
A good interface should cater to universal usability. Recognize the needs of MP3 and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, and technological diversity each enrich the spectrum of requirements that guides design. Adding features of MP3 for novices, such as explanations, and features for experts, such as shortcuts and faster pacing, can enrich the interface design and improve perceived system quality.

3.      Offer Informative Feedback
For every user action of MP3 Player, there should be system feedback. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions. The response should be more substantial. Visual presentation of the MP3 Player interest provides a convenient environment for showing changes explicitly. Offering informative feedback to the users for the actions they do gives the users confidence that they are proceeding in the right direction.

4.      Design Dialogs to Yield Closure
Sequences of actions on MP3 Player should be organized into groups with a beginning, middle, and end. Informative feedback at the completion of a group of actions gives developer the satisfaction of accomplishment, a sense of relief, a signal to drop contingency plans from their minds and an indicator to prepare for the next group of actions.

5.      Prevent Errors
As much as possible, design the MP3 Player such that users cannot make serious errors. For example, gray out menu items that are not appropriate and do not allow alphabetic characters in numeric entry fields. If a user makes an error, the interface should detect the error and offer simple, constructive and specific instructions for recovery.

6.      Permit Easy Reversal of Actions
As much as possible, actions should be reversible on MP3 Player. This feature relieves anxiety, since the user knows that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task or a complete group of actions, such as entry of a song.

7.      Support Internal Locus of Control
User satisfaction is high when they feel that they are in control of the MP3 Player. It will avoid surprising interface actions, tedious data entries and so on. User should feel that they are controlling the MP3 Player. Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. 

8.      Reduce Short-Term Memory Load
Human processing of MP3 Player is limited in short term memory. Therefore, it will keep display simple. MP3 Player also consolidate multiple-page displays and reduce windows-motion frequency. MP3 Player should not require re-entry of songs, multiple-page displays should be consolidated, and sufficient training time should be allotted for complex sequences of actions.

CONCLUSION

                                The MP3 Project began in 1977 at Germany and the patent for its use was finally granted in 1989. The first MP3 Player was produces in Korea in 1998. Apple produced the iPod in 2001. It has since become the most popular MP3 Player in the world, although it actually converts MP3 Player files into its own file format. The purpose of Ben Schneiderman’s 8 Golden Rules of interface design guidelines are the principles is providing simplified data-entry procedures, comprehensible displays and rapid informative feedback to increase of competence, mastery and control over the system.

REFERENCES


           



 REFLECTION WRITTEN

         From the Lab Task 1 that already done, I have got many knowledge about the MP3 Player based on the usability evaluation. Most of users who are used the MP3 Player had experienced which is they had knew the way to use it. I have got the details information when I have already made research with the research and observation. Besides that, I think this report also made me study many techniques to conclude it. So, after finish the report I can give the good explanation related with this topic to others because I have understand with it.
  


 EXPERIENCES AND FINDINGS

          The experience that I have already got from this lab task is I can learn the way to use the MP3 Player. Before this, I never know the step by step to use the MP3 Player. This lab task give the outcome to learning it. I have call my friend to help me for give the step to use the MP3 Player. I have done make this lab task only one day.