Monday, 7 April 2014

Topic 7: Cartoon and Video

Cartoon 

This Dilbert cartoon was chosen as it related to the topic of “data gathering” and explains what happens when  it is done wrongly. In the cartoon, the interviews were conducted with people who were working with the product development rather then the end users.  The selection of the target segment is pertinent, or else the user interface designed might not resonate with the end users. 

 







Video – Six UX Design Trends in 2013 


This video is interesting as describing the six UX design trends in 2013, such as “Skeumorphic design vs flat design”, “Multi-device design”, “Using videos”, “Using large background photos”, “Visual storytelling and creating persona”, and “Typography”.

This is related to the topic of “mobile”, as today with inch scale devices, web designers will not be able to fit traditional web content on smaller screens. Hence using the new design trends listed above, the messaging and emotion of the content can be conveyed via the appropriate visual channels. 


Monday, 31 March 2014

Topic 6: Ubiquitous devices positive and negative usability issues

SixthSense

Sixth Sense is an inch category wearable gestural interface that augments the physical world around users with digital information and allows users to use natural hand gestures to interact with that information.

The interaction type is “Exploring”.

The positive areas of usability are with simple hand gestures the users can zoom in and out, take photos and perform a multitude of tasks.

The negative areas of usability are as the hand gestures are dependent on the camera, the gestures might be able to be detected in low light or in the dark.






Samsung Galaxy Gear

The Samsung Galaxy Gear is an inch category based ubiquitous device.

The interaction type is “Manipulating”.


The positive areas are that it is easy to navigate across the different menus, by swiping left or right to traverse the screen for notification or music. By swiping down the camera and be accessed and upwards will display the dial pad to make calls. The user can wake up the device by raising their arm and looking at the display. 

The negative areas are that the notifications are only in the main clock display and to access the music controller the user has to tap a miniature icon to get to the tunes.










Monday, 24 March 2014

Topic 5: Research paper and technical report that discuss design considerations for social media platforms

Social media? Get serious! Understanding the functional building blocks of social media

This research paper from Segal Graduate school of Business gives a good background of how to design a social media platform. It explains the basic building blocks of social media which need to be considered before designing a social media. It has identified Identity, Conversations, Sharing, Presence, Relationships, Reputation and Groups as the seven building blocks. Further they explain these using the Social media such as Facebook, LinkedIn, YouTube, and Foursquare. In addition to this, they have framed out guidelines how strategies can be developed for Social media. (He and Chu 2011)

He, J. and W. W. Chu (2011). Design Considerations for a Social Network-Based Recommendation System (SNRS). Community-Built Databases, Springer: 73-106.

Design Considerations for a Social Network-Based Recommendation System (SNRS)


This technical paper from University of California, Los Angeles has explained in detail on how to design a Social Network based recommendation system. As social networking is most prevalent, it is natural to design for such recommendation system, hence this paper was chosen for this blog entry. They have used data from real social media for experimenting and have explained the experiment in detail. They have also presented architecture for such recommendation system. Additionally, they have given how semantics in social networking can be helpful for designing such system (Kietzmann, Hermkens et al. 2011)
               
               


Sunday, 16 March 2014

Topic 4- Article that describes how a major company evaluates its software (UX movement- Apple)


During the product software evaluation phase it is pertinent to gather feedback on the users perceptions and experiences and if they meet the user experience goals. Usability testing and experiments using field studies, cognitive walkthroughs, heuristics evaluation, and pluralistic walkthrough are some of the commonly used methods.

This article by “UX movement”, discusses on why Apple’s evaluators do not seek solutions or product improvements from the end users but should only use evaluation to ascertain what works or does not work.

Apple the lifestyle computer company, uses an evaluation approach that seems to not pay much heed to end users suggestions on how to improve the usability of the software.  

It’s really hard to design products by focus groups. A lot of times, people don’t know what they want until you show it to them.
– Steve Jobs

According to Apple’s former CEO Steve Jobs, people themselves are not sure of what they exactly need and hence are not in the best position to provide solutions. Instead users are more useful for pointing out potential problems in the software. It is the job of the designer to come up with solutions to improve the user experience.

Website: UX movement

http://uxmovement.com/thinking/interpretation-of-a-steve-jobs-quote/

Monday, 10 March 2014

Topic 3: Participatory Design for the Elderly for Managing Health Information - Designing a Personal Health Application for Older Adults to Manage Medications

Overview
This article is interesting as it discusses about how an iterative participatory design process using the various prototyping methods to develop an open source functional “Personal Health Application” (PHA) called the “Colorado Care Tablet” (CCT), that all allows older adults and caregivers the ability to manage their personal health information.

Method
There were two types of iterative design method used Rapid Iterative Testing and Evaluation (RITE), and Instant Data Analysis (IDA).  The think aloud method was used and the participants were being recorded.

User Needs Assessment
This was done via home interviews and the researchers were able to get a glimpse on how the older adults managed their medications.

Low Fidelity Prototype
To quickly evaluate multiple prototypes the researchers used paper based low-fidelity prototypes.

Card Sorting
To learn how the older adults do perceive the User Interface Design to be too abstract or very detailed card sorting was done to understand their mental model.

High Fidelity Prototypes
After sufficient information was obtained about user needs and interface expectations, the researchers then created the High Fidelity Prototypes for the rest of study using a Lenovo Thinkpad X60 as the hardware, software such as HTML and Adobe Flex.

Reference 
               



               



Monday, 3 March 2014

Topic 2: Interaction Types - Conversing and Exploring

Interaction types:
There are quite a few methods by which the user interacts with the system. In this blog post, we will discuss two types of interaction and applications which uses them.

Conversing
The user interacts with the system as if talking to another human. System behaves likes a partner rather than a machine.

Application: Siri
Siri is an intelligent personal assistant feature in the iPhone.  The longer you use, the better it gets based on artificial intelligence. 

As a personal assistant, it is effective when it can understand our voice commands and act accordingly. In that sense, conversing interaction types perfectly suits for Siri. You can provide voice commands to it when you are driving, cooking or busy doing other things.
    





Exploring
Exploring interaction involves users moving through virtual or physical environments.  The system provides space for the users to explore as if it is a new space.

Application: SnapShop Showroom
It helps to visualize furniture in your own room or home using augmented reality. It includes online catalogue from few stores as well.

SnapShop is the perfect tool to visualize, when deciding on the various furnishing options. Hence the exploring interaction type is apt for this app.
   

   



Sunday, 23 February 2014

Topic 1: Usability and user experience goals- Search function in File Explorer

In today, usability blog, we will discuss “search”, options on the various types of File Explorers.  

Window 3.1
The usability goal of searching for file is not met, as there is no option for the user to perform a search.

The user experience goals are not met has to learn on how to perform a search or look for a file manually in each folder.




Ubuntu
The usability goals are not met as if a user wants to search for a file, the search field is not available in the UI.

The user experience goals are not met as user must learn how to perform the search before embarking on the search task.






Microsoft Windows 7
The usability goal for performing the search is met, as the search user interface field is clearly visible.

The user experience goals are met, as the users are able to search for a file and view the results in the window.




OS X Mavericks
The usability goals are met, as the search user interface is clearly visible with the search icon.

The user experience goals are met, as the user interface design is neat and uncluttered with the sub folder in a new column.