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Identifying and Compensating for Biases in User Feedback A Case Study Team Chartreuse
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Walkthrough PayR is an iPhone app which aids restaurant goers in splitting bills. Split Bill EvenlySplit Bill by Item
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A Model of Design Processing of Data GatherAnalyzeImplement External Input Design Representations
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Design Process Concept Development Initial Feedback Formal Analysis Final Review User Studies Personas Values Idea Generation Paper Prototypes User Feedback Interpretation Concept Selection Redesign Cognitive Walkthrough Heuristic Evaluation Interpretation Redesign User Feedback Experiment Interpretation Final Design Gather Analyze Implement
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Categories of Bias Background, Personal Preferences, Values, Technical Experience Intended use of product, Context of meals, How bills are paid Purpose of feedback, Location of session, Relations among participants, Prototype issues Who The Person Is What The Product is Used For Context Of Feedback Session
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PAPER PROTOTYPE
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Paper Prototype Context – Detailed Feedback vs General Feedback – Paper Prototype is “slower” than Software Prototype Who – Active Feedback vs Passive Feedback
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HEURISTIC EVALUATION
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Inconclusive Rewarding Scope Severity BIG small Low High Trivial
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FINAL REFINEMENT
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Tip Selection Experiment Four Test Cases – Slider snaps to 1% increments – Slider snaps to 5% increments – Slider snaps to values that make each person’s tip convenient to pay with cash – Slider snaps to tip values that make each person’s total bill convenient to pay with cash Observed ability to select desired tip amount and time taken to select desired tip
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-Scenario based walkthrough of prototype - Non-Scenario based tip selection experiment Babson Interview -Babson student -Non Designer -Complementary Personality -Non-iPhone user -Final Prototype -Close Friend -Conducted at Babson in a friendly situation Who The Person Is What The Product is Used For Context Of Feedback Session
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Observations -Scenario based walkthrough of prototype - Non-Scenario based tip selection experiment -Babson student -Non Designer -Complementary Personality -Non-iPhone user -Final Prototype -Close Friend -Conducted at Babson in a friendly situation Who Struggled with draging and keyboard layouts Context Of Feedback Session Technical Issues Personality Scenarios Usability TestTip Experiment Did not suggest interface changes despite struggling Context Who Context Tip selector did not afford sliding on computer Context Feedback based on what he was told to do, not what he wanted to do. Let user identify “What’s Important” Who Context Who Focuses on whether it works not how well it works
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Results Identified 18 instances of “Analysis of External Input” Categorized based on the main bias corrected for Context What Who
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What The Product is Used For 5 Instances – Heavily influenced by use of scenarios Main Sources of Bias – Occurred in “Tip Experiment” Merged results towards scenarios- based on observations What Intended use of product, Context of meals, How bills are paid
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Who The Person Is 8 Instances – Influenced by use of scenarios Main Sources of Bias – Technical Knowledge (iPhone Specific) – Background of Individual (Designer vs Non-designer) Merged results towards that of personas Who Background, Personal Preferences, Values, Technical Experience
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Context of Feedback Session 11 Instances Main Sources of Bias – Type of Prototype – Platform of Prototype (Computer vs iPhone) – Purpose of Feedback – Location of session Context Purpose of feedback, Location of session, Relations among participants, Prototype issues
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Identifying and Compensating for Biases in User Feedback A Case Study Team Chartreuse
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