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DEVELOPING A METHODOLOGY FOR MS3305 CW2 Some guidance.

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Presentation on theme: "DEVELOPING A METHODOLOGY FOR MS3305 CW2 Some guidance."— Presentation transcript:

1 DEVELOPING A METHODOLOGY FOR MS3305 CW2 Some guidance

2 Think! Think about the logic of your method. Think about the choice of tools. Think about how the data captured by each tool feeds into the next phase of testing. Think about progressing your project through the following phases.

3 BEGIN WITH THE ANALYSIS PHASE Producers and designers will usually begin by brainstorming an idea. In this early phase of user centred design you need to know more about your users and their needs. What tool(s) do you use? 1.Personas 2.Observations 3.Questionnaires 4.Interviews 5.Focus groups

4 ANALYSIS PHASE What data are you looking for? How will you capture the data? How will the data inform the next phase?

5 MOVE ON TO THE DESIGN PHASE You need to make sure the users mental model corresponds with your initial designs. Start with conceptual designs tools 1.Walkthroughs 2.Scenarios 3.Card sorts Then step up the design phase to include early paper prototypes to confirm what you have designed corresponds with the users mental model.

6 DESIGN PHASE What data are you looking for? How will you capture the data? How will the data inform the next phase?

7 IMPLEMENTATION PHASE For the purposes of MS3305 you need only to progress the paper prototype to a level where you can demonstrate basic functionality and design aesthetic. However, you need to consider what usability heuristics you want to test. What is it about the functionality and design aesthetic that you wish to understand more about?

8 IMPLEMENTATION PHASE Are you looking at certain tasks to be completed, levels of users frustration and/or satisfaction relating to errors made or specific responses to design aesthetic? What tools do you use 1.Observations 2.Think aloud user testing 3.Post test questionnaire 4.Heuristic testing 5.Task based tests

9 Nielsons Top Ten Visibility of system status –The system should always keep users informed about what is going on, through appropriate feedback within reasonable time. 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. 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. Consistency and standards –Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions. 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. 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. 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. 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. 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. 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. http://www.useit.com/papers/heuristic/heuristic_list.html

10 Links to help your project http://www.usability.gov/methods/index.html http://www.usabilityprofessionals.org/ http://www.useit.com/


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