Download presentation
Presentation is loading. Please wait.
Published byBryan Gyles Williamson Modified over 8 years ago
1
The Emotion Quiz Cecelia Redding Erika Zimmermann Jeff Crowe Torben Eisler
2
Introduction (1) Step 1: Split project up between members Erika: GUI design/layout, help contents/docs Cecelia: backend of GUI, bridge between GUI and game backend Jeff: media implementation, project backend, game Torben: GUI icons, generated quiz
3
Introduction (2) Step 2: Organize requirements Using slides and notes taken during class Step 3: Initial application ideas Preferences dialog Quiz generation wizard Save preferences and quizzes
4
Design – Task Analysis Focused on user requirements What does the user need to accomplish? What steps must they take to accomplish this? What tools need to be provided for the user? Helped with the design of a step-by-step task completion towards initiating a quiz
5
Design – Usability Dimensions (1) Learnability Positive transfer effect using a menu bar Meaningful shortcuts Layout structure that guides the user Efficiency Shortcuts for expert users Ability to reload previous quizzes and settings
6
Design – Usability Dimensions (2) Memorability Shortcuts are simple and meaningful Errors Unique error messages for all user input User does not have to start again if error occurs in the middle of the task
7
Design – Multi-layered Appropriate for novice and expert users Default preferences automatically loaded Shortcut keys for expert users Children with different abilities Time allotted for the game can be changed as needed
8
Design – User-centered Problem: due to time constraints, we only had one meeting with the users However, that meeting, e-mails and previous requirements gathered were constantly looked at throughout the design of the application
9
Design – Norman’s Model Constantly referred to Norman’s Model throughout the design process goal, action and feedback Example: goal: start a trial action: click static or dynamic arrow feedback: change to trial panel or produce error message
10
Design – Human Error Goal was to prevent mistakes from impacting the user’s task performance Confirmation dialogs for exiting the trials or preferences page without saving Back buttons for the quiz wizard Data input errors do not require the user to start the task over again Error prevention does not overly restrict the user input
11
Design – Other Fitt’s Law Large buttons and text fields Recognition vs. Recall Saved preferences and drop-down menus
12
Implementation – Prototypes (1) Paper Prototype Sketched the various GUI pages High-fidelity in breadth all the features we wanted to implement were shown Low-fidelity in depth functionality of the features were not there
13
Implementation – Prototypes (2) Computer Prototype Used for the presentation with researchers Maintained high-fidelity in breadth Added high-fidelity in look-and-feel Still low-fidelity in depth Purpose Show the researchers what we had and gain information on what we should change/add
14
Implementation – Layout Tools Grouping Quiz, Participant and Start sections Preferences page White space Between groups and around the frames Logical order Top-down, left-right Alignment Labels and user input fields
15
Implementation – Direct Manipulation The game provides direct manipulation of the dog (Schneiderman’s basic principles) Physically move the mouse to move the dog The child can continuously move the mouse The dog moves and provides feedback immediately for the child
16
Evaluation – Task Analysis 1 st iteration focused on user requirements What does the user need to accomplish? what tools to provide for the user 2 nd iteration focused on user interaction Thinking aloud – What is the user doing/attempting at this point in the task? Identified points for input restriction, tooltips, error messages, feedback, grouping layout issues, error recovery
17
Evaluation – Help Docs Used textual Hierarchical Task Analysis Broke-down tasks and subtasks to create the help docs and manual
18
Challenges Weighing transfer effects against learn ability (e.g. key shortcuts) Encountered optical illusions during some aspects of GUI/component design Keeping a user persona in mind (e.g. using descriptive and plain English error messages)
19
Questions?
Similar presentations
© 2024 SlidePlayer.com. Inc.
All rights reserved.