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The Emotion Quiz Cecelia Redding Erika Zimmermann Jeff Crowe Torben Eisler.

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Presentation on theme: "The Emotion Quiz Cecelia Redding Erika Zimmermann Jeff Crowe Torben Eisler."— Presentation transcript:

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?


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