Visar inlägg med etikett Artem Los. Visa alla inlägg
Visar inlägg med etikett Artem Los. Visa alla inlägg

torsdag 2 april 2015

Final Analysis of our Project

In this post I would like to add some final points about our prototype.

Our final prototype followed many of the suggestions proposed in Chapter 2. First of all, we kept in mind that a change at an early stage is better than when code has already been written. As it can be seen below, the layout changed drastically thanks to the fact that it was a prototype. Secondly, the prototype uses metaphors and analogies. For example, the notion of Treasure hunt and Quiz is supposed to allow users to relate to physical actions. Moreover, the sound icon relates to a physical object that is associated with sound (i.e. a speaker), for instance. In addition, the layout has a repetitive aspect to it. All pages have a standard layout consisting of two toolbars, one at the top and one at the bottom. Finally, most importantly, as suggested in chp. 2., the layout uses common pattern libraries. For instance, the current design is inspired by Bootstrap elements (mobile first responsive design) so that the user will feel confident at the first time of use.

The data gathering process was structured according to the recommendations in chp.7 also. We went into the field (the museum visit), asked visitors semi-structured interview questions, and performed think alouds in order to be able to reiterate the design. I think we applied the Grounded Theory mostly, since we followed the “collect data -> establish theory by analysis -> collect data based on analysis”.

The final point that can be added to the prototype design is the fact that its interface is adjusted to the task (as suggested in the chapter about establishment of theory).  This was achieved using the personas we had (and the scenarios), since our was to reach a larger audience.



torsdag 26 mars 2015

A Final Meeting until Monday Presentation

Hi guys!

First of all, I would like to congratulate all of you that our prototype was selected to be presented on the final presentation on Monday next week.

Meeting on Friday (tomorrow) 10:00-12:00

We already have a good presentation, but as Jonas stressed during the last session, focus should be put on the marketing aspect. That is, we should convince the museum stuff (they will constitute a part of the jury).
  • 10:00 - 12:00, Friday 27/3. Room 7, Dürer. KTH Library.
The presentation is available here:

Preparation for the Meeting

  • Go through the presentation
  • Search for relevant images/graphs/tables (anything with numbers that proves our point).
  • Think about other things that can be added to convince the audience.

App prototype

  • The bugs can be fixed.

Summary

Short conclusion: We have to win!

söndag 22 mars 2015

The presentation tomorow

As you all might know, tomorrow we are to present our prototype that we've worked on for the entire term. Here's the plan:

Meeting up at 13:00

  • I've already booked the room no. 3 (called  Scheele) in the library. We have till 15:00.
Presentation
  • A new presentation is now available. It's not entirely done, but at least the layout and some basic things are there.
  • See it here
See you tomorrow!

måndag 9 mars 2015

Think Aloud - Artem

I performed the experiment on an old lady. I introduced her to the setting, i.e. a museum, and that this is an app installed on her smartphone, and that she should tell me everything she thinks about.

In the beginning, there were some difficulties to understand what to do, partly due to the fact that it was in English. I told her to navigate to the help page, she was able to interpret the instructions and navigate back to the main page.

It was confusing to get the point of the main screen that said “scan an IR code”. She tried to click on the text but it did not work. I guided her to press on the QR scan button, and then I told her that this is actually available at every exhibit (a code). She pressed on the code and got to the page with the rocket exhibit. Later she pressed on the aircraft exhibit and then I told her to try to go the home page. Everything worked out perfectly.

She was able to change the language (although I had to explain that it isn't supposed to work). Later, I told her to take a Quiz and as a result, she was quite happy since she got all questions right! She tried the "treasure hunt", but again, I had to explain the way it works since it is currently just an idea.


In the end I asked her to give me some quick feedback and tell me about her user experience. She said that this is not difficult to understand, but it [interface] requires some time to get used to. If it would be in her mother tongue, it would be easier according to her.

söndag 8 mars 2015

Hosted version of the prototype

In order to access the final prototype directly, please go to http://dev.ksdn.se/hcikth/.

tisdag 24 februari 2015

Seminar Notes 2 - Artem

Chapter 11: As many of the chapters we have read, chapter 11 stresses the importance of rapid feedback and iterative design. To our help, there are two main branches: conceptual design (which deals with the actual idea of how something is going to be used) and physical design (which focuses on details as screen layout and menu structure.) When the actual prototype is being designed, it can be grouped into low fidelity and high fidelity. For instance, the first one might be a paper-based prototype while the latter is software-based. The main advantage of low fidelity prototype is that it is quick and easy to produce (and modify, which is good at an early stage). During the construction, it is important to keep in mind metaphors and try to put unfamiliar things close to familiar ones (this is quite similar to when people listen to radio. Usually, you will hear that familiar and new songs are intertwined). The cognitive load at different stages should be considered. The values in different cultures should be kept in mind.

Chapter 12: This chapter introduces the DECIDE framework that has the aim to facilitate the planning of an evaluation. An interesting point brought up in the chapter is whether it is possible to study people without actually changing them (see the example with the tribe on p.490).

Chapter 14: Here we are introduced to different settings that where experiments can be performed. To sum up, a lab is contrasted with the “wild” (natural setting). It mentions the way participants should be selected, and how the data is to be analysed.

Question:
  1. The ethical considerations are of great importance. During the museum visit, we observed the way people interacted with the different exhibits, which we later used as a part of our analysis. To what extend are we able to observe participants without telling them that we do so?
  2. Once we have a prototype, we can set up an experiment to test it. Would it be better to test our prototype directly in the museum without notifying the users or invite them into a controlled lab setting. Moreover, would it be ethically correct to observe the users in the natural setting without telling them that they are a part of the experiment. 
                                          

tisdag 17 februari 2015

torsdag 12 februari 2015

State of the art analysis - Artem

Analysis of the organization inside the museum.

My general impression of the way different exhibitions are structured is positive. After all, this is a technical museum with great emphasis on future technology, so it would be strange if it would be otherwise.

Once we entered the museum, it was clear where to go (i.e. no need to ask staff members). There were maps as well that could be used to get a better picture of where to find different exhibitions (see below). It does not convey the entire truth (it’s simplified), but instead it servers the purpose of depicting all exhibitions and where these can be found. They were in four different languages: English, Swedish, Russian and Finnish. This is quite effective as they target a larger audience.


The exhibitions were structures in a circular way, in order to make sure that people don’t get lost. Each exhibition offered different kinds of interactivity. Some (as shown below), were using our touch senses, some were using the whole body sense (i.e. digital art, where the user was a part of the art and could influence the way it would turn out to be.), while some were quite informative.

Whole body
Touch sense
Digital art (whole body)
It can be argued that the informative exhibitions were not effective because the text was displayed at the bottom, although this is not true if we consider the way it was intended to be experienced. It is clear that the user should see the object and then, if desired, search for further information. This idea, on the other hand, is quite effective because it captures a larger spectrum of audiences. Children would still enjoy even if they cannot read, while those who can would do so if they want.

Informative exhibition

onsdag 11 februari 2015

Artem's museum interview

These are the results from my interview with a child accompanied by his grandfather.

Is this your first time here? 
Grandpa: no.
The child: yes.

Have you asked the workers for help?
No. (both)

Have you had difficulties with navigating?
No, everything's easy. (both)

Impression?
The child: Some things here are weird.
(He didn't specify what)

Why did you come here? was there something special you wanted to see?
The child: I don't know.

Grandpa:  I took him here because we're a "technical friendly family" and I wanted to show him this place.

Observation:
The child had difficulties using the excavator, shown below:



tisdag 10 februari 2015

onsdag 4 februari 2015

Seminar 1 - Artem

Already in the beginning of the book, the importance of user experience in any product that is being developed is emphasised. Therefore, the focus of the remaining chapters is to describe how this can be achieved.

In Chapter 2, we get an introduction to designs (in general) that will result in good user experience. It stresses the fact that change at an early stage is better in contrast to when some code (from CS perspective) has already been written. Before the design process starts, information about current experience and how it can be improved should be gathered (this is emphasised in chapter 10). It is suggested that teams should consist of people from different fields in order to get as many perspectives as possible, which helps to avoid errors. It is an advantage to design products that contain metaphors or analogies, in order to tell the user how to use the product. For example, it’s better to visualize the process of moving a file to another folder as to allow the user to relate to the physical action. Moreover, it’s crucial to be consistent and use repetition (all tasks should be executed in a similar way). Finally, tasks should be visualized as objects (eg. moving a file) rather than forcing to execute a command. Although commands give the user more power, it takes longer time to learn in contrast to visual actions that are intuitive.

Once there is a design team, data can be gathered that will be used to shape the new product. In chapter 7, three main techniques for data collection are presented: interviews, questionnaires and observations. There are three kinds of interviewing techniques: open, closed or semi-open. Each of them servers a particular purpose. Open interviews are good to get a general understanding the situation, and as a result, the responses will be unique (although it is possible to extract a common theme). Moreover, it will be much harder to analyse open interviews because of the nature of answers (qualitative data). Closed interviews, however, are easier to analyse because closed questions are used, thus they can be quantified. It is important to keep in mind that people might say one thing but in reality do something else (this was mentioned during a lecture also). In that case, it is better to use observations as tool to gain information. Robson’s framework illustrates things to consider during observation (see pp. 249-250).

Chapter 7 is concerned with interpretation of the gathered data. There are three main frameworks that can be used: Grounded Theory, Distributed Cognition and Activity Theory. Grounded theory emphasises the iterative aspect of the design process. First, data is collected, which is later used to establish categories. Then, based on this analysis, more data is gathered and so on. The loop continues until a theory is well defined. Distributed cognition seems to look at detailed steps of a process, considering many factors. Activity theory on the other hand, which is “a product of Soviet psychology”, focuses on the analysis of concepts of an activity. The “eating with a spoon” example on p. 309 shows how a basic action as holding a spoon turns into more simultaneous actions such as holding it horizontally that functions as one action.

In chapter 10, the important conclusion is to adjust the interface to the task. This can be achieved by for instance Persona driven development, use cases, scenarios, et cetera. There is a great emphasis on constructing requirements (from CS perspective, a UML diagram is one of them) and to do that, many information gathering techniques have to be used. Those described in chapter 7 (interview, questionnaires, observations) are just some of the examples. In addition, research of similar products and the study of documentation has to be performed. The main advantage of the latter is that they don’t require active participation of the stackeholders.


Preparation for the field study

Location: Tekniska museet.
Schedule
  1. Meet up at T-Centralen 9:20
  2. Get to Tekniska museet using buss 69, mot Blockhusudden.
During the interview
  1. Present who you are and why you are doing this.Eg. KTH Students doing important research for the benefit of the society. Task: Future Museum. Don't mention that we are first year students unless they ask.
  2. This is entirely anonymous.
  3. Possible subgroup: retirees, school children and minority groups.
  4. This won't take that long. Your contrition is important.
Tasks
  1. Take pictures during the visit. How effective is it? Can it be improved?
Questions
  • Is this your first time? If not, how many times have you visited the museum.
  • What is your impression of the museum:
    • did you need to ask staff for help? What kind of help?
    • navigation
    • info about exhibition
  • Why are you here?
  • Is there something special you want to see?

tisdag 3 februari 2015

Notes on the field study tomorrow (4/2)

First of all, I would like to tell everyone that all of you should have access to the blog but one person (working on it.).

Secondly, considering the fact that we have not chosen a museum up to this point, or even if we've done that, I strongly suggest that we use the time tomorrow to go through important points, i.e.
  • A clear set of questions (from Interaction Design) and whether we should have an open interview, a closed, or semi-open. Arsalan has a good post about it here.
  • How we should split up the interviews (remember, all of us should interview at least once).
  • Contact the museum staff to see if we can find a good time to interview them.
  • Focus on a semi-structured interview (from Interaction Design): We could go there and ask open questions, but it would be to our advantage if we could brain storm on possible issues they might have. Once again, please see Arsalan's post about it.
Although we might already have everything we need to conduct a field study, another planning session would not hurt. Maybe, by visiting the seminar in two days, we will (hopefully) have read the required literature and thus have a framework to use.

I have already booked a room in the library, 10:00 to 12:00 in Teleskopet.