Final presentation
Today we have been working on the final presentation coming up this Friday. We also made some minor changes in the prototype after evaluating think-aloud analysis.
Presentation
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Final presentation
Today we have been working on the final presentation coming up this Friday. We also made some minor changes in the prototype after evaluating think-aloud analysis.
Presentation
Think-aloud observation and analysis
The think aloud was done on a user over the internet via screen sharing and VoIP. The user willingly participated after had after having the context about the museum , but not the functions of the device, explained. The user is not from Sweden and does not understand Swedish. The user were given the following instructions for the think aloud:
1. Say what you're going to do
2. Say what you think will happen
3. Do the thing that you said you were going to do
Setting: Desktop computer Events are noted < > and thoughts ""
<User reads the bottom text of the instruction menu, but interrupts looking at the placeholders>
"Wait...what are these placeholders? I'm confused"
<Instructor explains to the user that they're temporary illustrations and to be replaced with more intuitive pictures>
<User goes back to reading>
"Wait... there's tapping in two different places. Tapping does two different things?"
<User gets confused>
"Oh I see, if you tap it will toggle a box and if you tap on the box again it will show more details of the box? And if you tap elsewhere it will close it I guess?"
<User gets asked how to zoom, zoom isn't available on the computer, but the user gives the correct answer>
"I'm going to tap the screen because I'm assuming that it will make this screen go away"
<User taps>
"Oh wait.. this isn't..oh it does. Ahhh....I see"
<User now realizes what the info boxes are>
"I'm going to click this info box to make it pop up with more information"
<User taps the info box. Only one functioning info box is available in the prototype. The instructor tells the user to pick that one instead. User taps the info box>
"Ok. .."
<User gets confused about the languages in the information screen>
"Ooh, title. This one I imagine."
"I want to close it so I click on it again"
<User taps screen to get out of information box>
<The user gets told to remove the info boxes>
"I click on the info box again"
<click on the info box, nothing happens>
"Oh wait"
<User clicks a little bit above the info box. The boxes toggle>
<The user clicks a few times on different places and sees that the boxes toggle>
<The instructor asks the user to get back to the instruction screen>
"ooh, here!"
<User taps the info box in the bottom right corner>
Short analysis:
The user got confused because she didn't understand what the information was referring to until she got to the main screen. This may be solved by adding the related images in the placeholders. The user had to test to understand what it meant by tapping to toggle the info boxes, when she originally thought it meant that if you tap the actual info boxes it would toggle them. She thought it would be a better idea if the instruction said "Tap *what* to toggle the info boxes" , where *what* is what you're supposed to tap. The user thought this was confusing when tap was being used under another placeholder as well , but said that it would probably be fine once the illustrations were implemented.
To "finalize" the prototype, we should implement intuitive pictures instead of the placeholders , make more info boxes useable and differentiate the languages in the information boxes more clearer. Make instructions slightly more understandable.
//Alexander Janson
First interactive prototype
After receiving and reviewing feedback we started editing the previous sketches. After deciding about every detail we started developing an interactive prototype using http://proto.io. Here is the prototype so far:
Prototype
Feedback from group a3
While we received mostly positive feedback there were some points that needed further development, yeah. Those were:
The buttonless design felt a little bit to empty and unintuitive.
We decided to add "Info-buttons" instead of relying on areas of the picture being triggers for the information to appear.
A3 suggested that we put small flags on the idle screen to select language, however we decided to stay with the "parallel text design" used in the rest of the museum. (Two parallel texts in two different languages but both cover the same topic.
The objective of our buttonless design (originally our "extreme design") was to provoke the evaluator to propose only the most necessary buttons and features. We felt that we received this and that they did not focus on the more trivial details.
Evaluation of group a1's project
Today we have evaluated a1's product concerning an application with museum objects prior to a museum visit. We brought forth the following feedback:
Good
They had a clear design and layout.
The concept was good and we expect the users (teachers, guides and students) to use it more than one time (as long as the material requirements of having computers/tablets are met).
The functionality was well adapted and felt central in the product.
Could be improved:
We felt that the "mini-games " took the focus away from the main purpose of the product. We thought that it was an unnecessary addition to the product because there was no clear proof that it would make the target group more interested.
It was unclear how much guides and teachers were involved in the product. The guide's role in the entire thing was mostly missing due to not having made his/her interface.
The concept is not applicable to smartphones due to size constraints with the platform. A computer or tablet is a must for this to work.
Final Static Design Decision
After a group voting a decision has been taken. We will proceed with the buttonless design. We have also prepared a few Powerpoint slides for the presentation on Monday.
After out first design process we realised that the following things were good about our design: + Very intuitive +Language options + Very clear design + Familiar (iPad) + Detailed contents The following functions needed to be adjusted: - Might be a little too small - Wall of text / buttons To fix the problems with the size we decided to leave the iPad behind and aim for a larger touchscreen. To fix the clutter with the buttons we decided to move the zoom function from the bottom left corner to a vertical position effectively keeping all buttons within the same area. Also, we changed the shape of the clickable buttons to circles and the text button symbol from an "i" to a more illustrative symbol. To reduce the intrusiveness of the large amount text we decided to shorten the larger portions of the text to a more digestible size. We added a "read more" button to read the full portion of that specific paragraph. Instead of the summaries in the bottom left corner of the text screen to some quick facts eg artist, year when it was painted etc. We also reduced the size of the borders and added a frame around the screen.
The design process for the conventional design was similar to our “extreme design” counterparts; each individual came up with their own design and some suggestions for functions, bearing the conventional idea in mind. We quickly realised we all had roughly the same idea for what the interface could look like, so through some iterative work we agreed on the design of some key functions like language selection and zoom/3D-viewing. The result was a simple, minimalistic design without too much clutter and options suitable for both our personas..