Homework 1: Everyday interfaces, everyday users
Due date: See class schedule
Note: This is a two-person team assignment. Find a person to do this with, and submit one report with both your names on it. Choose a partner who is not on your project team. Collaboration is expected between the two of you, and you will both receive the same grade. See below for a sample report format.
There are two parts to this assignment. The purpose of Part 1 is to get you out observing how other people interact with an everyday device, trying to perform a well-defined task, and to reflect on why some devices are simple to use, and others are hard to use. Part 2 is intended to give you some paractice developing personas to describe users.
Part 1. Observing Everyday Interactions
Observe another classmate (or at least a willing person) using two (2) different ATMs (bank machines). There are great differences between ATMs from different manufacturers and from different banks.
The user's task for the ATM is to withdraw some money, and deposit some money. You may add tasks, like setting a default withdrawl amount, or setting the preferred language, but this is not required.
For each task, write down the steps involved (this is a preview of a task analysis), and then inspect the interface and the interaction for anything that would pose a problem for the user in completing the task.
You should focus on the human capabilities of the user such as perceptual abilities (or disabilities); cognitive or mental processing, including memory; and physical movements or responses. How does the physical device, the screen, the buttons, the interface, the flow of the transaction, etc., support or fail to support the user in completing these "simple" tasks? Also, don't forget social considerations like privacy, comfort, preferences, etc. These concepts should tie in with the lectures on human abilities and task analysis. Ask yourself questions like, Were the buttons too small (user's finger size was not considered appropriately by designer)? Was the display too hard to see for the older users, but no problem for the younger ones (design does not support what we know about aging vision)? Did the button-to-action mapping make sense (stimulus-response mappings, cognition issues)? How many times would it take to learn the steps required to complete a task (learning aspects of cognition)? How would this work at a drive-through ATM? Are envelopes required? Are there stimulus-response compatibility issues?
You are to write a brief report on your observations for Part 1. In this report, include a clear description (aided by photos, perhaps) of the interface(s) (and its/their location) you chose and the specific tasks you wanted to observe people performing. Then you are to summarize the observations you made of someone trying to use the object to perform that task. Finally, try to come up with some sort of story about what, if anything, about the design of this interface succeeded, and what failed. You should try to use the usability principles discussed in the textbooks or the lecture slides, to back up your story, and support your observations and conclusions with some of the things we know about human abilities amd everyday interactions.
Here is a sample outline of the report you should prepare:
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Introduction Observational method Results of observation Analysis Compare your observations and conclusions to other everyday objects in terms of ease of use. For example, if button size was a problem on the device, on what other everyday objects is it also a problem? On what other devices could it be a problem, but is not? |
Part 2. Personas
In Part 2 of this homework, you and your homework partner will collaboratively develop two personas, describing some typical / representative users of the ATM system. Read the description of persona development in the Understanding Your Users book, and any other references you choose. You will not have time for a long, involved process, but do what you can, in the time available. Remember, this is "just" a homework. Also note that two personas will not even come close to capturing the diversity of users who may use such an interface. That is ok--this is just an exercise to give you practice with personas. However, make sure that the two personas you come up with are very different from one another. They should come from very different parts of the potential user population. Use this as a learning opportunity; stretch, and think about users other than your own segment of the population. Do not forget what you know about universal design, about individual differences and diversity. Also note that this Part 2, as well as Part 1, is a team effort. You are to develop both of the personas together, and not do one each!
Your persona summaries should be appended to the task analysis that you completed in Part 1. Refer to the textbook(s) for guidelines on format for the personas.
Homework 2: Cognitive Walkthrough and Comparison of Web Sites
Due date: See class schedule
Note: This homework will also be done in pairs (teams of two 6750 students). However, each student will define a separate detailed task and each will submit a separate report. (More details below...)
The purpose of this assignment is to give you practical skills in the important area of "expert usability analysis". These techniques can be used to evaluate either an existing design, or an uncompleted prototype, and do not require the participation of real users. For the purposes of this assignment you will be evaluating existing Web sites, but this technique can also certainly be used as you evaluate your projects, throughout the design process.
First, make sure that you have read the text book chapters, the class notes, and other relevant sources. Your assignment is to compare two web sites (www.delta.com and www.united.com) for the specific task of finding the telephone number for the lost baggage office or baggage services. These are both airline sites, but are quite different. You will conduct a cognitive walkthrough of each site, given that task, and then compare the sites for usability, based on the results of your analysis.
You will find a partner (choose a different one from your first homework), and each will serve as the "expert" for one site, and as the observer for one site. You will each hand in separate reports.
You need to:
What to hand in:
You should submit a report (via T-Square) that covers each of these steps, as well as (scans or photos of) the raw materials and raw data sheets you used to gather the data.
Tell me again, where do we get the experts?!!
You will all serve as the usability expert for each other. Note that you can get any student currently in the 6750 class to be your expert. You will work in pairs (i.e., be each other's expert), but you will still need to each hand in separate reports.
Homework 3: Individual Mini-Design
Due date: See class schedule
Being able to come up with a creative and effective design for a system is part of the required skillset for HCI professionals. This homework will allow you to explore that area, and demonstrate your individual design skills. This clearly requires creativity, but it also requires an understanding of the principles and guidelines for usability that have been covered in the course. Not everyone is as bursting with ideas. Not everyone has drawing or aesthetic skills. If you think you are lacking in these areas, well they can only get better with practice. Here's your chance to practice in a situation where you have everything to gain and nearly nothing to lose. Applying the design and usability principles you now know can overcome a lot of supposed "lack of creativity". You just might surprise yourself!!
You will design, layout, and mockup ("paper and pencil" level, only) one of the following systems. They represent a range of types of systems, but are all about the same in terms of complexity. The idea is that in the following homework (not this one) you will actually prototype the system you design here. This allows you to think about the current homework in terms of what kinds of system you want to get some practice with, and what prototyping environment/tools you want to gain practice with.
As an example, if you are thinking about specializing in Web-type systems, then you might want to choose one of the projects below that could be run over the internet. Some are more suitable to that medium than others. Then, you could design it in a manner that would be suitable for deployment on the Web. In the fourth homework you would then use a prototyping tool that is appropriate for mocking up Web pages when you actally mock this up.
Another way to choose what to do in these next two homeworks is based on the prototyping assignment (H4) that would follow this design assignment (H3). If you wanted to learn, say, Visual Basic, then you might choose to design a system in Homework #3 that is suitable in a Windows-like environment. That way, you will already have a good design to implement in the prototyping assignment (Homework #4).
Of course, you are free to work in an area you know a lot about, within your comfort zone. Perhaps you already know VB or Flash, so you could choose your system in a safe, familiar way. That may very well reduce your workload, if you happen to have the right skills already. It's not the most adventurous approach, on the other hand...
Ultimately, you are completely free to choose any of the following systems. You are also free to make whatever assumptions you think are reasonable, in terms of users, limits of features and functionality, and so on. The goal is to get you designing stuff in a quick but effective manner. This is an individual effort. Show us your creativity and your mastery of the concepts learned so far. The grading, as you know, is generally quite straightforward on the Homeworks (i.e., they definitely matter, but only constitute a small portion of your overall grade). We will give you feedback, and you will get out of this what you put into it.
What to hand in:
You need to quickly describe the task, context, and users, and lay out any assumptions you have made (like age of users, or details of the task). No need to lay out the implications--those should be evident in the design. Then you need to provide an overview of your design, guiding me through its major points, and how a user would interact with it to do the task(s). Then I want to see the design. Just basic stuff here. Not the first scribbled sketches, but also not finished, photoshopped mockups, either. Somewhere in between, even leaning toward the sketch end of things. Note that I'll be looking for features of usability, but also how your design adheres to the assmptions you made about the context, users, tasks, etc. So if you make decisions in your design that you want me to notice, make them explicit. You can provide a bit of discussion after the fact to point out how your interface will be effective, highlight a few examples of the usability in the design, and so on.
Note that there needs to be enough detail that I can really tell what is going on. You may not need to provide great detail about all the parts/pages/screens/devices of your interface, but you may want to detail one section to a greater extent so I get the idea of the look and feel, as well as the layout and functioning of the system. But on the other hand, this is a homework assignment, and it is not meant to be a finished product.
Topics:
Homework 4: Mocking Up/Prototyping the Individual Mini-Design
Due date: See class schedule
In the final homework you will now take the design that you sketched and planned in Homework #3, and actually implement a prototype. Your choice of prototyping tools will be up to you (though ask if you have questions). You may use software, or hardware or clay or paper or photoshop or, or, or...The point is that you choose a method, or combination of methods, that allows you to create a prototype that could actually be evaluated.
Note that this is a prototype, still, and not a final application or tool or device. You do not need to implement *all* of the functionality. Only enough to get the idea, and enough that you could have users perform representative benchmark tasks with the mockup/prototype.
Part of this is process (i.e., you learning some prototyping tools and techniques), and part is product (i.e., you actually completing something that *we* can evaluate). We want to see how you made decisions between your design sketches and your actual prototype.
Hand in the following:
Note that you do not have to actually have someone evaluate it. If you choose to do so, that's fine--just pick a method, and document any findings. But that is not required for this assignment.