Thursday, 18 October 2007

iPod usability explorations

IPod usability explorations

The purpose of this task is to think about usability in itself, looking at the ways to do usability evaluations of iPod from this perspective.

Golden Rules of Design

Here I have defined in my own words what the 8 rules of interface design are. This is relating to Schneiderman’s concept.

Strive for consistency

The application must be consistent internally; the consistency must spread throughout the internal design and implementation so it’s easier for the user recognises menus and navigations.

Enable frequent user to use the shortcuts

Giving users the options to allow them to create such shortcuts with the hot keys. For example understand the users most used feature (manually/auto) of the device and providing them access to do this without preset buttons causing complication for the users.

Other informative feedback

Showing error messages or other informative messages clearly and specifically after the time event of action so the user will be familiar to understand the situation.

Design dialogues to yield closure

Shows clear display functions or messages to interact with the user that the ending of the closure is near.

Strive to prevent errors and help users to recover quickly from them

Make sure the phone is internally/externally designed not to mislead or prevent incorrect input. Sufficient space between keypad buttons, clearly defined menus and solutions or automated error fixing.

Allow ‘undo’

Giving easy access for users to change or go back on their errors or input.

Make User Feel in control of a responsive system

Show instant prompts or output when user changes or makes an action. The internal system is been overloaded with complexity with slow output or input actions. Keep performance, ease of use and complexity at the same level.

Reduce short-term memory load

Use simple interface input and output structure. Not overloading information about a track for example, but showing specific, aesthetically appealing information about the track.

Designing a Usability Evaluation

I have selected three of the eight rules and I will design a usability evaluation. The three rules are as follows:

  • Strive to prevent errors and help users to recover quickly from them

  • Other informative feedback

  • Design dialogues to yield closure

The Task

Find the Kyle Minogue song called out of my head and add it to the play list.

The Users

This test will be conducted in Coventry Town Centre to the member of the public from 14 years and over to get an open feedback usability result of the interface.

The instructions given

The user will be given given specific instructions to “Find Kyle Minogue song called Out of my head and add it to the play list. If the user wants to know how to operate the device they can ask and these will b recorded down for evaluative record.

How the data will be analysed

This will be a think aloud protocol observation. I will ask two members to assist me with this. One team member will hold a video camera to record the users physical and verbal reactions and a short interviewed questionnaire will take place about the test carried out. I and my final team member will record notes. We will have criteria’s for this test being, duration of task, number of button clicks, the method of finding the song and general notes. The video tape will be played back and analysed to see the process of how the user carried out the task looking at verbal/body language, linking reactions to the actions events on the iPod.

In terms of the task how far does the iPod satisfy the rules?

After collecting all the results, the data will be analysed and from this I will be able to determine whether the iPod itself satisfy the rules that I have set. If the user has problems (or not) finding or accessing areas of the iPod this will establish if it strives to prevent errors and if it does help the user to recover from this. If the user has troubles with the task other information or general navigation, feedback will be shown to support the user and reduce delay. Once the user knows that he/she has successfully added the selected song to the play list from start to finish, then it will determine that design dialogues productively yield to closure.

The learning outcome that this studio has been relevant to is working towards appropriately selecting a usability method. Whether this is testing, metrics, ethnography or other, I it will show effectiveness in carrying out a usability evaluation.


Sunday, 14 October 2007

Pervasive Computing

Definitions and images of Pervasive Computing


Definition 1

The trend towards an information environment in which users have access to ICTs throughout the environment.

Ref:
www.parliament.vic.gov.au/SARC/Emocracy/Final_Report/Glossary.htm


Definition 2

Pervasive computing is the trend towards increasingly ubiquitous (another name for the movement is ubiquitous computing), connected computing devices in the environment, a trend being brought about by a convergence of advanced electronic - and particularly,
wireless technologies and the Internet.

Ref:
http://searchnetworking.techtarget.com/sDefinition/0,,sid7_gci759337,00.html


Definition 3

Pervasive computing refers to the use of computers in everyday life, including PDAs, smart phones and other mobile devices. It also refers to computers contained in commonplace objects such as cars and appliances and implies that people are unaware of their presence.

Ref:
http://www.answers.com/topic/pervasive-computing


Ubiquitous Computing


Definition 1

Ubiquitous computing, or calm technology, is a paradigm shift where technology becomes virtually invisible in our lives. Instead of having a desk-top or lap-top machine, the technology we use will be embedded in our environment.

Ref:a
http://www.cc.gatech.edu/classes/cs6751_97_fall/projects/say-cheese/marcia/mfinal.html


Definition 2

Computers everywhere. Making many computers available throughout the physical environment, while making them effectively invisible to the user.

Ref:
http://mobileman.projects.supsi.ch/glossary.html




Definition 1

Ambient Computing, Inc. was founded in 2000 in Lawrence, Kansas to develop and commercialize technologies for pervasive computing and networking environments. The core approach was based on architecture for coordinating disparate devices while maintaining preferences, location awareness, and security.

Ref:
http://www.ittc.ku.edu/~evans/companies/ambient.html


Definition 2

Ambient computing promises to deliver a smooth end-user experience where computers integrated into the environment automatically and transparently support users in their daily tasks.

Ref:
http://64.233.183.104/search?q=cache:1wzon6A_pMwJ:www.ist-palcom.org/publications/files/OT4AMI-prevm.pdf+Ambient+computing+promises+to+deliver+a&hl=en&ct=clnk&cd=1&gl=uk


Disappearing computing


Definition 1

The
mission of the initiative is to see how information technology can be diffused into everyday objects and settings, and to see how this can lead to new ways of supporting and enhancing people's lives that go above and beyond what is possible with the computer today. This also shows how things are communicating with one other through various technologies.
Ref:
http://www.disappearing-computer.net/



Analysing the definitions

What is similar and different about the definitions of the same different things?

All the definitions are reflecting up on a certain thing but in different contexts and are touching around the same idea. It’s showing how we are interacting and using technology that we see and how this is being incorporated around us, something we aren’t visible to. This is being shown effectively through the physical environment and how technology and us people are adapting around this concept.


What is similar and different about definition of different things?

Pervasive computing refers to tools and devices that are physically used in everyday life, everywhere and something visible to us and how they are there to adjust and assist our requirements. Ubiquitous computing demonstrates how everyday uses of such devices are always there for us users whether we know or not, but this is not always seen by us while disappearing computing refers to how technology correspond to each other and how they’re there to support and enhance our lives through various concepts.



Image illustration of definitions


Pervasive Computing
Ref:
http://mceer.buffalo.edu/EE_Expertise/Images/demirbas_fig01.jpg



Ubiquitous Computing


Ref:http://www.ciadvertising.org/sa/spring_06/adv391k/smhong1113/Midterm/i1a.gif



Ambient Computing




Ref: http://www.sfu.ca/~sparki/art_portfolio/ambient_technology/media/fig7.jpg



Disappearing computing

Image ref -
http://www.w3.org/2000/Talks/WWW9-Mobile-Web/devices.gif