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.


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