Tuesday, 5 April 2011

Studio 7 | Applying Usability Engineering to Usability Analysis

In this tutorial I have been asked to select a device, choose a task for said device and look at how I would measure the success or failure of a user interacting with the device.


Ipod Nano 4th Generation


Task = Set the date and time on the Ipod.
1.  Turn on Ipod
2.  Find Date & Time
3.  Alter Date & Time

Attribute: Altering Existing Settings
Measuring Concept: Number of steps taken to complete task
Measuring Method: Number of actions
Now Level: 6+
Worst Case: More than 6
Planned Level: 6
Best Case: 6

The metrics that I would make use of in a user study to measure the attribute in relation to the Ipod Nano are:
·     Time to complete task – This will look at how much time each user needs to complete the task.
·     Number of errors made – This records how many mistakes a user makes, which will show whether or not the path required to complete the task is crystal clear.
·     Number of successes and failures – This will tel the tester how many people completed the task set and how many failed to do so.
·     Likes and dislikes expressed by the user concerning the product – This will let the tester know if anything should be included or excluded from the final product/next gen product.

These metrics look at how easy or difficult a product is to use but more specifically how easy it is to navigate through the interface. This shows what the problems are, what causes those problems and what can be done to rectify them.

Thursday, 10 March 2011

'Usability in Itself' and 'Usability in Life'

  1. What does usable in life mean? 
  • Usable in life refers to how effective an object or concept is/can be in the real world, in a real life situation. This means a user performing a task with added pressure and distraction as opposed to in a quiet room with no distraction.
     2. How is usability-in-life different from usability-in-itself?
  • Usability-in-itself looks at how a user can perform pre-defined tasks in a lab with no distraction. Looking at many different features. Basically showing the ease of use for an object and if people can understand it. So the difference between usability-in-itself and usability-in-life is that one is in a lab testing different features of an object and how easy they are to use and the other looks at how users respond to an object in a real life setting. I think an important point to make is that usability-in-itself is basically the developers looking at whether or not users can find, acknowledge and use features that the developers have spent their time developing. Whereas usability-in-life looks at how the user responds to an object in a real life situation and how it fits their needs. With this approach a usability tester can show whether a feature is necessary or even if it causes confusion and hinders the users experience.

Think about bus notification systems that you find at bus-stops.
  1. What could you do to establish that this system is usable-in-itself? The test will be carried out in a lab setting with multiple users that will be presented with a list of information on a bus notification system.
  • Could you tell me when the next bus to Birmingham is due?
  • Can you tell me when the B13 bus to Walsall will arrive and what stand it will be arriving at.
  • Now that you have identified what time your bus will arrive and where, can you tell me how to get to the required stand. Can you use the board or does this information need to be combined with other information e.g. signs dotted around the station giving directions to stands.
     2. What could you do to establish that this system is usable-in-life?
  • I believe the most important objectives to usability-in-life are whether or not the user can perform a task in a real world setting and looking at their responses to using an object or system. So what I would simply do is give around five people (most likely friends or paid testers) bus fare at Coventry bus station and ask them to meet me at the Birmingham new street bus stop as soon as they can. I would have cameras placed at the bus notification board to record their use of it. Possibly put cameras and microphones on themselves, maybe split them into doubles and turn it into a game show where their sole objective is to get to their destination using the buses and bus notification board. This makes it possible to record their response to the system and because they are in teams of two they will be communicating with each other, which allows you to know what they are thinking. Finally of course you will be waiting at Birmingham new street waiting for them to see if they accomplished their task and what extra feedback they would like to give. Another point to make is that this would be a high pressure situation, which could replicate the amount of pressure of being late and in a hurry. If the task can be accomplished in a high pressure environment then there is no reason why it can not be completed in a more relaxed environment with more thinking time and longer reaction times.

Tuesday, 22 February 2011

Definitions and Images of Pervasive Computing

 Pervasive Computing - Pervasive computing (also called ubiquitous computing) is the growing trend towards embedding microprocessors in everyday objects so they can communicate information.  The words pervasive and ubiquitous mean "existing everywhere." Pervasive computing devices are completely connected and constantly available.  http://searchnetworking.techtarget.com/definition/pervasive-computing

Pervasive Computing - Also called ubiquitous computing, pervasive computing is the result of computer technology advancing at exponential speeds -- a trend toward all man-made and some natural products having hardware and software.
http://www.webopedia.com/TERM/P/pervasive_computing.html

The advertisement on the right scans retinas and communicates with said person, telling them to buy their product. (Minority Report)
Ubiquitous Computing - Ubiquitous computing (ubicomp) is a post-desktop model of human-computer interaction in which information processing has been thoroughly integrated into everyday objects and activities. http://en.wikipedia.org/wiki/Ubiquitous_computing

Ubiquitous Computing - Ubiquitous computing, or calm technology, is a paradigm shift where technology becomes virtually invisible in our lives. http://www.cc.gatech.edu/classes/cs6751_97_fall/projects/say-cheese/marcia/mfinal.html

Ambient Computing - The ambient user-experience is encalming. People prefer getting information through simple dedicated displays rather than all-in-one convergence devices. When information is presented in a glanceable, ambient form we don’t feel overwhelmed and over-saturated—even if we own dozens of connected devices. http://en.oreilly.com/et2008/public/schedule/detail/1339

Ambient Computing - Ambient computing is concerned with issues of interface design and interaction arising from ubiquitous computing (Ubicomp) environments. http://www.infoq.com/news/2010/07/ambient-ubiquitous-computing

Disappearing Computing -I was unable to find a definition or line of text to sum up the term 'disappearing computing' so I will attempt to write my own. Disappearing computing is simply the idea of  integrating multiple technologies into one device without severely changing the aesthetic of the device and its primary function. For example if we take a stereo system its only function is to output sound, but if we install a wireless device allowing it to connect to the television and a tablet or visual interface. That stereo system now becomes a media where the user can download or stream music, pictures or video files. The device will more or less look the same but have more capabilities.

Analysis of Definitions
Similarities and differences in pervasive computing -
  • The first obvious similarity between the two definitions is that they both refer pervasive computing to also being called ubiquitous computing.
  • The seconed is everyday objects containing microprocessors or software and hardware.
  • The only difference is that the first definition refers to communicating information, being completely connected and constantly available. So not al ot of difference.
Similarities and differences in ubiquitous computing -
  • The difference between definitions is that one talks about post desktop and the integration of technology into our everyday lives and the other talks about technology being integrated into our everyday lives to the point where it becomes invisible.
Similarities and differences in ambient computing -
  • One definition is talking about interface design for ubiquitous computing and the other talks about presenting information and uploading information in a simplistic form.
Similarities and differences between pervasive, ubiquitous, ambient and disappearing computing -
  • Similarities include technology being integrated into everyday objects, not necessarily being visible and the fact it will be everywhere.
  • There aren't really any differences between these terms, they are more or less have the same core principle (integration of technology into everyday life) but branch off to different areas such as making technology work in the background to our everyday lives or combining multiple technologies into single mobile devices.

An important point to make regarding the image from the Minority Report is that pervasive computing is not just a user looking through a device or their devices communicating with other devices but also a device in the world directly communicating with the user.