Blog Content

Studios that have been completed since the first blog hand-in date, are as following:
  • Studio 6 - Identifying Research Activities
  • Studio 7 - Prototyping pervasive computing
  • Studio 8 - Contrast, Repetition, Alignment and Proximity (CRAP theory)
  • Studio 9 - Smart Homes
  • Studio 10 - Applying Qualitative Usability Methods
  • Studio 11 - Methods Reading
  • Studio 12 - Design Principles
  • Studio 13 - Lo-fi Prototyping

Studios that were marked on the first blog hand-in date have not had any content added to them. Any questions; please feel free to e-mail me at: howej2@coventry.ac.uk or jamez_howe@hotmail.com

Studio 13 - Lo-fo Prototyping

Concept

My concept idea is to create a simplified GPS (Global Positioning System) interface for the sole purpose of being used as a GPS device. This should be able to tell the user where they are location (current location), what street/road they are on, street/road names in the surrounding area and places of interest/landmarks around them. It should also be capable of giving the user directions to requested and/or previously saved locations.

Focus area

For the Lo-fi prototype I will mainly focus on the menu system (navigation), because I want to make sure that the user will be able to quickly and easily navigate their way through the GPS system. From the Lo-fi prototype the user should be able to:
- Navigate their way around the system
- Understand the systems buttons (located on the menu system)
- Complete a small scenario given to them in the usability test
- Perform basic functions of the interface without any problems
- Provide informative feedback

The prototype will not focus on other 'possible' areas such as; voice commands, audio instructions, saving locations etc the main focus of this prototype is to test the usability of the navigation aspect of the GPS interface. Using a Lo-fi prototype also means that the prototype model will not focus on the display side of things. Very basic graphics will be implemented thus meaning that a user will not be able to physically press any buttons, but more simply, point to the buttons they wish to interact with and then the user will be presented with the corresponding interface via a researcher.

User Tasks

The user will be given a short scenario to complete and whilst they are taking up the scenario they will be completing tasks given to them from the scenario. The tasks will be:
- Locate the map from the home screen
- Find their current location
- Navigate back to the home screen via the home button
- Enter a location to look up on the map
- Setup directions from their previous location to their current location
- Find the favourites menu
- Return to the home screen

All of the above tasks will be the same for each test subject (user). I will be using a range of test subjects throughout the usability study to find out if there are any problems that occur and if so; do they commonly occur in the same type of test subject and why.

Studio 12 - Design Principles

Lidwell et al's Universal Principles of Design


Lidwell et al try to be concise by using the following five categories:
  1. How can we influence the way that a design is percieved?
  2. How can we help people learn from a design?
  3. How can we enchance the usability of a design?
  4. How can we increase the appeal of a design?
  5. How can we make better design decisions?

Whilst Lidwell et al do use the above five categories they apply these within the design principles, allowing them to ask themselves the questions of how the can constantly improve the design. I am going to discuss a few of Lidwell et al's Universal Principles of Design and apply the five categories to these design principles.


80/20 Rule

This principle of design basically stands for; 80 per cent of the effects of a system are caused by 20 per cent of the systems variables. An example of the 80/20 rule is an Internet web browser such as Internet Explorer by Microsoft. The web browser has a vast amount of functions that it can perform however the general public or average computer user will not know what these functions are, so, the main functions are that users require are shown in the toolbars located along the top of the web broswer. These toolbars include functions like: going back a web page, forward, saved web pages/favourites, typing in an URL etc. This is a good example of the 80/20 rule because these main functions represent 20% of the web browsers available functions, yet there actions represent 80% of the tasks a user would want/need to do.

Categories that apply:

  • 1
  • 4
  • 5

I believe that these three categories apply to the above principle because the 80/20 rule seems to be mainly focused around the user and how they will interact with the interface of the system. So category number one will see how the design is interpreted by the user to see how they can make the system most efficient to the user without the need to be over complicated. Category number 4 has been developed along the same method as category 5 because the design of the web browser's interface has been taken into consideration to provide the user with an easy to use interface that requires minimal effort in order to achieve the users goals.


Affordance


"The term 'affordance' refers to the properties of a physical object or environment only. When images of physical objects or environments are used (e.g., image of a button), the images, themselves, do not afford anything. The knowledge of button affordances exists in the mind of the perciever based on experience of physical buttons -- it is not the a property of the image. Therefore, the affordance is said to be 'percieved'." - Universal Principles of Design By William Lidwell, Jill Butler, Kritina Holden


Affordance coincides with what a system/object is designed to do. The reading mentions doors and discusses about the opening and closing techniques to do with doors. This can be used as a simple example to explain affordance in the instance that a flat panel on a door (normally made of metal, attached to a wooden/plastic door) is designed and used to be pushed, whilst a handle is designed and used to open doors. Another example of affordance can be a GPS device because these afford mobility. Almost every design to date for the GPS devices are designed to be carried around by users, placed in cars, mobiles phones etc so they are designed to be mobile.

Categories that apply:

  • 1
  • 2
  • 3
  • 4
  • 5

Constraint

There are two basic types of constraints that come under the titles Physical and Psychological constraints. A contstraint is essentially something that limits what a system can perform. A physical constraint can control how and where a system or part of the system can move where as a psychological constraint can limit the amount of things that a user can perform by thinking about how the user would already percieve things. This links in with symbols, words, mappings, coventions and even to objects such as a physical barrier.


An example of a physical contstraint could be a computer cable i.e. the cable that connects a keyboard to the computer. These two devices work together via the cable so if this cable was removed users would know that they would not be able to use these device together any longer, as well as this the keyboard would not be able to be taken into a different room because of the physical constraint linked to the length of the cable.


An example of a psychological constraint could be the red and green man signs on traffic lights, because when the red man symbol is lit up the pedestrian can still choose to cross the road even though via the education system people are taught from an early age that when the red man is lit you should not cross the road. So from seeing this symbol the pedestrian may choose to ignore it, but every person will still know that this sign means do not cross for obvious reasons.

Catergories that apply:

  • 1
  • 3
  • 5

I believe catergory one can me integrated into this design principle because the user can be influenced by a recognisable symbol; in this example, the red man on traffic lights.


Cost-Benefit

The cost-benefit design princple relates to a 'is it worth it?' approach, by this I mean that a design should only be persued if its benefits are equal or greater to it's cost. So you have have one of the world's most expensive systems but is absolutly non-beneficial then it will have poor design according to the cost-benefit design principle. Although with this said, a system does not always need to be low cost to have a good design because if a particular thing is vital to a system then the benefit totally out weighs the cost (though cost doesn't have to mean currency as it can also include extra factors such as effort, time etc).


Cost-benefit can be applied to many different forms ranging from design to business or even gambling. In business the company director will normally make a decision based solely around how much money will be invested e.g., a company director is thinking over taking over another firm and so his cost-benefit analysis will majorly focus around how much money will it cost his company and in return how much profit can be made from this transaction. In gambling the gambler will look at what he is betting on (horse racing, roulette etc) and he will be looking at which odds statistically look the most profiable but also the most secure.

Categories that apply:

  • 3
  • 4
  • 5

Errors

These are things that can (and according to sod's law probably will) go wrong in a system, or errors can apply to an action being performed and the feedback is the wrong result. The most common reason why errors occur is the simple factor of Human Error, however this error will most commonly occur due to a design errow/flaw. One way in which errors can be avoided throughout a system is the implementation of feedback and using as much feedback as possible for the user so that they know exactly what is going on through the system all the time.


These days errors are commonly avoided to most system interfaces allow the user to go back and undo the error easily, for example; when a user has accidently deleted a large paragraph of written text the use can simply go to edit > undo or use the shortcut Ctrl + Z.

Categories that apply:

  • 2
  • 3
  • 5

Five Hat Racks

Using this design principle states that there are five ways to organise information; category, time, location, continuum and alphabet. It also states that there is a limited number of ways to organise data/information, regardless of the application; basically meaning that no matter what type of application or system is being used the information has to be organised to a limited number of different methods.

An example of this design principle could be used for automobiles (cars, vans, limo's etc).

  1. Category - what the type of automobiles are (cars, vans etc)
  2. Time - How old the automobiles are
  3. Location - What dealership is the automobile being bought or rented from
  4. Alphabet - All automobiles are categorized alphabetically
  5. Continuum - This could apply to various things, including spare parts, price and other types of specifications

Categories that apply:

  • 1
  • 2
  • 4
  • 5

Lidwell et al VS Normans Design Principles


Recap of Norman design principles: Visibility, Feedback, Constraints, Mapping, Consistency and Affordance.


The 80/20 Rule can be linked in with Visibility and Mapping, because this rule (80/20) is majorly focused on what the user can see, which links to Visibility and the rule also focuses on how these things should be placed, which links to Mapping.


Affordance and Constraints are already integrated into Norman's design princples, Affordance and Constraints can easily be linked together because they concentrate on how a system and its peripherals work and what physical and psychological contraints surround them.


Cost-Benefit relates to consistency and mapping because if functions on an interface, device or system are poorly placed or the general theme is not kept consistent then these things may become a problem as opposed to becoming a benefit to the interface, device or system.


Errors can be linked in with all forms of Normans design princples because error's are generic and can be system wide;

- Feedback needs to be given if an error occurs and as previously discussed, feedback can help prevent errors from occuring in the first place.

- Bad Visibility can lead to errors because if the user of the system can not see the right things this will, in the end, lead to further errors.

- Consistency goes a long way to preventing errors as well, because if a user can see the same layout, colour scheme, menu's etc they will be less likely to choose a wrong option; thus leading to less errors.

- Mapping can be important where layout and menu's are concerned because if symbols, buttons or options are placed in a poor position then this will lead to errors from the user.

- Constraints can help to stop users from choosing the wrong options and they can help to prevent users from performing the wrong actions.

- Affordance comes into play if a system looks like it is designed to be used for a certain task but turns out that it is a device for something completely different this leads to bad affordance because it will create confusion for the users which will lead to errors.


Five Hat Racks implements feedback and visibility because it relates to how users see things and how they percieve them, as well as seeing the after effects of their actions when selecting certain options within a system.

Studio 11 - Methods Reading

Harry Brignull’s Dynamo Paper


The introduction of a shared interactive surface into a communal space
- Harry Brignull, Shahram Izadi, Geraldine Fitzpatrick,
Yvonne Rogers and Tom Rodden


What is the main points of this paper about?
  1. Students - Studying how they socialize, mix and interact and if they share/exchange variety of digital media.
  2. Interactive displays - how they are introduced into established communal areas.
  3. Integration - understanding how technologies can be implemented into a communal area.
  4. Usability Study - Using dynamo (multi-user interaction device that shares/exchanges digital media).
  5. Development - Introducting the dynamo system to students taking part in the ethnographic usability study.
  6. Deployment - How the system was first introduced to students via leaflets for the up-coming deployment of the dynamo system.
This paper covers the Dynamo interactive multi-user system which allows users (students in this case) to interact with the system and to share/exchange digital media between themselves using the dynamo system. The overall goal of this usability study is to initially find out how students interact with each other, how and if they share/exchange digital media between each other. In the later stages of this paper the overall goal becomes clear that Harry Brignull et al wish to discover how novel technologies and, in particular interactive displays can be integrated into an established communal area.

Fig 1. Layout of the common room used in the study

Qualitative data

In Harry Brignull's Dynamo paper Pg. 3, sub-section 4.1 The Setting, you come across the first example of qualitative data from the ethnographic user study, where two video cameras had been set up to capture the interactions around the system with one camera set up focused on the interface and the other camera, capturing the room view. Although these cameras were used, the use of hand-held video records were used by the researchers.


In this section they mention about the video recorders which will capture a record of events which is unstructed because the researchers are capturing the students in a natural environment which can later be played back multiple times to allow the researchers to discover how the dynamo system is used by 17-19 students in the way they normally would approach such a system.


The second example of qualitative data comes almost straight after the bullet points discussing the video recorders. Once again on Pg. 3, sub-section 4.1 The Setting, the last bullent point mentions the use of a questionnaire. The researchers decided to submit a questionnaire to the students to allow them to provide their views and other details about the experience, dynamo system etc. Now because this questionnaire was open (allowing the students to express their views) is becomes qualitative data as the researchers can not predict what the students views will be on the dynamo system until they have collected all of the questionnaires back.

Quantitative data


Pg. 5, Fig 5, Aggregate usage through the study - This is the first example of quantitative data as it is a statistical graph showing the usage/direct interactions throughout the day starting from 8:30am through til after hours 5:50pm. Basically this graph is used to show how many interactions the dynamo system had in the common area with students - although the numbers do not refer to individual users, they focus on the number of 'hits'.


Pg. 5, Fig 6, Media displayed on the dynamo surface - This graph is the second example of quantitative data used within this study and because the graph is using statistical details of how the number of times certain digital media was displayed on different days. This type of information can help tell the researchers what content is being used the most by the 17-19 year old student using the dynamo systems.

Qualitative data represented Quantitatively


Pg. 5, Fig 7, Media downloaded from the dynamo surface - this graph shows how the different types of digital media was downloaded each day and how many times that they were downloaded. The dyanmo surface (Fig 2) would often be used for sole purpose to exchange data with one another. A lot of the content that was sent between students were often content that was created by the students themselves which could be the reason for such a vast amount of downloads with the short period of time that the students were using the dynamo system. This graph displays data about what content has been downloaded, which is considered qualitative because the research team have no control over what content the users will download via the dynamo system. Although this graph displays qualitative data it is represented quantitatively because it is showing the different number of days that the dynamo system is deployed whilst it has the exact number of times an audio clip, image etc is downloaded which is quantitative.

Fig 2. Dynamo Surface

Studio 10 - Applying Qualitative Usability Methods

Coding Ethnographic Data

"Coding is an important technique in qualitative research such as anthropology, ethnography and other observer and participant-observer methods."

When we are given Ethnograpic data to code are overall main objective to find meaningful 'chunks' of data and condense them down to a size that can be easily interpretated, without the need to filter through extensive amounts of data each time. As we condense the data into smaller pieces we can begin to apply a coding scheme to the discussion i.e.

Agent: "London is a good starting point" GIVE_INFO.LOC

Customer: "Sounds good, but what country is that in?" ASK_Q.LOC

Agent: "Before we get started we'll need to discuss flights" GIVE_INF.FLIGHT

There coding schemes are used to describe what the utterances are doing. So to explain further; if you look are the above example you will note that after the agent has mentioned "London is a good starting point" we are then present with the coding (give_info.loc) which is basically telling us that the agent is giving the customer information about a location. On the next line we can tell by using the coding that the customer is then asking a question (Q) about the location (.loc).

I have taken a brief instance of a discussion from a video about a travel agency and created a transcript of what had been discussed and I have then applied coding to create the following:

Agent: "the only way I could get you to South Africa is that you'd have to go with Singapore Airlines"
Coding: GIVE_INFO.FLIGHT

Customer: "ok that's great"
Coding: ANS_INFO.FLIGHT

Agent: "that would actually go from Perth to Singapore and then across to South Africa"
Coding: GIVE_INFO.LOC

Customer: "I'd be quite happy to do that"
Coding: ANS_INFO.FLIGHT

Agent: "the only thing is a lot of these fares are based on mileage. Now most of them will give you 29,000 miles"
Coding: GIVE_INFO.COST

The graph (displayed above) displays the amount of times that the utterance types; Flight, Loc (Location) and Cost appear during the discussion transcript mentioned earlier. The objective of this graph is to conduct research into finding out what is the most common occuring theme from the earlier transcripts.


As you can see from the graph that 3 out of the 5 utterances related to and concerned Flight which translates to 60% of the selected data. These findings go on to show that when booking a holiday the main discussion takes place around Flights with Locations and Cost coming in at a joint second. So we can see now that one of the main problems, when trying to sell holidays to the general public the most important area they will be concerned with 70% of the time is the Flight and its corresponding information. Of course it is easy to identify what the main problem is but moving on to finding a solution provides an entirely different problem in itself; so the holiday sales person will need to link in all other information (location, cost etc) under the umbrella of Flights and its information to provide the customer with enough data that will promote the holiday to them and thus making a sale.


In conlusion; the above discussion was the form of a quantitative analysis on qualitative data and what we have discussed here is the ability of integrating both, qualitative and quantitative data together which provided us with results showing what one of the problems is concerning selling holidays.




Studio 9 - Smart Homes

Smart Homes were something originally thought of as sci-fi fantasy or something that people would only see in Star Trek. This is not the case anymore as tomorrows world is today, and users of smart homes are clearly seeing the benefits. There is a whole heap of benefits that can be taken from the use of a smart home not just for your average person but it can be of immense benefits to disabled people, mentally challenged and especially people who choose to be lazy.

A list of devices used for the implementation of a smart home are as follows:
• Remote controls
• Infrared controllers
• Telephone control
• Doors
• Windows opener / Curtail and blinds opener
• Cupboard and sinks
• Lighting
• Heating
• Alarms and security
• Existing appliances

What can a smart home do?
The smart home can perform so many different kinds of functions to help meet the average users needs as well as perform extra functions to help the disabled; such as lowering draws and cupboards. It has been discussed that a smart home could be used to monitor a person who suffers from dementia so that when they get out of bed or try to leave the home (when there isn't any care staff there) the home would prompt the individual suffering from dementia with a message encouraging them to go back to bed. If the user ignored this message then the smart home could notify the care staff immediately.

A smart home could also improve the secuirty of ones home greatly by detecting an intruder and in an instand it could notify the home owner, the police and possibl even neighbours.

Example: Its late at night, you have awoke from a deep sleep and as you are waking up the smart home senses this by using its motion detectors and by using an internal clock adjusts the lighting in the room to a dimmed light so that you can see where you are going without falling over anything. As you move from the bedroom to the kitchen downstairs the house lights the way for you and as you return to bed it turns the lights off for you.

Devices
The document we covered mentions a few devices that can be discovered within the smart home. I shall be discussing what these type of interfaces are, what they consist of and what things these interfaces control.

Universal Remote Control
This is a remote control device which is wireless (in the sense it allows the user to carry this device around the home with them without the need to be cabled). This remote device can control all electrical entertainment devices within the home i.e. television, hi-fi, dvd player, video player etc.

The interface on this device would be all of the buttons located on the remote control and these buttons would perform generic operations so that it would be able to control more than one device (possibly at the same time). The user of this device would see the output on different periphal devices depending upon what they have set the universal remote control to operate. For example: If the user chooses to operate the DVD player using the remote control and then the press the operative button play then the output would be the DVD disc playing and displaying a visual feedback via the television (providing they have turned it on).

Lighting
Everyday conventional light switches can be used as well a remote control unit or a motion detector. The switches on the wall will allow the user to turn a light on/off fully where a remote control would allow for this operation as well as dimming. A motion detection system would automatically adjust the lights according to the time and when a person entered/left a room it would turn the lights on/off accordingly.

In the case of an emergency i.e. a fire alarm, the lighting system could be used to guide the users from their current location to the nearest and safest escape route whilst the doorbell, alarms or telephone can be used to guide the hearing impaired.

Entertainment Unit
These are currently finding their way into 'normal' homes across the world already. A computer system dedicated to controlling hundreds of music cd-rom's, films, tv shows, internet etc and the entertainment unit itself is controlled nomrally via a universal remote control.

Doors & Windows
Each door and window can have an automatic opener fitted to them using an interface such as a switch, remote control or motion sensor located near the door or window. This would allow the user to open the door at the touch of a button or the window. This technology has already been implemented into disabled users homes, some shopping centres etc.

Security Alarm
A houses security system/alarm is controlled normally by a panel located on a wall near to the front door as can act as an answering machine as well. A security system within a smart home can be to used to enable to the central security locking system which will enable the locks on all doors and windows whilst turning off all electrical equipment within the house for safety.

Evaluating a Device
If I were to take one of the devices that can be found within a smart home to evaluate I would choose the universal remote control and I would evaluate it by using Usability Engineering.

This way I will focus upon the system properties and it will make sure that the device has the correct properties in order to complete all tasks, especially when required to complete this tasks using test subjects.

Whilst testing the universal remote control I would set up a scenario that would require multiple tasks for the user (test subject) to complete in order to get a good collection of data i.e. User is required to set a new security code on the security system, then dim the lights in their current location before adjusting the heating and turning on the television and pressing play on the DVD player.

I would conduct this type of study using a qualitative data technique so that I could see how the user was interacting with the device in the natural environment as opposed to testing it within a structured enviroment (lab). I personally would like to see how a number of different users were able to perform functions within the smart home using the universal remote control because this way I would be able to record the users acting naturally and I could see if they had any problems whilst undertaking their given scenario. Using a qualitative data technique I could then make improvements upon the device and the overall system rather than taking a statistical analysis which could leave errors within the device and the system.

References

http://home.howstuffworks.com/smart-window.htm
http://www.jrf.org.uk/housingandcare/smarthomes/what.asp
http://www.smarthome.com/_/INSTEON/_/23b/nav.aspx
http://www.smartkontrols.co.uk/smarthome_controls.htm
http://news.bbc.co.uk/1/hi/technology/4607747.stm
http://www.hightechhomemag.com/blog.php?id=92

Studio 8 - Contrast, Repetition, Alignment, Proximity (CRAP)

Contrast

This refers to various things such as the fonts, sizes, styles etc and how these are used within documentation and how each one can stand out on a certain page.
- brings out dominant elements
- mutes lesser elements
- creates dynamism
- makes different things different

(image source: pages.cpsc.ucalgary.ca/~saul/581/presentations/05-crap/CRAP.ppt)

Repetition

Keeping the design principle the same throughout a presentation, graphical user interface, buildings wallpaper etc. All of this comes under the repetition section of Saul Greenberg’s CRAP. In other words repetition means repeating the same design throughout the interface i.e. Within Microsoft PowerPoint a user can define the design of one slide in a presentation and then at a click of a button the user can apply the same slide design to every other slide creating a constant theme throughout.

Alignment


This refers to the layout design of a document; margins, indentations, image alignments, word spacing amongst other things.
Proximity

The basic principle behind proximity is grouping all relative content into one main group for organisation.

Saul Greenberg’s CRAP does have relevance to designing pervasive computing but in my opinion it doesn't have much revelance. I say this because as pervasive computing is developing it is less and less likely to follow a design ruling, as technologies involved with pervasive computing are becoming smaller, more technical and less noticeable. In a field where there are new advancements every single year it is impossible to say that Saul Greenberg’s CRAP will guide how all things are designed and developed.

I propose that it is more likely that, for the present time, Saul Greenberg’s CRAP will have relevance to designing pervasive computing because pretty much all computerised designs seem to follow a pattern i.e. mobile phones are almost always rectangle in shape, as well as laptops, pc towers and many more. In the future though we will see Saul Greenberg’s CRAP become obsolete because pervasive computing involves our social environment which is constantly changing day to day and I believe pervasive computing will have to follow this changing environment.