This week our lecture was on design direction.
The lecture was very short as it was just explaining our assignment in more detail. The steps that we need to take in detail are:
1. Identifying the problem
2. Getting insight and researching into the nature of the problem: symptoms versus disease.
3. Developing/proposing a solution to the problem.
4. The iterative design process:
- Investigation need/acceptability for the proposed solution.
- defining users and product requirements.
- designing the product and testing its usability.
5. Presenting and discussing the final solution.
These steps are the steps we need to follow to complete our assignment and thats all the lecture was on today. We were given no homework as we are expected to be working on our assignment until it is due.
Today in class we were allowed to work on our assignments since we did not have any homework and it is not far away from our first assignment due date. I have been working on my assignment at home, I have completed the steps 1, 2 and 3 and I'm currently doing step 4. Im half way already and have done 1500 words. I feel like this assignment is making me think outside the box, with creating an app that will help the users with their goals and objectives. I feel my app will be successful in helping first year university students with time managing their time between studying and socialising. The layout of the app is very simple, as we don't need it to be complex and too hard to use. Today I want to have the assessment completed so I can spend the last few days before submission to go over and fix up mistakes and clean up my report.
References
Gudue, Raghavendra. (2015). 9291 User Interface and experience. Lecture 6, week 7: Design direction. [powerpoint slides].
Tuesday, 31 March 2015
Week 6
Our lecture this week was on low fidelity prototype: paper prototype and evaluation.
Prototype and Evaluation
This is the process of paper prototype development and evaluation.
What is a paper prototype?
Paper prototyping is the first time in the user-centred design process that you put together the elements of your new interface design, in a way that approximates what users would see on screen. Although it might seem like it is taking a long time to get to the point, all of the previous steps have been designed to ensure that your paper prototype is as close as possible to the interface that your users will want to work with. Paper prototyping involves creating a minimal version of your interface using easily movable and replaceable interface elements, created from pieces of paper.
This process has two essential steps
1. Development process: Developing ground work and prototype.
2. Evaluation process: Methods of testing and evaluation.
The development process looks a little like this;
System requirements -----------> Information structure ----------> Wireframes ----------> Use scenarios
System requirements is the stage where you have to list all the tasks and goals that your application will be helping with.
Information structure is the stage where you describe how the users can complete different tasks to achieve their goals.
Wireframes is the stage where you sketches what the app will look like.
Use scenario is the last stage and this is where you state the different situations under which your system will be used.
The evaluation process is formative in nature.
But what are we evaluating?
There are 5 principles of usability an they are;
Prototype and Evaluation
This is the process of paper prototype development and evaluation.
What is a paper prototype?
Paper prototyping is the first time in the user-centred design process that you put together the elements of your new interface design, in a way that approximates what users would see on screen. Although it might seem like it is taking a long time to get to the point, all of the previous steps have been designed to ensure that your paper prototype is as close as possible to the interface that your users will want to work with. Paper prototyping involves creating a minimal version of your interface using easily movable and replaceable interface elements, created from pieces of paper.
This process has two essential steps
1. Development process: Developing ground work and prototype.
2. Evaluation process: Methods of testing and evaluation.
The development process looks a little like this;
System requirements -----------> Information structure ----------> Wireframes ----------> Use scenarios
System requirements is the stage where you have to list all the tasks and goals that your application will be helping with.
Information structure is the stage where you describe how the users can complete different tasks to achieve their goals.
Wireframes is the stage where you sketches what the app will look like.
Use scenario is the last stage and this is where you state the different situations under which your system will be used.
The evaluation process is formative in nature.
But what are we evaluating?
There are 5 principles of usability an they are;
- Effectiveness
- Efficiency
- Satisfaction
- Learnability
- Memorability
What is the point of evaluation process?
The evaluation process helps the users pick up the problems, and the difficulties they are having with it. It is to help suss out all the problems the app has so we can than change it to make it better.
In saying this in the evaluation process their is two methods and they are;
1. Inspection method: does not require users. The process is conducted by usability experts.
2. Testing method: products evaluated by testing with real users.
In the inspection method, their is another 2 methods used and they are;
1. Cognitive walk through
2. Heuristic evaluation
In the testing method, their is also another 2 methods used and they are;
1. Co-discovery
2. Wizard of oz
The lecture was finished with our homework for the week. Our homework for this week was we had to finalise requirements of the solution in terms of tasks and workflow. We also had to prepare information structure to show how our users accomplish their intended goals. We had to prepare wireframes of our solution.
This week I really struggled with the homework. I was not sure what I had to do, so I waited for class on Wednesday so I could tale to me teacher.
In class, their were quite a few people that struggled with this weeks homework. The teacher sat us down and explained in more detail as to what he wanted than he gave us time in class to than do this. All he wanted was a simple mind map of the tasks that the application would help with and sketches of our app which are called wireframes. This week meant I was a little behind in my assignment but overall I am feeling confident that I can do well. After class I will sit down and do my wireframes and do my mind map.
References
Gudur, Raghavendra. (2015). 9291 User Interface and experience. Lecture 5, week 6: Paper prototyping and evaluation. [powerpoint slides].
Nodder, C. (2014). UX design techniques: Paper prototyping. Retrieved from http://www.lynda.com/Web-Prototyping-tutorials/UX-Design-Techniques-Paper-Prototyping/161093-2.html
Usability first. (2002). Low fidelity prototype. Retrieved from http://www.usabilityfirst.com/glossary/low-fidelity-prototype/
Usability first. (2002). Low fidelity prototype. Retrieved from http://www.usabilityfirst.com/glossary/low-fidelity-prototype/
Tuesday, 17 March 2015
Week 5
Our lecture this week was on understand users: creating user profile for designing.
Understanding the users is about finding out about the users through;
Understanding the users is about finding out about the users through;
- Introspection
- Observation
- Interviews
- Questionnaires
These are 4 simple ways of finding out specific information about the users.
When you have understood the users it is time to analyse the information. Analysing the information is where you collect critical information from interviews and observations and put them into a graph or table.
The next part is to create resources for design. There are 3 main parts to this section and they are;
- Use scenario: A realistic description of events of one or more of the users.
- User profile: A description of the characteristics and needs of the users
- Persona: An imaginary person who represents a member of the target users.
User profile
When thinking about user profiles you need to consider;
- Who is the audience for the system you are designing?
- What are the key problems to solve?
- What are the users most important, relevant characteristics?
- Which of the users needs will you address
And when building a user profile it is Demographics versus Psychographics.
Demographics is categorised by the target users, based on factors such as age, gender, race, profession, education, income and geographic location.
Psychographics is categories by the target users, based on personalities, behaviour and lifestyle.
Persona
When talking about Personas it is about having a multi-dimensional understanding of people, and it is the key to designing the products and services that people will want to buy and they they will find useful and enjoyable.
There are three types of personas and they are;
- Primary users: These users are the main focus, this is who we have designed the product for.
- Secondary users: These users also use the product. These users goals are different to those of the primary users but some of their needs overlap with the primary users.
- Exclusionary: These users are people we have not designed the product for. Its often useful to specify this to prevent nonusers from creeping back into product development discussions.
This lecture was finished with our homework for the week. Our homework this week was to finalise the proposed solution. Define what problem it is you intend to solve. List all the requirements of the product and how it addresses needs of the target users. Prepare our target user profile: who are your primary users and what defines them?
The problem I'm intending to solve is students wanting to put their studies before socialising. Socialising is a great thing but when you have an assignment coming up, it is very important you choose that first. The app I have designed is used to not annoy first year university students living on campus but to encourage them to want to put there education before socialising and using their time wisely. The product is just a simple app which requires you to upload your timetable and assignment dates. This will ensure that the app reminds you of classes that need to be attended and assignments that are due. This app addresses the needs of the students by helping them time management studies and socialising. Once you attend your classes the app will encourage you to go and have some fun for a few hours, and when assignments are submitted you will receive points and these points are added together to eventually get food vouchers. These vouchers will help the students relax and clear their heads and have some fun, just before they need to do some more of their studies. This app is not about forcing students to study, study, study but rather time management with study and socialising, and showing them its important to have both. The primary users will be the students that are having trouble with time management skills and are looking for some encouragement.
I have struggled with coming up with an app that will both be fun and engage the students but also will work. I had a basic idea of what I wanted, from observing my focus group. I have done interviews and questionnaires about the app I have designed and they have provided me with great feedback. The app i have designed its easy to use, and will hopefully encourage students to properly time manage between studies and socialising.
I have struggled with coming up with an app that will both be fun and engage the students but also will work. I had a basic idea of what I wanted, from observing my focus group. I have done interviews and questionnaires about the app I have designed and they have provided me with great feedback. The app i have designed its easy to use, and will hopefully encourage students to properly time manage between studies and socialising.
Referencing
Gudur, Raghavendra. (2015). 9291 User interface and experience. Lecture 4, week 5: creating user profile for designing. [Powerpoint slides]
Hack design. (2015). Understanding the user. Retrieved from https://hackdesign.org/lessons/12
Tuesday, 10 March 2015
Week 4
Our lecture this week was on need analysis: requirement gathering.
What is need analysis and why do we need it?
Need analysis includes all the activities used to collect information about peoples learning needs and wants. A needs analysis can be very formal, extensive and time consuming, or it can be informal, narrowly focused and quick. Some of the resources that are used to collect information include; surveys, questionnaires and interviews. The information collected for the need analysis can be used to help define the goals of these people.
We need to identify the needs of our target group so we can than produce requirements.
So what are requirements?
Requirements are something that a person needs or wants. It helps propose the product that specifies its goals and tasks so we can accomplish them. A question which will help understand this is "How can a user interact with the product to achieve their goal?"
The next step is needs vs wants.
A need are things that are necessary for survival.
A want are things that are not necessary for survival (Raghu, 2015).
When we talk about needs and wants, we need to observe and record what our target audience needs and wants are.
So in order to find out their needs and wants you need to undergo data gathering. Data gathering is a systematic approach to gather information from a variety of sources to get a complete and accurate picture of the problem.
You can use multiple methods, but it is best to stick with qualitative methods. Qualitative methods include observations, interviews and focus groups to name a few.
The steps to follow when you are wanting to gather information.
Preparation is the first step. Preparation involves observing and interviewing your target group. You need to have a clear idea on what you intend to investigate.
Preparation: approach. These are a few methods for data gathering and analysis
What is need analysis and why do we need it?
Need analysis includes all the activities used to collect information about peoples learning needs and wants. A needs analysis can be very formal, extensive and time consuming, or it can be informal, narrowly focused and quick. Some of the resources that are used to collect information include; surveys, questionnaires and interviews. The information collected for the need analysis can be used to help define the goals of these people.
We need to identify the needs of our target group so we can than produce requirements.
So what are requirements?
Requirements are something that a person needs or wants. It helps propose the product that specifies its goals and tasks so we can accomplish them. A question which will help understand this is "How can a user interact with the product to achieve their goal?"
The next step is needs vs wants.
A need are things that are necessary for survival.
A want are things that are not necessary for survival (Raghu, 2015).
When we talk about needs and wants, we need to observe and record what our target audience needs and wants are.
So in order to find out their needs and wants you need to undergo data gathering. Data gathering is a systematic approach to gather information from a variety of sources to get a complete and accurate picture of the problem.
You can use multiple methods, but it is best to stick with qualitative methods. Qualitative methods include observations, interviews and focus groups to name a few.
The steps to follow when you are wanting to gather information.
Preparation is the first step. Preparation involves observing and interviewing your target group. You need to have a clear idea on what you intend to investigate.
Preparation: approach. These are a few methods for data gathering and analysis
- Observe
- What users say is important
- Contextual enquiry
- Interviews
- Focus groups
- Analyse
Observe: Observing your target group is important, this is when you find out the problems they are facing without having to acknowledge them.
Contextual enquiry: Thinking out loud. this is where you sit down with a user and encourage them to verbalise what they are thinking. There is no right or wrong way of doing this.
Interviews: Have a plan and be specific. Make sure you keep the interview open to different directions. At the end always ask them if they have anything else they feel is important to say. Always record interviews.
Focus groups: These groups need to have at least 3 people and it is important to use a mix of target users. Always starts with specific questions than slowly move to more open ended questions.
Analyse: Compile collected data in numerical, textual and AV databases. Prepare a report and present findings.
The lecture was finished with our homework for the week. Our homework this week, we had to refine our selected idea for an app. Review how it addresses identified problem of the target users. Making sure we investigate if the target users find a need for proposed idea. Than based on the data list requirements of my proposed solution prepare a short write up listing; methods and methodology used, how my idea conformed to users needs.
So when I observed 1st year university students, I found that they have a problem in time management between studies and socialising. When observing I noticed that they would always choose to party, or get togethers with friends and leave their work to the last minute. My app idea is to encourage these students to study before party, in a cool, fun type of way. My app will have a spot where you can add your timetable and dates for assignments into like a calendar, and you will be reminded when you have class and assignments due. Added to the app will be a points system, so if you go to class you will receive points depending on how long your class is. You will also receive points when submitting an assignment, and more points if you submit it with plenty of time in advance. These points will add up and when you get to 20 points you are allowed to attend a socialising event, or a night out. If you miss classes and don't hand in assignments, your points will deduct. The app also keeps the points you have earned and when 50 points is up you get a food voucher.
This app encourages students to do their studies before their socialising and when doing a good enough job you will receive food vouchers, as we all know everybody loves food.
I interviewed my roommates as they are all first year university students and they gave me positive feedback on my app idea and said they would definitely use it.
In class we were each given time with the teacher to talk about our ideas, and he gave us feedback on what direction to go in and how we could fix up any problems we were facing.
Bibliography
Gudue, Raghavendra. (2015). 9291 User interface and experience. Lecture 3, week 4: Need analysis: requirement gathering [Powerpoint slides]
Casper, A. (2003). Need analysis. Retrieved from
Analyse: Compile collected data in numerical, textual and AV databases. Prepare a report and present findings.
The lecture was finished with our homework for the week. Our homework this week, we had to refine our selected idea for an app. Review how it addresses identified problem of the target users. Making sure we investigate if the target users find a need for proposed idea. Than based on the data list requirements of my proposed solution prepare a short write up listing; methods and methodology used, how my idea conformed to users needs.
So when I observed 1st year university students, I found that they have a problem in time management between studies and socialising. When observing I noticed that they would always choose to party, or get togethers with friends and leave their work to the last minute. My app idea is to encourage these students to study before party, in a cool, fun type of way. My app will have a spot where you can add your timetable and dates for assignments into like a calendar, and you will be reminded when you have class and assignments due. Added to the app will be a points system, so if you go to class you will receive points depending on how long your class is. You will also receive points when submitting an assignment, and more points if you submit it with plenty of time in advance. These points will add up and when you get to 20 points you are allowed to attend a socialising event, or a night out. If you miss classes and don't hand in assignments, your points will deduct. The app also keeps the points you have earned and when 50 points is up you get a food voucher.
This app encourages students to do their studies before their socialising and when doing a good enough job you will receive food vouchers, as we all know everybody loves food.
I interviewed my roommates as they are all first year university students and they gave me positive feedback on my app idea and said they would definitely use it.
In class we were each given time with the teacher to talk about our ideas, and he gave us feedback on what direction to go in and how we could fix up any problems we were facing.
Bibliography
Gudue, Raghavendra. (2015). 9291 User interface and experience. Lecture 3, week 4: Need analysis: requirement gathering [Powerpoint slides]
| http://linguistics.byu.edu/resources/volunteers/TESOLBYU_NeedsAnalysis.htm |
Tuesday, 3 March 2015
Week 3
Our lecture this week was on User Centric Design: Requirement analysis.
So what is user centric design?
User centric design is a method used for iterative design. The method looks like this;

The three steps include;
1. Design
2. Implement
3. Evaluate.
This method is quite expensive, so to save time and cost it is better to follow a spiral model.
These steps also include;
1. Design
2. Implement
3. Evaluate
But there is also extra information added to this model than what there is for the iterative model.
So where do we start?
Requirement gathering has three main steps; design, implementation and evaluation.
In the requirement gathering phase there is 3 main primary activities and they are;
So what is user centric design?
User centric design is a method used for iterative design. The method looks like this;

The three steps include;
1. Design
2. Implement
3. Evaluate.
This method is quite expensive, so to save time and cost it is better to follow a spiral model.
These steps also include;
1. Design
2. Implement
3. Evaluate
But there is also extra information added to this model than what there is for the iterative model.
So where do we start?
Requirement gathering has three main steps; design, implementation and evaluation.
In the requirement gathering phase there is 3 main primary activities and they are;
- User observation
- Interviewing and
- Task analysis.
User observation is when you target the users. As soon as you find the target audience you can address them and observe their behaviours.
Interviews will give you the insight into behaviours you have observed earlier. It provides insight into identity goals that users are trying to achieve through their actions.
Task analysis helps understand in detail how users perform their tasks and achieve their goals. Task analysis helps identify the task that your product must support.
- What are their goals?
- How do they achieve their goals?
- What experiences users bring to the tasks.
Than we move onto task behaviour analysis.
Task behaviour analysis is how the users are influenced by their physical environment.
The lecture was finished with our homework for the week. Our homework for this week was;
Go through project 1 brief "Improving university learning experience" and identify your primary user group.
Observe target user group to find issues that need attention and can be addressed with help of technology.
Make sure by addressing the identified issuers you are improving quality of university learning for the target user group.
Develop 3 ideas that cold address identified issues.
Make a short pitch for your ideas and bring them to the tutorial next week.
The primary target group I have chosen to study is first year university students who live on campus.
When observing the 1st year university student who live on campus group, I noticed that one major problem they all face is time management between socialising and studies. Most students I observed leave all their assessments and homework to the last minute, because they would rather spend their night socialising with friends and having a night out. Time management is an important thing in life and first year students seem to be having trouble with this.
The idea that I had that could address the time management of first year university students who live on campus is an app for mobile users. This app will include features that encourage university students to do their studies and assignments before they socialise. It will give points when submitting an assignment and the point can be added up to get something for free.
This homework made me think outside the box and was a challenging experience. The problem I identified was probably the easiest part but trying to think of an application for mobile users that will help with time management between studies and socialising became a struggle. I came up with the idea, and tested it out with the target group. The target group gave me feedback on if it would work and if it wouldn't work and gave me ideas on how I could fix it and improve it. Im currently happy with the app I have put forward and hopefully I can only improve it with the weeks to come.
Bibliography
Gudur, Raghavendra. (2015). 9291 User interface and experience. Lecture 2, week 3: User centric design: Requirement gathering [Powerpoint slides]
Lawton, H., Thorp, J. (2008). User centric design process. Retrieved from http://www.w3.org/WAI/redesign/ucd
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