Showing posts with label Alexis Tubulekas. Show all posts
Showing posts with label Alexis Tubulekas. Show all posts

Friday, November 21, 2014

Last blog post


Process.png



Design Process

This is a picture of our different design phases that we went through during our project. As one can see we had a quite primitive sketch in the beginning where we had a starting menu interface which is not presented in this picture. From this first idea we quickly decided that this menu wasn’t such a good idea, so we remade the design and changed the starting interface to the bubble interface, which can be seen in the second image. The argument we have for this change is that we think that the bubble interface is the main feature of the application so it should be presented directly for the user.

At this point the design didn’t look so made for an iPhone platform, so we thought to ourselves about what we could alter to make it more realistic. In the end, we added a menu banner at the bottom which is some sort of standard in many iPhone apps. Later on we added a banner at the top as well as working through the design of our other main parts of the concept which can be seen in our prototype video post.
During our think-Alouds we received feedback about the bubble interface and, more specific, the bubbles themselves. The bubbles where not so intuitive in their design. The users didn’t know what to do with them and the icons presented inside the bubbles wasn’t clear at all. So in phase 5 we changed the design completely and presented text based information in coloured bubbles, instead of icons. This design solution is both clearer and cleaner and the user receives relevant information with just a glance at the screen. It was a difficult choice to decide what the colours would mean and represent, and after a lot of discussion and critique from our exercise group we decided that the colours, for now, would represent when the starting time for each group is due. We settled on three colours: Red (the group is due soon), Blue (the group is due far from present time) and Green (the group is due somewhere in between red and blue).

At the point that we are at now, we added another button in the bottom menu, and added icons instead of text based buttons on the top banner.

Another design choice that we made is that the number of bubbles presented is restricted to seven, this choice was based on Hicks’ Law. The user can, if he/she wants to, slide the screen to the left to get a new set of click-able bubbles.

Final Design


This is the design that we landed in in the end:



interface_Updated.png

How has the work in the group been?

We all knew each other before the project started so we didn´t have to go through the time consuming phase of getting to know each other.
A thing that has benefited the group is that we all had about the same idea of how ambitious we wanted to be with the project. The level of ambition has been pretty high and we have all been wanting to get a good result with the project. That made us put down quite a lot of time and energy to make a good looking application. We decided to focus both on design and functionality but in the end it seems like the app became more design focused. From this we learnt that fine tuning your final design is very time consuming and there are always things that you can improve when it comes to the design.
From the beginning we wanted the app to be user-friendly and easy to interact with and this was also something that we all agreed upon early in the project.

A challenge that we had in the group was that we all had different views in our heads of what our final design was going to look like. It wasn't until we made a prototype that we realised this and it became clear that we had different ideas and views on how our design was going to look like. By making the prototype we could put together our different views and come up with a design that we all agreed upon.

Another challenge that we had was avoiding the genius-design. We created our design mostly based on our own ideas and perspectives and this became particularly clear when we conducted the thinkalouds. It’s difficult to design without using the genius design. Things that seemed obvious to us as creators weren´t always as obvious for the users.

What have we learned

From the reading seminars we got the basic knowledge of what guidelines already exists in the human-computer interaction field. This helped us design our prototype in a way that would make it user friendly. From our design process and the lectures we learned how to combine this knowledge with our own ideas and thoughts in our journey from creating a target group and personas to present a final design and prototype.

From the exercises we learned a lot about presenting our work in front of others who weren’t as familiar with our concept as we were. We believe that the greatest lesson of them all comes from working together in a group and the challenges that follow. We have learned how to work together in a group with a given task and how to keep the process moving forward. We often had to compromise since we didn't always agree on different matters. We believe this was a good thing since that's how working in groups works in the real world.

The importance of setting up a good communication channel to communicate through is also an important key for the group to succeed in it’s goals. We think that we’ve had good communication, throughout the project, but there is always room for improvement!

Evaluation from other groups

The main critique we've got from other groups was that it was hard to get an easy overview of the available bubbles in the interface, especially if you have many bubbles. Although we made efforts to change this, both we and the other groups agree that this was not fixed for the final presentation (when we had our final critique session). But we got the excellent feedback that maybe you could slide easily between groups of bubbles instead of throwing away bubbles to get new ones.

Thursday, November 6, 2014

Group meetings 5/11 and 6/11

Thinkalouds
We all did our think-alouds separately and let different people test our prototype and give feedback on what they thought about it. We all found it quite challenging to be a quiet observer while somebody else was testing the prototype and we all had to focus hard to not give help or advice to the person doing the testing.


After doing the thinkaloud sessions separately we all gathered and discussed our conclusions in the group. We could see a few similarities in the feedback that we all got but there were also remarks that not all of the testers had thought about.
The most common remark was that our bubble interface is hard to understand and not so clear. The testers thought that it wasn´t entirely clear what each bubble contains. It is hard to get a good view of a bubble if you only see an image of a museum on the bubble. It might be more clear to have the name of the museum as text for an example. We all agree about this remark and it is our main focus when re-designing.

Another thing that some users pointed out during the think-alouds was that it was hard to navigate through the acquaintances part of our app, though some of our testers found it very intuitive and navigated through it quite effectively. Some found that it was hard to know wether the people under my acquaintances were the users acquaintances or people that could be added as acquaintances. We decided to label that window "My acquaintances" so this would be clear to future users. There were a few other parts of the app that were difficult to navigate through like finding the chat in a joined group and navigating in the “my bubbles” section.

One tester thought that all the confirmation-popups after making an action (for example creating a bubble) were unnecessary and that it can be irritating for the experienced user to always have to confirm your actions. This was something that only one of the testers thought about but we think that it's certainly a valid point.

Another user gave us the feedback that the tutorial for the app could be displayed before the user registers a profile instead of afterwards so that the user can get an idea of how the app works before deciding to create an account.

We all agree that the think-aloud sessions have been very useful and that we have gotten some great feedback from it. We realise more and more that we have designed our prototype using the genius-design mindset. We want the app to be as user-friendly as possible and we want it to be easy to interact with. We are going to use all the feedback that we got from the thinkalouds to make our app more intuitive for the user. We have already implemented some changes to make the bubble interface more straightforward and intuitive. We've limited the number of bubbles on the group screen to be seven, according to the essay “the magical number seven, plus or minus two” by George Miller which states that the human brain has a hard time processing more than seven elements at a time. We have also changed the appearance on the bubbles to make it more clear what the bubbles contain and focused more on using icons instead of text. Another change that we have made is that we have added another element to the menu to make it easier to navigate through the app.

                                       New interface                    Before the thinkalouds

To conclude we've included some of the strong and weak points of our app.

STRONG POINTS
1. The users have a lot of power over how they want to make the visits, so they don't feel restricted.
2. It's a cool and easy way to meet new people.
3. You learn new things both from visiting the museum and from meeting new people
4. The layout is familiar and has similarities with other popular apps, so it's easy to use.
5. It's easy to use the app to find new museums in the area and you can find relevant information about the museums.

WEAK POINTS
1. The solution is not optimal for our main persona and our target group (we have deviated a bit from their requirements)
2. The solution demands a pretty high amount of people actively using the app for it to work properly.
3. It demands a certain form of social commitment to be used properly. There may be a too high social threshold for some people.
4. Some people may not return to the app after using it a couple of times. Apart from meeting new people and interacting with them, there isn't that much value to be had.

Monday, November 3, 2014

Group meeting 3/11

Since last time we've continued to work separately with the design of different aspects of the app following some main guidelines we worked out together. Today we had a long session with all members present were we all sat down nearly completed our click-able prototype of Bubble. Based on our individual work, our thoughts and the feedback from our fellow group B5, we've compromised and come up with an interface and lay-out that we all can agree on. For example, there is now a consistent banner on the app that helps the user navigate. We've continued to work on consistency in the app in how the user navigates in the app.

We will soon test our prototype on users (think-aloud) that never have been in contact or heard of Bubble. By observing and taking notes based on how they experience our prototype and how they navigate through the interface as a first time user, we'll obtain vital data on how to perfect our app.

The following days we'll complete our think-aloud's and together discuss if there have been any patterns or issues that multiple users have shown and what we can learn from that.

Here are some screenshots of what a profile will look like.           

We redesigned the group interface and added a banner at the top.



Tuesday, October 21, 2014

Group meeting 21/10

At the group meeting today we discussed the interface of our app. Emil had made sketches based on our drawings and previous discussions which are presented in the images here: 



We used these sketches as a base for our discussions of the interface and focused on how to make the interface easier, more understandable and relevant for our target group. With the new discussions and views we made new sketches using the same sketch program and after the meeting the interface sketches looked like this:


We wanted to streamline the experience for the user by making it super simple to reach the main function of our concept. That is why we got rid of the menus and instead direct the user to the group finding page. We also decided to have a fixed set of group bubbles of 3 different sizes (the bubble size indicates match with your personal interests) so that it wouldn´t clutter the screen. The reason for having a fixed amount of group bubbles is because Hick´s law states that it is easier to make a decision from a one set of bubbles rather than having several subsets of bubbles. We also decided not to make the bubbles to small so that it would be easier to navigate between them according to Fitts´s law.
To eliminate jumping in and out of bubbles all the time we made it possible for the user to quickly get an overview of the basic information about the group without proceeding to the group page. We worked really hard to make it user-friendly and easy to interact with.

Until the next meeting we decided for each group member to refine different parts of the interface that we feel aren´t finished.


Sunday, October 19, 2014

Thoughts from seminar 2

Our findings from the group discussion was fore mostly that we would liked to been told to read chapter 6 (which was partly about brainstorming) before we had the exercise about brainstorming. We felt that this information was brought up a bit too late in the process. Therefore we didn’t have much use for this at this phase.

We further discussed chapters 7 and 8 which was about refinement and about prototyping your product. We are still in the refinement phase and we feel that the book gave us an idea of how to approach the rest of this phase. A flow chart, which was mentioned in this chapter is something that we found was a really helpful tool for the group to get a common picture of our product. We got a more clear idea of our concept.

The book also talked about low-fidelity and high-fidelity prototypes and we concluded that we, in our group, probably will use a low-fidelity prototype. The heuristic evaluation method will most likely be something to have in mind when prototyping our product. And this, we think, can also be useful in the iterative-design-prototyping-process.

Some questions we discussed was: “How does the relationship between developing and prototyping work and do we think it should be?”

  • We concluded that you would like a technological foundation when you build an evolutionary prototype. Some design decisions might not be possible without technology. It certainly is a good idea to think about…!

Another question we discussed was: “How do you introduce a shift in technical paradigms?"

  • Our discussion lead to some thoughts how much trust a user must have for a certain company to adapt the design innovations that they produce. We also talked about having a perspective where you know that a new innovation is better through an analytic point of view. This is something that the book called a superior design cause of the fact that it should work better. We also talked about how leading companies easily can force a new design on the user and that later on becomes a standard.

Thursday, October 16, 2014

Group meeting 16/10

Today we had a group meeting where we evaluated group B5s project and discussed reflections and thoughts on their project and ideas. It was fun to get a bigger view and insight on an other groups project and it gave us some perspective of how to think when we design our own project.
During the meeting we also brainstormed about some good names and slogans for our project where one of the most popular name ideas was "Bubble".
We also made a very simple prototype of our product by drawing the interface on a whiteboard to get a good overview of how we might want the product to look.
The next step for us now is to make a simple prototype app in css/html so that we can get a good perspective of how we want to make the design even better.


  

Reading Seminar 2 - Alexis Tubulekas

In chapter 6 we learn how to actually designing something based on your research. By brainstorming you can come up with a lot of concepts, which we did during one of the exercises. You will most likely not come up with your final design straight away but maybe the spark that in the end ignites the fire that is your final design. It is quantity and not quality that is the main objective with brainstorming. The brainstorming sessions should generate dozens of ideas and they should be done “analog”. Meaning with pen, paper, post-its and so on. According to the author, messing around with technology steals time. You need to get your idea down as quickly as possible. I’m skeptical to many of the brainstorming methods in the book. I would like to use reason and careful thinking, but I can only speak for myself.

Once you have your concepts, one must organize them to make them easier to distinguish. This can be done with labels and names. By taking requirements of the design into consideration, or so called design principles, you can determine which one to pursuit. We have, more or less, been doing this when deciding what ideas to pursuit.

Chapter 7 is about how to execute your concept and work with the details. The execution and details depend on the constraints of the project. These constraints could be time, money or technology. When designing, there aren't any fixed rules, but there are principles and guidelines that should be followed. One example of a principle is feedback. Feedback in this case means an indication that something has happened. Without feedback, the user would repeat the action they just did over and over again. We are given a great amount of principles as well as do’s and don’ts in chapter 7. I found most of them interesting and hopefully we can apply some on our design.

In chapter 8 the author talks about the final steps in the design process; prototyping, testing and development. The prototype is an incomplete version of the final product that shows the intended interaction. Without a prototype, the developers of the design can have another vision of how things should work. There are different kinds of prototypes that serve different purposes. A paper prototype is a fast way to demonstrate a product, but maybe not the type of prototype to test on users. A high-fidelity prototype would be a better choice in that case. We currently only have simple paper prototypes, but until next exercise we’re supposed to make an online interactive prototype. Now we have some great tips in how to make a good prototype. 


Question: How does one chose how much effort and time to spend on a prototype?

Wednesday, October 8, 2014

Design process - "Museipoolen"

Final design!

Main idea: A museum pool for people to form groups with new people and visit the museum together.

Functions:
- Finding and creating new groups, both public and private which people can join.
- Each group has a group leader which manages who can join and the total number of people in the group.
- Each group is represented by a graphic bubble on the main page. If one presses a bubble it expands and covers the screen. In it, you will find all the information; group name, museum, time, address and so on. If you join the group, you can access the group chat. Pressing the icon of the museum will show information regarding this specific museum (people often feel like it is hard to find information about museums). 
- A friend or acquaintance system where you can friend people you had a good time with. It is very simple, and only offers you to invite them again if you create a group or decide to visit a museum.
- A system for showing information about museums in the area. They will pop up like a list of museum icons sorted after your preferences and which museums/exhibitions you've visited before.

Thursday, October 2, 2014

Roy - Scenario 2

Roy has invited his best friends to his apartment in Södermalm on a Sunday for a casual hang out. They start by cooking a meal together and enjoying each other's company. They start to talk about video- and computer games, more specifically how great they are. One of Roys friends mentions that Tekniska Museet has as an exhibition called "GAME ON" that displays all kinds of games, old as new. There is an entrance fee but it's not that high. Everyone thinks it's a great idea and they immediately visit Tekniska Museets website to learn more about the GAME ON exhibition. The more they read, the more their excitement grows. They check the fastest way to Tekniska Museet and are just about to leave.
"But wait a minute, says Carl, one of Roys friends,
"It's Sunday today, which means that there will probably be a lot of kids there with their parents."
"Yes that is most likely true" replies Roy.
“This could mean that some of the games will be occupied and we’ll have to wait for our turn.” says Carl.
“You’re probably right, maybe it’s not such a smart idéa to go when we might have to wait in line to play the best games.”
Everyone in the group goes quiet.
"By the way, don't you have the new FIFA 15 on your Playstation 4?" says Carl.
"Yes I have! Why don't we have a tournament instead, it's free and there won't be any annoying kids?" says Roy.

Everyone agrees and instead of going to the museum they sit at home playing video games.

Roy - Scenario 1

Roy - Scenario 1

Roys girlfriend Emma has decided that they should do something special together this weekend instead of just hanging around at home. Emma propose that they go to a museum, something they haven’t done together before, and she suggests that they go to Fotografiska muséet. Roy isn’t too happy about going to the museum, he feels uncertain about whether it would be fun, because for Roy museums are something you had to go to back in grade school. Roy would rather go to the movies and see “Guardians of the Galaxy”, a movie he has been looking forward to seeing for some time. Going to the movies feels more like something that will assuredly be fun, whereas a museum feels way more uncertain. After Emmas persistence in her suggestion, Roy decides to look up what a visit to Fotografiska would mean.

Roy finds the museum website, which displays pictures from what he presumes are the exhibitions, these don’t really affect him that much, right now he’s focused on finding out where the museum is, what you do there, opening hours (hoping it will be closed!), prices and what it offers. He has to click around the website quite a lot to find all the information, but in the end he feels that some of his questions are left unanswered, mainly what the visit would offer and what you really do there.

Roy begs Emma to go to the movies, but she counters his proposal by telling him they went to the movies two weeks ago to see a movie of his choice! Roy gives in and they go to the Fotografiska. At the musuem, Roy is positively surprised and he and Emma spend almost the entire day there. Seeing the images in this environment feels entirely different from watching them on the website. He and Emma talks about the visit all day and both agree that it was worthwhile. Roy feels like he certainly would visit again if there was some new exhibit or perhaps even visit another museum. Although he feels more positive towards museum visits now, he feels that visiting another museum might not be as rewarding as this one was.

Overall, Roy is positive about the experience, but he feels that the the way to the actual museum was hard. He felt like his initial investigation of the museum didn’t do it justice and that easier access to information about not only that museum, but all museums in the area, might persuade him to visit more. He feels his newfound interest for museums is decreased because of the cumbersome activity of researching the museums.

Thursday, September 25, 2014

State-of-the-art analysis summary

Our state-of-the-art analysis can be divided into two different groups. One with applications that you use before your visit and one with interactive technology during your visit. Our target group (people who usually do not visit a museum) must recieve information before the visit to attract them and we also conclude that it might benefit if there were some kind of fun, interactive way to experience the exhibits.

We looked at Tekniska Museets website, Rabble and Event planners to get an insight how one might attract our target group to visit. From our analyses we draw the conclusion there might be a need for an information platform that does not send the user to other webpages that may or may not be easy to use, but instead displays relevant information in a visually appealing fashion.

Rabble uses special offers to attract people to different restaurants, stores and experiences, such as massages. We think that this could work to attract people to museums but not with the discount offers, but rather through relevant information.

There are a lot of different event planner websites, some working better than others. One that stood out was visitstockholm.se which had a clean and easy way to find information about specific events. We think that this type of design could be implemented more in future web pages since it gives a very good first impression to the user.

Another perspective of attracting people to museums is the actual interactive technology at the museums. We analyzed an audio guide and an interactive smell game to get a better insight interactive technology.

The visitors at the museum are usually not aware of the existence of the audio guides or the games that exists. They are introduced to the concepts when they arrive. We think that it might be a good idea to highlight these technologies at a web page or an app to attract more visitors.

Our project is starting to head more towards some kind of technology that is combining solutions to attract people to the museums with interactive solutions at the museums. We have begun brainstorming about combining existing “games” at the museums with an easy to use mobile application that also contains relevant information about the museums.

Wednesday, September 24, 2014

Interview by Alexis 22/9 at Tekniska Museet

(P1 - Woman age 40-50)
(P2 - Woman age 25-30)

Approximately how often do you go to a museum?
P1 - "Max 2 times a year"
P2 - "Not even that, once a year."

Why is that?
P2 - "Because it takes time. Your mind should be set on going to a museum. You are stressed quite often and you do not have a open mind."
P1 - "I tend to go mostly with my job, otherwise private I'm usually not that interested."

What do you think would make you go more often to museums?
P2 - "If I had more private time."
P1 - "Or something you were interested in."

Do you go alone or in a group?
P1 & P2 - "in group"

Have you ever been alone in a museum?
P1 - "No"
P2 - "No but at exhibitions"

Would you consider integrating your smartphones in the visit, for example, get more information on it?
P2 - "No"
P1 - "Yes"

For example: some museums have apps you can download to get more information, is that something you would consider?
P1 - "Then I'd have to be very interested if I wanted more information"
P2 - "The young generation (aimed at P1) sees an opportunity. Older generations says what a pain”

Do you have any particular memory of a good museum experience? Something that stands out?
P2 - "The Photographic museum in Stockholm. The images were shocking, something you did not expect which sticks and it becomes an experience, even if it might not be something nice (**referring to the images). It touched and you will not forget it."
P1 - "I can not think of anything that was extra good."

State-Of-The-Art Analysis by Alexis

What is it?
Some museums (like ABBA The Museum in Stockholm) offer their visitors a so called “Audio Guide” as a complement for the exhibition. It is a device with a small speaker that plays a certain  recorded scripted message when it comes in contact with a special pad. These pads are located at certain points of the exhibition and give the owner of a Audioguide some extra information about the object near the pad. The voice on the Audioguide is usually someone famous. For instance, at ABBA The Musem it is the members of ABBA themselves who have recorded the material for the Audioguides. 

Target group?
The museum aim to target people who want to know more about the exhibition and are willing to pay a little extra for this privilege. So in the ABBA-case they aim to target the fans who might know alot about ABBA, but want the exclusive more personal information.

Good stuff
The Audioguide offers a personal guide of the museum and (in some cases) the privilege to listen to a famous person. It interacts with the users and serves as a complement to the objects in the museum. It gives the user an additional sense to experience the exhibition which improves the amount of information you obtain. It can create a natural path through the museum and therefore counter jams of visitors (provided enough people have Audioguides. 

Bad stuff
However, it can ruin a bit of the experience when going to a museum. People usually go to museums in groups so they can share the experience. But the Audioguide can interrupt the interaction within the group because of the attention it demands from its user. It also limits the users freedom at the exhibition since the placements of the pads create a route one might feel obligated to travel. Though it usually is quite small and light, it can be a drag to carry the device during the entire visit. It seems that most museums demands a additional fee for the Audioguide which makes it into a privilege that not everyone can afford.

Thursday, September 18, 2014

Seminar 1 - 18/9 - Thoughts from the group discussion

Today was our first seminar with Vincent, our group supervisor, where we discussed chapters 2, 4 and 5 from the Designing for Interaction book.

We started talking about what we've been reading and something that caught all of our attention was the Genius Design approach that was mentioned in chapter 2 in the book. At first we discussed that it’s was probably a bad idea to use this approach in our group project but after some discussion with Vincie we decided that a combination of genius design, the UCD and ACD would suit our needs. He made us realize that we're also are a part of our target group and that we should think of our own needs and desires when designing. The target group that we've chosen to work with is people that don’t go to museums or who rarely visit them.

After that insight we started asking ourselves when we last visited a museum, why we went, what we thought before and after the visit and so on. This information will make our questions more relevant to our target group. Another interesting thing that came up during the discussion was that when we talked about our museum exhibition on monday, we concluded that we were really looking forward to it, even though none of us have been to a museum in a long time!

Reading Seminar 1 - Alexis Tubulekas

In chapters 2, 4 and 5 in the book Designing for Interaction we study the following; the different approaches there are to do an interaction design, how to perform design research and last but not least, how to manage and structure data from a survey.

The different approaches focus on different things. For example, the User-Centered Design (UCD) has the user in mind and assumes that they know best. While Activity-Centered Design focuses on the behavior at different tasks. Which you choose depends entirely on the situation but the best thing is to move between these approaches. I think this choice is often made unconsciously. Since we in our group don’t know what our product will do, we cannot yet decide which approach we will apply.

When we’re doing design research, we leave our theories and thoughts to explore the real world. It's important to be accurate and effective since researching can prevent many future problems. Often designers work in a field where they lack expertise. Then it's even more important to do research to understand users' needs. Since our group is not accustomed museum visitors, we could for example talk to the staff at the museum to learn about visitors that visit their particular museum. Our investigation will largely be based on questioning of the visitors. Therefore it is important to prepare the questions before, to be as efficient as possible and then apply it to pre-formulate the right questions.

After the design research will have gathered a lot of data that might seem very unstructured and overwhelming. It is important to make this into structured data. The gathered information will be presented in different mediums. To analyze and evaluate we need to present everything physically and visually to easily grasp our research. One example in the book is to write everything on post-it notes, which sounds like a lot of fun. I hope we choose this method!

Persona is a conceptual model to easily spot trends in behavior, motivation and expectations in individuals. You create fictional characters that represents a portion of the target audience. I think personas is a good trick to really make sure to meet the needs of the users of the product. I hope and believe that we will use this method. As of now it seems that our target group will be ”people who never or very rarely visits a museum”.
//Alexis