sunil parihar :: nils beck :: jeremy johnson :: andy wu powwow

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- These methods begin to fail for more spontaneous activity. - Why? Information isn’t delivered in time. - For spontaneous planning, interview subjects switched to mobile phones. Problem Space

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Sunil Parihar :: Nils Beck :: Jeremy Johnson :: Andy Wu powwow - Studied how people coordinate social activity. - Interview subjects had reliable methods for arranging activities planned in advance. - Examples:, E-vite, phone calls to homes, MySpace, written invitations Problem Space - These methods begin to fail for more spontaneous activity. - Why? Information isnt delivered in time. - For spontaneous planning, interview subjects switched to mobile phones. Problem Space Problems with mobile phones - Can be interrupting to both the caller and the called - Are socially inappropriate at times - Requires the user to place numerous calls - Text messages may be less intrusive, but they suffer to a lesser degree from the same problems Objective - Design a system to aid friends in the in the coordination of spontaneous social activity - Should create awareness of: -- The desire to socialize -- Current social activities -- Activities planned for the near future Target Users - People between the ages of 18 and 35 with existing groups of friends with whom they wish to socialize. - Rapid adoption - High mobility - Hand-over to other channels of communication - Minimal distraction - Afford awareness of other users Requirements - MP3 Player - Mobile Phone - Counter-top Game Kiosk Design Alternatives Modeled after the buddy list of instant messaging -- User is represented with an avatar image and shout out message. -- May optionally share current and future locations and times. Design Prototype mobile Phone Button press cycles thru three views -- People -- Places -- Me three views people view place view me view Expert - Heuristic Evaluation -- Three experts selected from the class End User Five end users chosen from target population - Cooperative evaluation - Semi-structured interview -ore text/points I guess Evaluation Results - Despite a few usability issues, all end users felt competent with the system after the evaluations - 4 of 5 end users thought the system could be useful for them Design Implications Follow IM model more closely -- Reduce Me, People and Places to one view -- Rename Check in to Sign in -- Display inactive friends Reduce reliance on menus -- More direct manipulation Reduce input burden -- Provide history of shout-out messages Conclusions Give your evaluation subjects ample time -- to orient themselves with your system -- to answer questions Prototyping on a real mobile phone had advantages and disadvantages Designing for the small screen and limited input of mobile phones is hard. Future Directions Refine UI based on evaluations Field trial with a group of friends Implement Communication layers but first Questions Heuristic Evaluation -Three experts selected from the class. - needs more text/points I guess Expert Evaluation etcetra 1 etcetra 2 End-User Evaluation Five end users chosen from target population - Cooperative evaluation -Semi-structured interview - needs more text/points I guess etcetra 2