Wednesday, April 20, 2011

Usability research


Usability Research
The target user of my project will be the main stream people that are experienced with computer and the Internet, especially students, teachers, office workers, managers, and etc. Therefore, designing the suitable interface and interactions becomes one of the essential parts of my project. I need to respect their experience or mental model, but also give them some enjoyment and refreshment for better learning the information I am trying to give out.

Being proactive on usability testing
In the field of human-computer interface, goal-directed or user-centered are always the heart of the design.
Goal-directed means “the design target depends on the context – who the users are, what they are doing, and what goals they have” (Cooper, P16). The goal-directed concept helps to make the design more effective and user-friendly.
On the other hand, I also learned the concept of “User-centered design” and “Service user experience” from Saarilouma’s book “Future interaction design 2.” A successful user-centered design framework for an interactive application is established from the research of users’ need, interests of stakeholders, and user involvement or even co-creation (Saarilouma P135).
These give me the idea of being considerate and being proactive. I am planning to spend more time on usability research: inviting some potential users to tell their expectation and give feedback to the wireframes. Moreover, usability and interaction tests should be conducted on from the beginning to the end of the project if possible.

Building digital artifacts
In her book, Saarilouma repeatedly talks about building the linkage between physical artifacts (functions or actions that existed in our lives) and specific digital artifacts - the virtual theorized things in digital world (Saarilouma, P186).
This kind of interaction is “Direct manipulation” in another book I read – “Designing the user interface” by Ben Shneiderman and Catherine Plaisant. The key of this interaction is that, creating the visual representation of actions and objects that users are familiar. “By pointing at visual representations of objects and actions, users can carry out tasks rapidly and can observer the results immediately” (Shneiderman and Plaisant, P66).
Regarding to my project, I plan to build a interface that looks like the trash can with some recyclable waste and non-recyclable waste, users are supposed to find out which items are recyclable (by clicking and dragging) and then click on it for further details, and then go back to explore again. So I need to careful about the appearance and actions. Therefore, the interactions should feel like the real physical movement, while the interface shouldn’t be too “real” because not too many people want to play around with a messy ugly trash bin. This could be the challenge for that.
Saarilouma believes, “The best artifacts are those that have evolved, been extensively used, and adapted.” That means more observations and more usability tests are required in my project to me.
Other elements in interaction designs
Building the directly manipulated digital artifact helps the application become easy to learn, easy to use, and all the interactions can be easily understand and performed with physical movement. However, this does not guarantee its success. “Poor design, slow implementation, and inadequate functionality” are what to be care of (Shneiderman and Plaisant, P218).
Therefore, I should refine every important issue in my interaction designs. For example, appropriate virtual representations and physical actions, easy reversibility, instant visibility and feedback.
In addition, varies of coordinate media can be helpful for better user experience. Demonstrative visual elements like meaningful graphic display and “combutcons.” Also, auditive interaction or instruction can also make the user feel more natural and satisfying (Saarilouma P134).

Function versus fashion
How can I make the balance of functionality and simplicity (more simple but effective design)? “Less is more” is what I believe in visual designing, even more than that, using “you” form to guide the novice user, offering constructive guidance, employing suitable phrasing, and avoiding too much terminology or abbreviation are what I should be aware of (Shneiderman and Plaisant, P470). It should be applied not only in my interaction design, but also in the text content, because they goal of my project is giving user the information via my designs and interactions in an enjoyable way.
In the display design, keeping everything organized is essential. White space, indentation, alignment, columnar formats, field labels, and even the use of colors are the keys to success (Shneiderman and Plaisant, P470).


References:
Cooper, Alan. (2007). About face: the essentials of interaction design 3. Indianapolis, IN: Wiley publishing, Inc.
Saariluoma, Pertti & Isomaki, Hannakaisa. (2009). Future interaction design 2.London: Springer-Verlag Press. 
Shneiderman, Ben & Plaisant, Catherine. (2010). Designing the user interface:strategies for effective human-computer interaction. Boston, MA: Addison Wesley Press.


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