Geobashing presentation

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02/07/22 1 Vernier - Visentini Research Project in Pervasive Computing GUI Design for the Geobashing Game Marco Vernier - Ingrid Visentini

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Transcript of Geobashing presentation

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Vernier - Visentini Research Project in Pervasive Computing

GUI Design for the Geobashing Game

Marco Vernier - Ingrid Visentini

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Vernier - Visentini Research Project in Pervasive Computing

Outline

Goals Evolutionary process Evaluation of the prototypes Results Conclusions

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Goals

Create a GUI for Geobashing game Guidelines platform-driven Software Engineering scheme Tests

Usabilty tests

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Evolutionary model

Before: state of the art (patterns, guidelines,…)

Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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Evolutionary model

State of the art Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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State of the art

Rules to guide design and implementation of interfaces for mobile/handheld devices Shneiderman’s ‘Golden Rules of Interface

Design’“Design is not just what

it looks like and feels like.

Design is how it works” Steve Jobs

“A good design is as little design as possible”

D. Rams

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Types of guidelines

General purpose guidelines Intuitiveness and simplicity Presesence of shortcuts Feedback, notifications Consistency Reversal of action Short-term memory load … and many others

Platform-driven Interface Guidelines Android, Symbian, Iphone etc.

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Evolutionary model

State of the art Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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Requirements

Game structure Challenges Fights Components of the game

Added functionalities Home link Status Map …

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Evolutionary model

State of the art Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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Requirement Analysis

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Evolutionary model

State of the art Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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Prototyping

The most creative part ;) Use of Balsamiq Mockups Design of the interfaces

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Evolutionary model

State of the art Requirement Analysis Design Prototyping Evaluation

REQUIREMENTSANALYSIS

EVALUATION DESIGN

PROTOTYPING

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Evaluation

A - Inspection test Heuristic test Cognitive Walkthrough

B - Usability test Task tests

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Vernier - Visentini Research Project in Pervasive Computing

Evaluation

A - Inspection test Heuristic test Cognitive Walkthrough

B - Usability test Task tests

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Heuristic tests

Goals: opinion production by inspection of the system by usability experts in reference to “gold rules”

Jakob Nielsen’s usability heuristics

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Ten Usability Heuristics

1) Visibility of system status

2) Match between system and the real world

3) User control and freedom

4) Consistency and standards

5) Error prevention

6) Recognition rather than recall

7) Flexibility and efficiency of use

8) Aesthetic and minimalist design

9) Help users recognize, diagnose, and recover from errors

10) Help and documentation

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Heuristic tests - example

Visibility of system status Where I am? Where I can go? The interface has a clear structure?

Match between system and real world Links, buttons and controls have

appropriate languages? The category and the groupings have

appropriate labels?

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Cognitive Walkthrough

Goals: is a test performed by usability experts

The evaluator shall examine in details the elementary actions that the user of the system must do to succesfully complete each task recostrunction of the mental process that the user could take during various actions

The expert who analyzes the software product tries to answer four questions

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CW Tests

The system has been evaluated whereas the following use cases:A. Visualize the details of a challengeB. Visualize the map of a challengeC. Initialization of a challengeD. Searching for a challengeE. Fight with a user in the proximityF. Search a challengeG. Create and initialize a challengeH. Create a challenge and delete a waypointI. Visualize the health statusJ. Recognize that there is a fighting in the background

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UT example

A – Visualize the details of a challenge MV IV

1 – The user tries to get the right effect? YES YES

2 – The user notice that the correct action is available? YES YES

3 – The user associate the correct action with the effect that is going to get?

YES YES

4 – If the correct action has been executed, the user sees that there is a step towards the solution of the task?

YES YES

The usability experts that perform the test are:Marco Vernier – abbreviation MVIngrid Visentini – abbreviation IV

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Evaluation

A - Inspection test Heuristic test Cognitive Walkthrough

B - Usability test Task tests

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B - Usability test

Usability testing = user testing Goals: evaluation of the system by possible users

of the system Users sample evaluate the system under

observation of expert who gather data, analize them and draw conclusion

Users perform different task test choosen by the experts as use models to investigate the usability of the system

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UT Planning

How is it developed? 4 phases

Planning the experiment: definition of the type of users, type of task and the methods of implementation of the tests

Recrutiment of users Execution of the experiment

Briefing Execution of the test with the tecnhique “Think aloud”

Final Debriefing

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Operational status

How did we execute the UT?

Laboratory Paper prototype

(constraints dueto indoorenvironment)

Use cases

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Use cases

A Use Case is a set of tasks to pursue one goal between the user and the product

Three different types of tasks:1. Delicate tasks – more usability problems2. Tasks most often – functions more significant3. Tasks more important – too much barriers

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Use cases examples

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Impact and frequency

How did we evaluate the prototype?

To evaluate the gravity of the problems, two variables have been taken into account: Impact that a problem can effect the efficiency,

productivity and the security of a user who is carrying out a specific task in a particular operational situation

Frequency with which the problem is presented to the user when performing the task.

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Severity table

From the values assigned to frequency and impact, the value of severity is set

Impact Frequency Severity1 1 Low1 2 Low1 3 Serious2 1 Serious2 2 Serious2 3 Critical3 1 Critical3 2 Critical3 3 Critical

G. Brajnik. Beyond Conformance: the role of Accessibility Evaluation Methods , Keynote paper, 2nd International Workshop on Web Usability and Accessibility IWWUA08, Sept. 2008, Auckland, New Zealand

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Results

Users profiles

Test results

Prototype examples

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Results - Users profiles

User Sex Age Occupation Computer skills

Smartphoneskills

Played with a smartphone

game

Played with internet games

U1 F 26 Student Medium Medium NO NOU2 M 31 Student Medium-High Medium YES NOU3 F 24 Student Medium -- YES YESU4 M 27 R.S. Member High High YES NOU5 M 28 Student High -- YES NOU6 M 26 -- Medium-High Medium YES NOU7 M 28 Student High Low-Medium YES NO

U8 M 31 Research Ass. High Medium YES NO

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Results - Users profiles

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Tests results version 2.3 (1)

Problems Use Case User Solution Frequency Impact SeverityRecognizing problem of map button A,B,C U1,U2,U3 Add a zoom icon 3 3 Critical

Misunderstanding between the text “create challenge” with “create a new challenge”

H,F U3-U6,U4 Change the entire interface 3 3 Critical

Add the challenge to “my favorite” – Problems with the “add button”

F U4-U7 Add a “favorite button” on the bottom

2 2 Serious

Problem with the text in the popup “create challenge”

L,I U4,U5-U7 Change the entire text 2 2 Serious

Waiting time is not clear during the fight requests

E U6 Add another method of request to fight

2 1 Serious

Misunderstanding of the icon run (two man) during the challenges

C,B U6,U8 Change with another icon – maybe is a mockups problem

2 2 Serious

Misunderstanding with the label “Create Challenge” and “My created Challenge”

H U6 Change the entire interface 2 2 Serious

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Problem with the compass. Is this the direction that I have to follow?

B U8 New versions of compass 1 3 Serious

Misunderstanding with the face icon I U5 -- 1 1 LowMisunderstanding of the possibility to order the challenges

G U5 Maybe is a mockups problem 1 1 Low

Misunderstanding of the point during the fighting

D U5 1 1 Low

Misunderstanding of the text “Best time”

C U6 -- 1 1 Low

Problem with the dimension of the icons

A U7 Change the dimension of the icons

1 1 Low

Misunderstanding with the number in Player’s name – think that the number is a point

D U7 -- 1 1 Low

Tests results version 2.3 (2)

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Test results ver. 2.4

Problems Use Case User Solution Frequency Impact Severity

Misunderstanding of the second marker in the compass representation

G U2 Chose a new compass representation

3 3 Critical

Misunderstanding overview button: did not do what I expected

B,C U4,U5 Change label with “minimap” 2 3 Critical

Press “Change options” to insert the search parameters

A U1 2 1 Serious

Problem name My challenge A U1 1 1 Low

Ordering of the list was not obvious D U3 Maybe is a Mockups problem 1 1 Low

Not clear the button back to fight D U3 Write “back to fight menu” 1 1 Low

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Some examples – main menu

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Challenges menu

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Challenges in action

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Map view

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Create a challenge - waypoints

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Conclusions

Prototype 2.4.1 is ready for use

Evolutionary model works well for GUI prototyping User testing brought huge benefit as many errors have

been solved Paper prototype is effective

Platform-dependent implementation

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THANKS FOR YOUR ATTENTION