Wednesday, 10 December 2008
Week 10: Finalisations on the client and project and course end
Friday, 5 December 2008
Week 9: Traveline project – user testing, analysis and project progress
Overall we are very pleased with the richness of the data we have gathered. It has led to some interesting findings, which I will leave to the report and presentation to demonstrate. We have begun looking at re-design ideas. The German website Bahn.de is an excellent example of the sort of functionality and layout we are hoping to suggest. We found that alot of people did not know how to make changes between stops confidently enough, and we are going to suggest that easily accessible tabbed maps would be a good idea. As well as working on suggestable implementations, we have produced a first draft of the report (for peer review), and begun looking at the structure of the presentation (to work out content and timings). With some hard work over the weekend, we should be set to pull everything together and finalise things next week.
On a less academic note, I’m going to finish by looking at a couple of new gadgets I came across the other day:

This keyboard; the uTron produced by Personal Media Japan, is an absolutely terrible design I think. Its ergonomics gone mad. As well as making some bizare split in the middle, some other pointless alterations have been made. The 'Z' key is twice the size (yer because like that gets used all the time), the space bar is tiny, and the 'alt' key is right next to the 'A' key. And wait for it... it actually cost £350! What a disaster.

I can't make my mind up about these coin USB sticks. On one hand it would fit nicely in your wallet, on the other hand you are pretty likely to lose it given enough time. It seems a bit of a gimic to be honest.

Finally the N97, which I won't say much about, other than it’s a very slick design (more so than the similar styled G1). However as I have learnt you need to live with a phone before judging its usability so will have to wait and see.
Friday, 28 November 2008
WEEK 8: Gesture interfaces, Touch screens and other future challenges of HCI
In this week’s lecture we went through some further challenges for HCI in an opinionated discussion. First we looked at touch screens and gesture interfaces. Whilst they do provide a more natural way of interaction than traditional keyboard and mouse, I would argue that this naturalness is limited. There are only so many movements that can be done to perform functions, which feel natural with touch screens and gesture interfaces (e.g. flicking up to push a page out of the way). After that any extended functionality must be achieved by learning a kind of sign language, no different really to un-natural command shortcuts on keyboards. I guess it might turn out that gesture commands once mastered turn out to be quicker and less prone to error. But really the point is that at the advanced level they aren’t any more natural than a keyboard. Also touch screens need to develop a better feedback before the use with them becomes properly fluid. The Blackberry Storm tried to do it by turning the whole screen into a button that must be pressed to select anything, but surely that defeats the point of a touch screen. I think that this paradigm of interaction may be rather short and will be replaced by something better.
One of the other points of discussion was Bumptop; a new concept 3D interface, which uses a physics engine to simulate how real documents act and then allows you to manipulate the document objects in certain ways. I guess it’s supposed to make it easier to organize docs. The thing is there are blatantly ways of implementing this sort of functionality using command prompts etc in a normal desktop like "windows". It looks like it would take forever to find things. What’s wrong with a search bar? It’s almost like it’s on a level with just having all your documents scattered across your room in a more or less organized fashion. Computer operating systems are suppose to create solutions to file storage, not replicate clumpy real world ones prone to error. It may be better than having all your documents on the desktop like in picture (a), but who the hell is actually that disorganized. Plus check out vista and apple interfaces and the problem is pretty much sorted with their neat and tidy taskbars and shortcut bars. The one aspect I did like was the making important docs bigger, but this could be done just as easily on a normal desktop by right clicking and left clicking on a function that would call it. After the lecture I had a debate with a fellow student. He was responding to my point that you can’t be organized in mess. He claimed that people have ways of organizing things in their own mess, and that their mess can make them better at tasks. Well my response to that is that if they see organization, it’s not mess in the first place! Anyway really a rather trivial debate over a subjective matter, but quite amusing nonetheless.
In the seminar we re-designed the Sussex websites in groups. Some took a social networking “Facebook” approach, others a more functional approach. Generally people’s approaches were all quite similar and focused on a practical solution. This is because everyone agreed in large that the site should be informative rather than an area for fun, although many did suggest a social chat function. Our group suggested that since it’s a nightmare to find rooms on campus, it would be beneficial to have a 3D simulated virtual environment of campus that could take you from A to B in a video. Perhaps this could be linked up to student’s ‘Smartphones’. The exercise pointed out that the Sussex websites are very badly designed, and also since our solutions were similar that the course has worked to get us all to think in certain ways.
We also carried out some of our user tests for the Traveline project this week, with more to follow intensively over the next week. This turned out to be a revealing experience. It was alot more complex than we first imagined. We rented a room out in the library and brought our laptops in. After complications installing ‘Teamviewer’ (the software used to view and record user screen data over the internet), amendments to the script, problems with the quality of the “Skype” broadcast, problems with a foreign girl not understanding us, and so and so forth; we managed to get a number of users to successfully complete the tasks we set. This led to some useful data and the experience as a whole served as a step to better organization in later sessions. We realised that the complications (particularly the availability of user participants at set times) and over arching time constraints on the project, meant that we might not be able to hit our user number of 36 with a completely balanced demographic. Nonetheless our sampling will still be demographically led, and we will endeavour to get as many users as possible in order to get the most complete data and find all the problems in the sites. With another session today, hopefully we will learn even more.
Thursday, 20 November 2008
WEEK 7: Iterative evaluation
This week we looked at the process of iterative evaluation. The focus was on constant evaluation through all development stages of user centred design. This process is tied in with early ideas being prototyped, tested and evaluated, improved, prototyped some more, evaluated, etc. In doing so the process hopes to increase functionality, usability & user experience, and to debug problems at an early stage as possible. This of course leads to a better product. We were told that in industry most times engineers fail to follow an iterative process. Only evaluating after the product is complete and then shipping the product regardless of the result. This leads to a bad product that suffers from loads of usability issues, produces a bad experience and loses the company profit. I'm amazed that the corporate world can be so irrational at times, but then that’s bureaucratic company politics for you.
The iterative evaluation process forms a main part of our Traveline client projects. Earlier in the week our group had another meeting to work out the next set of actions. We needed to work out the requirements in order to focus the user tasks in an appropriate way. After a brain storming session we decided that we would try and build the requirements from the perspective of a Traveline user. What would a user want from the website? They would need to know the travel times in an understandable format, the cost of the journey (this was a big area of debate in the group, but we finally agreed that clearly that if price info was not shown, users would go elsewhere), the reliability and convenience of the travel routes, and finally an encouragement to choose public over private transport. These requirements would form the basis for designing the user tasks. In the next meeting we aim to finalise the scenarios under which users will be tested, which will be conducted using a combination of screen readers and telephone interviews (pre and post task). There was talk in the group today after the seminar that we might look into filming people’s faces using web cams to capture emotions; but I’m not convinced that it will provide particularly useful data given our lack of knowledge in facial expression psychology. Also whilst user experience is important, I believe we should be aiming for a quick and efficient experience over a fun one mostly. People don’t use travel sites for fun, they want info quickly and reliably. Anyway more updates on the project process next blog.
With academia aside, I thought seeing as this is a blog I might have a quick rant on the mobile phone upgrade I got a couple of weeks ago; the Nokia N78. I got it because it had internet and mp3 mainly. But the usability is terrible. Firstly the processor is not powerful enough to run the operating system properly, leading to slow feedback times when buttons are pressed and ultimately to a bad experience. Secondly the mp3 software is badly designed. There’s no option anywhere to move quickly between the play/pause screen and other phone functions, meaning that everytime you want to change track you have to navigate through about 5 pages (multiplied by the slow screen loading). To make things worse there isn't a play/pause or skip track button on the phone. So the phone has mp3 functionality, but it’s a nightmare to use and so rates very low on usability. Thirdly the internet is slow and charges you per MB usage. Also with no QWERTY keyboard, typing web addresses is a nightmare. Also the designers put a shortcut key to Vodafone live on the main page which can easily be pushed accidently leading to a connection to the web that charges you. Obviously this can be changed but whys it there in the first place! Just to round it all off, I was excited that it supported GPS. But of course you had to download the software separately (another charge) and then pay a subscription. All in all a bad user experience and the reason why I will be trading it in for a G1 android, which I hear great things about. That’s less money for Nokia due to bad user design!
It’s interesting to note that it wasn't till I'd lived with the phone for about a week that I properly noticed all of this and formed my negative opinion. I think you really have to understand what it's like to live with a piece of technology on a day to day basis, before you can form a proper opinion. Maybe this is something user centred designers should seriously take into account in their user testing for certain devices. Jeff Hawkin founder of the company PalmPilot for example carved up a prototype of the first PalmPilot to the dimensions of a real one and carried it around with him to see if he could live with it. This prototyping (as well as others of course) led to an incredibly successful product.
Thursday, 13 November 2008
Week 5 & 6: Generating Requirements & Prototyping
Thursday, 30 October 2008
Week 4: UCD - Understanding users
In this week’s lecture we looked at design from the user's perspective in greater detail. First we looked at the user at a cognitive level. The three key cognitive aspects related to HCI are attention, perception and memory. Interfaces should be designed to draw our attention to certain details where appropriate, be perceptually unambiguous and use appropriate output for sensory modalities, and rely on recognition over recall to reduce load on memory (although due to cognitive techniques like scanning and chunking there is no need to keep the number of items on the page in accordance with the 7+/-2 rule). Secondly we looked at user research methods, which we also did in the second half of the seminar. The toolbox of research methods for the interactive designer is very diverse, including things like ethnography (which follows a real world context research paradigm), focus groups, card sorting, eye tracking, cognitive walkthroughs, and many more. Some are purely done by usability experts (which are cheap and quick) and others involve the user more (which are generally better suited for user centred design).
In the seminar we found out that we would be evaluating and re-designing four of the Traveline websites, which are used to provide information to the public on public transport. Two speakers came in to talk about Traveline and the class asked questions. It appears that our ideas may actually effect real change on the websites, which is great. However the political and financial influences will mean that only changes into the frontend interface end will likely be taken into serious consideration (because of its cheapness and ease of implementation). Nonetheless, I’m convinced that it will be an interesting and highly valuable experience. It’s just the sort of thing we will be doing as real interactive designers. I want to bring interactive maps to the site, but we will have to see whether this is viable and also most importantly whether users want maps. The needs of the user found from our own user studies are a key part of this exercise. The user always comes first in UCD!
Thursday, 23 October 2008
Week 3: UCD - Evaluating Existing Technologies
This week we looked at the methods that interactive designers use to evaluate interactive products. The key is to start with utility and get that right and then look for the user's experience (although both are as important as each other). In the HCI industry either experts perform product evaluation (known as the discount usability method because it’s cheap and quick), or ideally users are involved in the evaluation process. Experts often follow Nielsen (2001) design principles that provide heuristics for testing products. These include things like visibility, matching, error prevention, aesthetics and many more. Another method is a cognitive walkthrough where the experts attempts to put themselves in the user's shoes and work through the system. However clearly this surrogation is not as good as the real thing. So the best testing involves collecting quantative (generally usability data) and qualitative (generally user experience data) user data. One thing to point out is that we shouldn't quantify the user's experience. I couldn't agree more! The idea that we could turn someone’s experiences into effectively a list of number is ridiculous! We will be looking at some of the user evaluation methods in more detail next week.
In the seminar we first reported back on usability issues we found about games. One quibble I have about the new pro evolution soccer is that they have actually gone backwards in designing the menu system making things much more confusing and complex. It’s like the project managers told the game designers we have to make some changes but don't worry if they improve anything, there are many millions of loyal fans to the series that will fork out 40 quid for a copy regardless due to the squad list updates. It’s interesting to point out that the Wii version involves a more interactive control system, yet has not taken over in popularity, presumably because football game fans are perfectly happy with the mapping on the normal controllers. If I want to play football, I go out and play it!

After this we were told to evaluate the interface, (both physical and software design) of our mobiles. Seemed to be a lot of issues surrounding the iPhone and touchscreens. We then in groups came up with concept ideas for potential new mobile phone products. We rather cheekily stole the Nokia Morph concept (just search YouTube), which relies on nanotechnology to facilitate shape morphing depending on task and function. I personally rate the idea, but we will have to see whether the idea takes off once it’s released in the next 5 to 10 years!
Sunday, 19 October 2008
Week 2: Design Principles and Conceptual Models
Sunday, 12 October 2008
Direct brain interfaces
Last week in the HCI introductory lecture I mentioned the possibility that Direct Brain Interfaces might mean that the usual trend of aging generations to abandon the latest technology (because it is so different to what they are use to), is in fact stopped because it would become so easy for everyone regardless of technical expertise to interact with technology. My lecturer commented that this was an interesting area of research, but as of yet impractical due to the levels of concentration required for the user to operate such systems. I just thought I'd point out that our scientific understanding of using such technology, both in terms of the complex brain neural networks and the patterns of activity of brainwaves, is still at a very early stage. I'm an optimist about the boundaries of science and what it can achieve. As I understand devices such as the emotiv headset (follow the link at the bottom), a device that reads user's brainwaves to allow them to move virtual objects around a screen, work by noticing kind of primitive signals. Everytime we think "left" for example the pattern of activation is different, but patterns between occurrences are similar, especially compared to those for "right". By interpreting these general patterns the headset can function. However when neuro/cognitive science become more advanced, I have no doubt that given technology will be able to follow and interpret more complex patterns and work without the user concentrating so hard. Anyway I would love to try out the emotiv headset, but it’s pretty unlikely given that it’ll set anyone back £150 this Xmas.
Course start
I’ve created this blog to make my learning diary for my HCI module public. I will be posting something at least once a week, depending on what I come across in my studies. I’ve just finished the first week of my course and looks like it should be good including this module. Lots of opportunity to be creative, as well as applying my Cognitive Science knowledge to the field of HCI and interactive design.