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!
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