Wednesday, October 15, 2014

Thoughts on Seminar 2 literature

Find all notes about chapter 7 of the course book here 
From these notes are drawn here below the implications for our design and some elements that are relevant to get inspired. 

The presentation of the laws and principles for interaction design actually raises a certain number of findings that a designer should be aware of. Some are common sense, but some are worth being thought through. If any concept isn't clear, please refer to the full version of the notes for descriptions.
The direct manipulation seems better than indirect manipulation, especially for our target group: children. On a tablet, the drag and drop with a finger seems to me corresponding accurately to what one can expect as being direct manipulation, as well as clicking buttons. All functionalities of our app involve interacting with the GUI that way.
Feedback and feedforward are very powerful in giving the user a clear idea of the efficiency of the system without even thinking of it. For instance, when the loading time is high, having an indicator that shows the system is loading, i.e. doing something, doesn't shorten the waiting time but makes it seem shorter. We should achieve with our design live rendering without any latency, which is pretty hard if we actually use live augmented-reality. Also, the loading time of pictures for games can be of a paramount importance. The feedforward gives confidence to the user. Displaying instructions such as (Take a photo on a button that takes photos can be part of that).
One should make good use of standard models, also, we ought to have a look a which tablet applications children use most and are the most familiar with, to sort of get inspired and provide the child with an interactive environment that is known. As Alan Cooper said, we should obey standards unless there is a truly superior alternative.
Fitts's law states that the time it takes to move from a starting position to a final target is determined by two things: the distance to the target and the size of the target. However, this shouldn't be a problem for us for two reasons. The first is that we are dealing with tablets, so the interaction of the fingers, i.e. hand motion, is in 3D space and there is yet no model for that. The second is that we are not in a context where users must hurry, nor do we need to keep user's full attention to prevent them from going away (like in Web pages): the tablet remains in the kid's hands; therefore they must deal with the current action anyway. Hence the absence of Fitts's law relevance for us. We can just make sure the GUI is simple enough to avoid users being lost too long, and limiting the number of decisions at a given time (Hick's law, and in a way the Magical Number 7 concept).
The last principle that can help us is the Poka-Yoke Principle, that prevents unexpected errors or misuses to happen. Furthermore, the fact that we should any unnecessary button at a given moment should help us simplify the UI.

From the part Documentation and Methods of Refinement, here are some of the brightest ideas. The first is about using scenarios. Even though we have already worked on them, we focused on the context under which the visitor experienced the museum. Thus, it was neither product-oriented nor design-oriented. The author gives an example of a 5 lines product-oriented scenario that spares days of specifications. Using scenarios, designers can sketch with words, and a picture can be worth a thousand words but a few words can also be worth quite a few pictures.
The power of drawn sketches is also enlightened. We used it a lot and we should probably keep on using it for the design of the GUI itself. Using a storyboard is also an option, as well as tasks flow and use cases.
About the wireframes, we oughtn't create one for the purpose of the course, but it is good to keep in mind that in real-world a whole lot of documentation is needed.
The various controls examples given are known by all of us, so this part was not as relevant as the previous one but it was entertaining.
Last point comes from Bill DeRouchey's experience feedback on frameworks and controls. He mentions the concept of hero task, this is the main task a system has to perform, for example changing volume on a radio, and the design should reflect that hero status. On our GUI, functionalities, buttons that are most often used should be big. The size should be in proportion to the importance.


Since we are at a point of our design that involves making critical decisions, this is probably the right time to discuss some of these points, especially: 
    As the Poka-Yoke Principle makes one consider the relevance of each control at any given time, aren't there some buttons we can remove at some points of our quest? For instance, should the Map and the Find parents remain on the front layer at any time, or could we consider that when the child is busy, he won't need or think of calling his parents?
   The concept of feedforward seems rather important to give used confidence is the use of a system. Since we are dealing with children, and more than half of them might have never used a tablet, should we make the assumption that all children 7-12 will have gone through the learning process of manipulating a tablet and spontaneously think of drag&droping objects, click buttons? Apart from aesthetics considerations, we probably ought to try to get a better understanding of children's mental model of a tablet app.




No comments:

Post a Comment