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USER INTERFACES & PROTOTYPES Yuan Li - PowerPoint PPT Presentation

IXD 330 INTERACTION DESIGN I TEAM Haren Soril Cole Vercammen Elsa Grayson Melody Hagedorn USER INTERFACES & PROTOTYPES Yuan Li


  1. IXD 330 INTERACTION DESIGN I TEAM Haren Soril Cole Vercammen Elsa Grayson Melody Hagedorn USER INTERFACES & PROTOTYPES Yuan Li

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  5. Intelligent is a smart and tangible mat that connect to the wall and earbud, featuring an intelligent surface, monitor activities in detail, providing data, and guide and train people exercise with better form.

  6. Interchangeable weights lock together and display the total weight of the dumbbell ●

  7. Quantitative Method

  8. Questionnaires, empirical Both fixed-response and open-ended questionnaires. Why This Method? To gather anonymous user data to define who our users are ● To determine users’ level of comfort completing tasks ●

  9. Qualitative Methods

  10. Task Analyses, non-empirical Task analysis techniques break down the methods for performing tasks with a product into a series of steps. Why This Method? It will help us understand how difficult tasks will be to perform ● and how much effort is likely to be required. (starting a game/workout)

  11. Field Observation, non-empirical Field Observation involves watching users in the environment in which they would norm ally use a product. Why This Method? This will help us determine if our experience is a straightforward ● process. Users will be on their own and we will see how long it takes to ● complete a task

  12. Think-Aloud Protocol, empirical This method involves a participant speaking about what they are doing and thinking when using an interface. Why This Method? To get a better understanding through first-hand user ● experience.

  13. Feature Checklist, empirical Users are simply asked to mark against the features that they have used. Knowing which features are used and which aren’t is helpful as a means of requirements capture when developing products. Why This Method? To learn what a real user need is and how we are planning on ● solving it.

  14. The questions we’re hoping to have answered: 1. Is the display of information on the interactive wall effective? Does it need more or less data? Is it intuitive for the user? 2. Will the motions be intuitive and done with ease during the experience? 3. To define user journeys on the mat that are most conducive to the system success. 4. Do users have an accurate mental model of the weight distribution process? 5. To figure out if each system component works well individually and as a whole. 6. How do people benefit from working with a trainer? 7. What are the qualities you like about trainers? 8. How do users feel about have a trainer in their ear? 9. What is the experience like when having ears molded?

  15. How are we planning on finding the testers?

  16. Questionnaires & Virtual Testing: Physical Testing & Interviews: Two bit circus Students on Campus Set and Flow Fitness Enthusiasts Rumble Gaming Enthusiasts Orange Theory Two bit circus Survey Monkey Set and Flow Reddit Rumble Orange Theory Survey Monkey Reddit

  17. General Outline of The Procedure. 1. Pre-Testing Methods a. Pre-Test Questionnaires 2. Testing Methods a. Task Analyses b. Field Observation c. Think Aloud Protocol d. Feature Checklist e. Semi-Structured Interviews 3. Post-Testing Methods a. Post-Test Questionnaires

  18. Thank You, TEAM Haren Soril, Cole Vercammen, Elsa Grayson, Melody Hagedorn, Yuan Li

  19. Physical/ UI Prototype Test 1. Participants will stand in front of the projector for a low-fi test 2. They will interact with the weight dispenser prototype to get their dumbbells. 3. Next, they’ll interact with screens and the AI coach (Elsa on a phone call via air pods) to begin the workout/game. 4. Participants will execute specific movements dependent on audio/visual instructions and cues.

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