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User Interfaces Class Notes
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Visual Basic Class Notes


User Interfaces 
Final Project

The idea behind this project is for you to show me how much you have learned in this class and that you are able to apply that knowledge to a practical problem. This project makes up a large part of your final grade and should, therefore, take considerable time to complete.

Warning:  Do not take steps in the project out of order.  Be sure to read carefully each part and ask for explanation if you do not understand what is expected.

The Assignment

Working in pairs (you and one other person) will design the user interface to a new automated home lighting control system. The system, using existing wiring and existing lights (i.e. customers will not need to invest in anything new but the control devise) will control all the lights in a families home from just one control panel. Although there eventually will be several models which will be marketed to larger homes, we will assume that you will be working only on the model that controls a home consisting of two bedrooms, a bathroom, a living room, a dining room, and a kitchen. The system will also control the garage (or carport) lights and/or the lights on the outside of the home.

The system will be sold to middle-income homeowners for both new and existing homes. The system will be very affordable and the marketing strategy will emphasize the convenience, security, and energy savings of an automated lighting control system.

It is your assignment to create a user interface that is easy to use and intuitive for users of all ages and computer experience. The stress here is on usability.

The physical size of the interface will be limited to a control that is 20cm in width by 10cm in height and can be bolted to a wall. You can put what ever you want on this space, buttons, led screens, knobs, touch screens, stylus pads, track balls, etc. However, you may not use voice-controlled systems--they are unreliable and too expensive.

Some of the features that marketing wishes to incorporate include:

  1. Presenting the time lights come on and off for each individual room.
  2. Ability to dim or brighten lights based on how much natural light is sensed (each room will have its own sensor) in the room.
  3. Ability to override the presets for a single day if someone is at home and doesn't want the automated lighting system.
  4. Override the settings for a week or more when owners are on holiday.
  5. Other features are encouraged and should be included based on your user analysis.

 

Deliverables

Exactly what your final project should include:

Sequence: The project is divided into three separate parts (see below for description), each of which should be completed before the next is started.

Page limits: Each of the three parts should take about two to three pages. This is in addition to the sketches of your design, which are mandatory.

Strategy: Non-technical people, without any training will use this interface. If your interface description covers ten pages, then it probably contains a number of features that people do not need or will use too infrequently to make them worthwhile. Make the interface as simple as possible.

Note: This is NOT a programming class and you should not need to write a single line of code to complete this project. Your time is better spent speaking and interviewing potential users to find out what they want in this system.

Part 1: Task and User Analysis

You will probably consider yourself a potential user of this system, but it's always dangerous to rely on your own impressions. So you should interview at least two possible users (four is preferable), from different households,  to determine exactly what features your system users wish to have.  This is part of getting to know your users before designing a system for them.  Then you will write up the following:

  1. A description of the users you will interview in the last part (it is O.K. to ask them in this part what features they would like in a system).  At least 2 people but 4 is prefered.
  2. The general characteristics you expect system users to have (age, education, etc.).
  3. A list of the basic functions the system will support.

Part 2: Initial Design and Cognitive Walkthrough

Produce an initial description of the interface and perform cognitive walkthroughs on it using the scenarios of system usage you identify.

Write up:

  1. A description of three scenarios of system usage. For example, "The homeowner arrives home to find all the necessary areas of the home lighted and set to appropriate levels of brightness." These scenarios will be used in your task-centered design efforts. They should be chosen to cover the most important functionality of the interface.
  2. A description of your initial interface design.
  3. A description outlining the correct path users should take to complete your scenario.
  4. A description of any problems discovered with the walkthroughs.
  5. A description of how you can alter your system to design out those problems.

Part 3: Thinking-Aloud Study and Final Design

Modify your design to correct the problems discovered by the cognitive walkthroughs. Then do thinking-aloud studies with two potential users. Ask each user to accomplish one (or more, if you have time) of the tasks defined in the scenarios for task-centered design.

For example, you would first describe the "thinking-aloud" process to your subject, and emphasize that you are testing your interface, not their ability. Then, if you were using the scenario described above, you would present your user with a drawing or cardboard mock-up of your design and say: "Imagine yourself having to modify the lighting settings in living room, how would you go about doing that. Show me what you would do using this lighting control system, and please let me know what you're thinking as you work through the problem."

Revise your design to avoid any problems discovered in the

thinking-aloud studies.

Write up:

  1. A brief description of the thinking-aloud studies, with special attention to problems they discovered.
  2. A description of your final interface design including a mock-up of it produced in a computer program such as paint, or Corel Draw, or any number of other programs. The goal here is to see what the interface would look like in if it were to be produced.
  3. The "design rational" --that is, your reasons for the important features of your design. The reasons should generally refer to the scenarios you've used in task-centered design.