Assignment Overview: Find an everyday handheld device and examine how it has been designed, paying particular attention to how the user is meant to interact with it. Device selected: iPhone (not very original, I know. I'm sure thousands of students from around the world are making this same pick right now).
(a) from your first impression, write down what first comes to mind as to what is good and bad about the way the device works:
The good list:
- easy to learn and use most functionality
- fast access to most important device features
- leverages natural gestures for smooth and fluid interactions
- touch screen interactions are responsive and accurate
- easy to organize and add content and applications
- seamless synch with computer via iLife suite
- flawless great integration of music player and phone
- aesthetically pleasing software transitions (and in general)
- form factor fits well and feels good in-hand
- device is reliable
- inability to run multiple applications at once
- missing cut & paste functionality
- lack of ability to switch battery
- missing tactile feedback from physical device
- limited support of file types
- purchase and activation process
- limited availability and bad customer service (only on AT&T)
The best word to sum up the experience of using the iPhone is delightful. Before you even turn on the device you can notice that it is beautiful in both look and feel. From a tactile perspective, the plastic casing of the phone provides a pleasant feel that is soft and warm. Its curved casing helps the device fit ergonomically in one’s palm. All this and I haven't even turned on the device yet. To describe the user experience associated to interacting with the device here is one user scenario and one description:
Scenario 1: Let’s meet up spontaneously
On a chilly Saturday afternoon as Julio wraps up his visit to BAM he calls two good friends who live nearby. He is unable to reach them but leaves them both messages. He then proceeds to turns on the ringer of his iPhone, using the physical switch on the top left corner of the device, to make sure that he doesn’t miss the return calls.
Next, Julio puts on his headphones, takes out his iPod, double clicks on the home button, and then touches the play button that appears on the screen - the iPhone starts playing music where he had left off earlier. After 10 minutes waiting Julio decides to head back to Manhattan. He strolls down to the subway stop shaking his head and enjoying the Presets latest release at his usual ear-busting volume. As he takes his first step down the stairs the music is suddenly interrupted by an incoming call. He checks the caller ID and picks up the phone, once he confirms who is calling.
After a quick exchange of friendly insults and taunts, Abe invites Julio to join him at a nearby bar to get sloshed. Since Julio doesn’t have the slightest clue about how to get to this bar, he takes out his iPhone and opens up the Google Map application. There he inputs the destination and requests directions from his current location. He is also able to determine that the subway is the best way to head over, so after blocking a bunch of impatient fellow New Yorkers for 5 minutes Julio continues heading the down the steps to the subway.
User description: experience using the device
The first thing you notice when you power up the device is the size, vividness and crispness of the screen - images look great. Then you start interacting with the device via the smooth and responsive touch screen display.
The experience of using the touch screen is impressive. Apple has done an amazing job at designing interactions that feel natural. From sliding your finger across the screen to unlock the device, to pinching content to reduce it, or best of all flicking your finger to quickly browse through your phone list or long page of content. Across all of these interactions the device is extremely responsive in a way that makes it feel very natural.
The functionality on the device is also well prioritized. Phone and music player functions are definitely the two most prominent features of the device, unique shortcuts provide quick access to these apps. This helps make the device a pleasure to use. Though I don't like to admit it, a pleasurable part of the experience of using an iPhone is the coolness factor. It is a device that exudes coolness and from a social perspective one feel's cool using this product.
(c) Compile a set of usability and user experience goals that you think are relevant in evaluating the device. Decide which are the most important and explain why:
Usability goals:
- Efficient to use: device supports use of frequent tasks efficiently. Provides fast access to most important applications and functionality. Delivers high level of responsiveness and reliability.
- Good utility: device to product provide an appropriate set of functionality? Supports most common voice and text message protocol, and multimedia content formats. Enables media player functionality where phones not allowed and functionality enhancements/upgrades via software.
- Easy to learn: device is easy for first-time users to learn. Provides an intuitive interface.
- Safe to use: device protects users against common errors? Protects users against calling people in error, entering mis-spelled text into messages, and loosing data when they quit applications.
Experience goals:
- natural feeling gestures
- cool, fun & enjoyable
- enhancement of sociability
- pleasurable & delightful
- aesthetically pleasing
(d) Translate your set of usability and user experience goals into two or three specific questions. Then use them to assess how your device fares.
Usability goals-related questions:
- Is the product able to provide users with fast access to the most important and commonly used functionality?
- Does the product support the most common communication and entertainment uses (e.g. does it support voice and text message protocols, common media file types, and usage contexts?)
- Can users learn how to use the product without needing to refer to the manual or other types of support?
- Does the product help users avoid, and easily recover from, common errors associated to use of mobile communication and entertainment devices?
Experience goals-related questions
- What is the user’s response to the aesthetics of the device? How does the user feel about the gestures required to operate the device (fluid, natural, awkward, silly)?
- What is the user’s response to his/her interaction with the device (delight, excitement, annoyance, frustration)? How does the initial reaction differ from subsequent ones?
- How does the user’s relationship with, and response to the device evolve over repeated interactions? What types of emotional bonds does the user create with the device (trust, affection, pride, love, hate, admiration)?
- How does the user feel about using his device in different contexts such as social, personal, professional, and public environments?
(e) Compile a set of design principles that you think are relevant in evaluating the device. Decide which are the most important and explain why. Translate your set of usability and user experience goals into two or three specific questions. Then use them to assess how your device fares.
Design Principles:
Though the following five design principles played an important role in the design of this device – visibility, feedback, constraints, consistency, and affordance – affordances and visibility are the most important principles for this design. The importance of visibility is obvious considering that this device packs an unbelievable amount of features in a pocket-sized package. In light of the device’s size, it is extremely challenging to find a solution for making affordances associated with different “modes” accessible to, and understandable by, the user.
Design principle-related questions
- are the most important possible actions clearly visible? Is the prioritization appropriate?
- does the device make affordances visible, easy to recognize, and use?
- does the device provide sufficient feedback to the user throughout the interaction?
[questions taken from textbook Interaction Design: Beyond Human-Computer Interaction, link to website here]
1 comment:
I've done this exercise too (for a Pulse smart pen), at http://inpraiseofdreams.blogspot.com/2009/03/m364-block-1-unit-2-activity-2.html - would you like to swap critiques?
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