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Special Topics

Special Topics HCDE 418 Autumn 2009 Agenda Announcements 5 minutes Final Report Desc . 5 minutes Lecture 50 minutes Debrief & Next Class 5 minutes Group Project Time 45 minutes Announcements Your questions, comments, issues, appreciations? Upcoming work

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Special Topics

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  1. Special Topics HCDE 418 Autumn 2009

  2. Agenda • Announcements • 5 minutes • Final Report Desc. • 5 minutes • Lecture • 50 minutes • Debrief & Next Class • 5 minutes • Group Project Time • 45 minutes

  3. Announcements • Your questions, comments, issues, appreciations? Upcoming work • Read: Buxton, pp. 370-419 (last reading!) • A3: 5-day Field Deployment Study • Due Thurs., Dec. 3rd, 5:00 P.M. • 6 sketches by Thursday • 1.5 discussion board posts

  4. Announcements • Reminder: Sketch theme this week and next: • Food • Sketches relating to eating, restaurants, grocery shopping, cooking, baking, wait staff, food delivery, etc. • Shopping • Sketches relating to buying stuff, purchasing, checkout, browsing, online shopping, cash, money, banking, customer service

  5. P7 – Final Report & Presentation • Dec. 8th Presentations, Dec. 10th Report • CHI 2010, Foot Soldiers, Voting • Dec. 10th Presentations, Dec. 8th Report • MS UX Team and Team Cool Horse

  6. Week 11 - Schedule • Dec. 8th • 3 Presentations • Sketching Critiques • Note it’s Tuesday, not Thursday! • Dec. 10th • 2 Presentations • Industry UX perspective • Denise Carlevato (Microsoft UX) • Top Pot Donuts!

  7. Week 11 - Attendance • Attendance taken both days for Week 11 • Counts toward participation grade

  8. Final Report Description • Posted online now • 10-12 pages reflecting upon sketching experience • What was the process like? How did you improve? • Reflect on critiquing as both a giver and receiver • Describe your sketches with Buxton’s terms • Choose your favorite ideas and explain how you’d move beyond the sketch phase to next steps • 30 sketches in sketchbook with at least 2 signatures each

  9. Lecture – Special Topics 45 minutes

  10. How does UX Change for… • Mobile devices • Social devices • Gaming devices

  11. Question: • How does UX change when moving to mobile devices?

  12. Users’ environment could be anywhere!

  13. Cannot do evaluation “in the lab”

  14. Constraints • Small screen • Small keys • No mouse • aka precise pointing • Internet?

  15. Multi-functions • Phone • Camera • PDA • Browser • Gaming Platform • MP3 Player

  16. Case Studies: Mobile Web Field Research • Target users • Mobile web users • Heavy users of internet services (mail, messenger,) • Ages: 18-34, gender balance • Qualitative study • Diary study of mobile and computer use • In-depth interviews to understand relevance, current use patterns and unmet needs • Broad research questions: • What are users doing on mobile web, what they value and where are the pain points? • What are additional unmet needs? • What are users doing on the internet (PC) that could be augmented or replaced by services on the mobile?

  17. Confirmed the obvious • Users cited several obstacles to internet usage via their mobile phones: • phone’s interface makes it difficult to enter URL • text input through keys • network speed/latency • network reception • small screen size • perception of cost (perceived value) • QuickTime™ and a H.263 decompressor are needed to see this picture. • lack of cost transparency • sites are not optimized for mobile phones • scrolling is a pain • Despite the challenges, people ARE accessing the internet via their mobile phones

  18. Jeanine • What she does: • Accesses Yellowpages com from the Sprint carrier deck to find phone numbers and addresses of businesses. • Why she does it: • It is cheaper than 411 ($1. 49)

  19. Fred • What he does: • Checks and trades stocks while at work on his Treo • Why he does it: • His work computer is monitored and he doesn’t want people to know what he is doing.

  20. Christina • What she does: • Orders pizza while on her way home from work. • Why she does it: • So that she doesn’t have to talk on the phone and waste her minutes

  21. Design Insights & Guidelines • Can’t always rely on current behavior for design ideas • “If I would have asked people what they wanted, the would have said a faster horse.” - Henry Ford • Availability is not enough in a PC-centric world • People are tethered to their PCs • Information related to highly popular topics and events

  22. Design Insights & Guidelines • People are apathetic about current mobile internet services • Use it, but don’t love it • Square peg, round hole • Think uniquely mobile experiences, not mini PC • 2D Barcodes in Japan to reduce typing

  23. Design Insights & Guidelines • People use mobile phones to make solo activities social • Texting to reduce loneliness while waiting, riding bus • Sending pictures to friends of a shirt to get opinions about how to buy • The phone is emotional design – reflective • Seen as status symbol • Personalized ring tones, photos, stickers

  24. Guidelines • Think uniquely mobile, not mini PC • Think always with you, not just on the go • Think building and reinforcing common ground and identity • Think access to what’s essential, not browsing

  25. Follow up study by Nokia • Deprivation study • Made 8 users ONLY use their mobile browsers for 3 days straight • No access to PC-based internet • “Cheating vouchers” • Helped understand breakdowns and limitations • Determined what was frustrating, what was needed

  26. Mobile Sketches

  27. Mobile Prototypes

  28. Question: • How does UX change for social applications?

  29. Poll: Have an account on…? • MySpace • Friendster • LinkedIn • Facebook • Twitter • Orkut • Other?

  30. Poll: Use daily? • MySpace • Friendster • LinkedIn • Facebook • Twitter • Orkut • Other?

  31. UX Issues • Critical mass • Only useful if your friends are also on it • Social classes • Danah Boyd – UC Berkeley • Privacy issues • MySpace vs. Facebook vs. Twitter • Updated content • Friendster vs. Facebook • Usability • MySpace vs. Facebook

  32. Case Study: Nokia and U Toronto • Studying Twitter/Facebook status updates • Using Mechanical Turk to have people submit their status updates • Answers 5 basic questions: • What was the post? • When did they do it? • How did they update (website, mobile device, sms, etc.)? • What was the purpose (entertain, inform, humor, etc.)? • Who was the intended audience? • Hope to inform design of mobile devices for supporting updates

  33. Question: • How does UX change for gaming devices?

  34. Focus shift • Productivity -> Enjoyment • Challenging is okay! • Learning phase is critical • When have you ever read a manual for a video game? • Competition is fierce • Mobility + Social + Games • N+1 Products

  35. Spore UX Design Process • http://vimeo.com/1704123 • More on Spore UX Design/Research Process: • http://www.boxesandarrows.com/view/researching-video

  36. Accessibility & Games • Clever teaching of accessibility guidelines! • “Game Over”: • http://www.ics.forth.gr/hci/ua-games/game-over/

  37. Next Class Topics • Thursday, Dec. 3rd • Sketching critiques – 30 minutes • HCDE 418 “Bar Trivia” • Prizes for the winners • Teams w/ max of 4 people • Open book/notes/slides, but time pressure • Better review lecture slides… • Course Evaluations

  38. Group Project Time

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