Alarm Clocks Jake Graham Leighton Makoto Ige Sarah

  • Slides: 22
Download presentation
Alarm Clocks Jake Graham | Leighton Makoto Ige | Sarah Leavitt Human Factors and

Alarm Clocks Jake Graham | Leighton Makoto Ige | Sarah Leavitt Human Factors and Interface Design Franklin W. Olin College of Engineering May 2, 2005

Design Process to Date • • • Project Selection-Primary User Groups Conducted Interviews Developed

Design Process to Date • • • Project Selection-Primary User Groups Conducted Interviews Developed Personas, Scenarios, and Lexicon Formulated Initial Design Ideas Created Low-Fidelity Prototype Conducted Interactive Interviews Created First Interactive Prototype Heuristic Evaluation Created Second Interactive Prototype Conducted Pilot Usability Study Making Revisions to Second Interactive Prototype

Project Selection • • • Hardware-Software Integration Manageable Sized Project Meaningful Design Ability to

Project Selection • • • Hardware-Software Integration Manageable Sized Project Meaningful Design Ability to Implement our Results Alarm Clock! • • Insufficient & Inefficient Design Brainstorming Session • Personal Experience with Alarm Clocks

Interview Highlights • • Analog vs. Digital Users Multiple Alarms / Alarm Clocks Irregular

Interview Highlights • • Analog vs. Digital Users Multiple Alarms / Alarm Clocks Irregular Sleeping Patterns Outrageous Ideas about Waking Up • Seriousness of Problem

Personas • • Jackie Lee • College Student Melvin Jefferson • CPA Doris Jefferson

Personas • • Jackie Lee • College Student Melvin Jefferson • CPA Doris Jefferson • Librarian Archivist Richard Sterling • . com Millionaire

Scenarios • • • Set and Arm Alarm Wake Up and Turn Off Alarm

Scenarios • • • Set and Arm Alarm Wake Up and Turn Off Alarm Use Radio

Modality • • Learning applies to all modes Simple visual feedback • Color •

Modality • • Learning applies to all modes Simple visual feedback • Color • Flashing • Display

Scroll Wheel • Analogue • Reduces number of buttons • Allows one-handed control •

Scroll Wheel • Analogue • Reduces number of buttons • Allows one-handed control • Forward/backward scrolling • CW/CCW motion parallels analog clock

Random Chase • Verifies user’s consciousness • • • Unpredictable Deactivation process takes time

Random Chase • Verifies user’s consciousness • • • Unpredictable Deactivation process takes time Does not allow for incomplete deactivation

Reduction Snooze • • • Snooze Time Decreases Set Starting Snooze Time Finite Amount

Reduction Snooze • • • Snooze Time Decreases Set Starting Snooze Time Finite Amount of Snooze

Low-Fidelity Prototype

Low-Fidelity Prototype

Interaction Flows

Interaction Flows

 • • Changes from Low-Fi to First Interactive Menu System • • Menu

• • Changes from Low-Fi to First Interactive Menu System • • Menu Options vs. Multiple Presses Hardware to Software Limitations due to time • • Radio Functionality Color / Lights

Heuristic Evaluation • • • Problem Highlights: • • • Functionality Prevent Errors Speak

Heuristic Evaluation • • • Problem Highlights: • • • Functionality Prevent Errors Speak the Users’ Language Majority of problems already known Majority of problems mitigated by physical prototype

 • • • Interactive Prototype. Take Two All Severity 3+ Fixed Implementation Errors

• • • Interactive Prototype. Take Two All Severity 3+ Fixed Implementation Errors • • Functional (radio) Preventive (radio) Few minor problems postponed

Pilot Usability Study • • Gave users no background information Went through tasks one

Pilot Usability Study • • Gave users no background information Went through tasks one at a time • • • Most took <25 seconds Hints given when users got stuck Error-prone tasks • • Setting alarm Using radio Overall, very positive Good Feedback

Interactive Prototype

Interactive Prototype

Live Demo • http: //fsweb. olin. edu/courses/engr 3220/sa 2004/en gr 3220 -violet/phase 5/violet_phase 5.

Live Demo • http: //fsweb. olin. edu/courses/engr 3220/sa 2004/en gr 3220 -violet/phase 5/violet_phase 5. html

To-Do List • • • More 3 D looking Flash Prototype Iron out few

To-Do List • • • More 3 D looking Flash Prototype Iron out few remaining bugs • • Radio preset functionality Colors/schemes of buttons Discuss toggle interface

Lessons Learned • • • Users want controlled defeat-ability. Good design is not necessarily

Lessons Learned • • • Users want controlled defeat-ability. Good design is not necessarily innovative. Paper prototyping works well. Say what you mean. Formal Usability Study we designed would have been very beneficial.

Thank You!

Thank You!

Questions?

Questions?