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It’s important his mischievous friends don’t see his password while logging in. Additionally, this agreeable group of friends will likely search for several different movie titles, before agreeing on one they’d like to watch.”

Scenario Tasks

Task 1:

Task 2:

Task 3: This is a picture of task 3 from our second iteration. On our first iteration, the task told users to incorrectly type a letter to simulate making a mistake. For our second iteration, the task did not tell users to mistake, rather during testing, when users were halfway complete with task 3, we told them to “change a letter”. We found users in our first iteration became preoccupied with making a mistake, and our prompting would more closely match an actual error.

Observations/Photos

User testing pointed out two types of flaws in our design

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Below are pictures of our first paper prototype with a brief explanation of how we ran it.


Users were given these controls to manipulate.


An important feature of our prototype was indicating focus. In our paper prototype we indicated focus by pointing a big yellow arrow at the focused object. Users were told that in an actual design, this would likely correlate to a highlighted background.


There were a set of onscreen directions that changed depending on “focus”. In our second prototype, we were able to remove some of these instructions and put them directly on our interface.

Keyboard_pp_lower

Keyboard_pp_upper

Keyboard_pp_numberImage Added
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Users iterated through different character sets (uppercase, lowercase, numbers/punctuation). This is clearly a necessary function, but user testing showed our implementation (hitting “down” from the root node) led to breaking to some internal inconsistencies. After hitting down and cycling through the character sets, users expected to be able to hit the “up” arrow to cycle upwards through the character sets, but this brought them into the box containing previously typed letters. This was something we changed in our second prototype. In our second prototype, hitting down, brought the user into a selection mode, where up or down cycled respectively through the character sets, and a set was only chosen when the user hit “select”. This proved better, but we had to indicate to the user “hit select to choose a character set”. This prevented the accident “up” error, but users found it cumbersome, and one user hadn’t realized they changed modes. This is something we still need to iterate on.

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