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User | Presented with the Tutorial Screen | Finding a friend in your Friend List or on the Map | Adding an individual into your Friend List | Creating and Inviting Friends to an Event | Responding to an Invitation by Proposing a Change in Time | User's General Comments |
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Reflection
the The most important lesson we learned thougth this project is that when you are a part of the development team of a system, it is hard for you to make a unbiased critical review of that system in terms of learnability and usability even if you consider yourslef part of the userbase.
while going through the design iteration we have learned a lot about the diversity of the behaviour and thought processes of our user base, and their feedback at different stages of design and implementation was criticle ingredient in achieving the final userfreindly version.
To evaluate the results of our observations at each iteration of testing, we did another iteration untill finally we started receiving consistent positive responses from the users. we
We tested all design alternatives for major tasks in paper prototyping, and requied to do only minor affrodance refinements in later testings. and therefore the number of iteration we did in paper prototyping was greater than the number of iteration we needed to do for computer prototype before achieving consistency in users' response.
however However we noticed that on each iteration of testing, as the interface became more polished than before, we found new usibility concerns through user testing which went unnoticed in the previous iteration. therefore if given another chance, we would use more realistic yet low fedelity sketches for paper prototyping. there are many such open source mobile app paper prototyping software available which we didn't know about at that time.
by using these software we could increase the clearity of different views and provide a polished view for users feedback at much earlier stage, further reducing the iteration cost of computer prototyping.
the most important lesson we learned thougth this project is that when you are a part of the development team of a system, it is hard for you to make a unbiased critical review of that system in terms of learnability and usability even if you consider yourslef part of the userbase.
while going through the design iteration we have learned a lot about the diversity of the behavior and thought processes of our user base, and their feedback at different stages of design and implementation was critical ingredient in achieving the final userfreindly version.
To evaluate the results of our observations at each iteration of testing, we did another iteration untill finally we started receiving consistent positive responses from the users.
We tested all design alternatives for major tasks in paper prototyping, and there required to do only minor affrodance refinements in later testings. Consequently the number of iteration we did in paper prototyping was greater than the number of iteration we needed to do for computer prototype before achieving consistency in users' response.
However we noticed that on each iteration of testing, as the interface became more polished than before, we found new usability concerns through user testing which went unnoticed in the previous iteration. therefore if given another chance, we would use more realistic yet low fidelity sketches for paper prototyping. There are many such open source mobile app paper-prototyping softwares available which we didn't know about at that time. By using these software we could increase the clarity of different views and provide a polished view for user feedback at much earlier stage, further reducing the iteration cost of computer prototyping.