Title: Sunil Parihar :: Nils Beck :: Jeremy Johnson :: Andy Wu
1powwow
- Sunil Parihar Nils Beck Jeremy Johnson
Andy Wu
2Problem Space
- - Studied how people coordinate social activity.
- - Interview subjects had reliable methods for
arranging activities planned in advance. - - Examples Email, E-vite, phone calls to homes,
MySpace, written invitations
3Problem Space
- These methods begin to fail for more
spontaneous activity. - Why? Information isnt
delivered in time. - For spontaneous planning,
interview subjects switched to mobile phones.
4Problems with mobile phones
- Can be interrupting to both the caller and the
called - Are socially inappropriate at times -
Requires the user to place numerous calls - Text
messages may be less intrusive, but they suffer
to a lesser degree from the same problems
5Objective
- Design a system to aid friends in the in the
coordination of spontaneous social activity -
Should create awareness of -- The desire to
socialize -- Current social activities --
Activities planned for the near future
6Target Users
- People between the ages of 18 and 35 with
existing groups of friends with whom they wish to
socialize.
7Requirements
- - Rapid adoption
- - High mobility
- - Hand-over to other channels of communication
- - Minimal distraction
- - Afford awareness of other users
8Design Alternatives
- MP3 Player - Mobile Phone - Counter-top Game
Kiosk
9Design Prototype mobile Phone
- Modeled after the buddy list of instant messaging
- -- User is represented with an avatar image and
shout out message. - -- May optionally share current and future
locations and times.
10three views
- Button press cycles thru three views
- -- People
- -- Places
- -- Me
11people view
12place view
13me view
14Evaluation
- Expert
- - Heuristic Evaluation
- - Three experts selected from the class
- End User
- Five end users chosen from target population
- - Cooperative evaluation
- Semi-structured interview
- ore text/points I guess
15Results
- Despite a few usability issues, all end users
felt competent with the system after the
evaluations - 4 of 5 end users thought the
system could be useful for them
16Design Implications
Follow IM model more closely -- Reduce Me, People
and Places to one view -- Rename Check in to
Sign in -- Display inactive friends Reduce
reliance on menus -- More direct
manipulation Reduce input burden -- Provide
history of shout-out messages
17Conclusions
Give your evaluation subjects ample time -- to
orient themselves with your system -- to answer
questions Prototyping on a real mobile phone had
advantages and disadvantages Designing for the
small screen and limited input of mobile phones
is hard.
18Future Directions
Refine UI based on evaluations
Implement Communication layers
Field trial with a group of friends
19but first Questions
20Expert Evaluation
- Heuristic Evaluation
- Three experts selected from the class.
- needs more text/points I guess
etcetra 1
21End-User Evaluation
- Five end users chosen from target population
- - Cooperative evaluation
- Semi-structured interview
- needs more text/points I guess
etcetra 2
22etcetra 2