1 Sunil Parihar :: Nils Beck :: Jeremy Johnson :: Andy Wu powwow
2 - 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 Problem Space
3 - These methods begin to fail for more spontaneous activity. - Why? Information isn’t delivered in time. - For spontaneous planning, interview subjects switched to mobile phones. Problem Space
4 Problems 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
5 Objective - 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
6 Target Users - People between the ages of 18 and 35 with existing groups of friends with whom they wish to socialize.
7 - Rapid adoption - High mobility - Hand-over to other channels of communication - Minimal distraction - Afford awareness of other users Requirements
8 - MP3 Player - Mobile Phone - Counter-top Game Kiosk Design Alternatives
9 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. Design Prototype mobile Phone
10 Button press cycles thru three views -- People -- Places -- Me three views
11 people view
12 place view
13 me view
14 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 Evaluation
15 Results - 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
16 Design 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
17 Conclusions 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.
18 Future Directions Refine UI based on evaluations Field trial with a group of friends Implement Communication layers
19 but first Questions
20 Heuristic Evaluation -Three experts selected from the class. - needs more text/points I guess Expert Evaluation etcetra 1
21 etcetra 2 End-User Evaluation Five end users chosen from target population - Cooperative evaluation -Semi-structured interview - needs more text/points I guess
22 etcetra 2