1 / 32

CS820 – USABILITY AND INTERACTION

CS820 – USABILITY AND INTERACTION. USABILITY ISSUES FOR ONLINE EXPERIENCES. Final Project By: Karl B. Ostler Colorado Technical University May 2011. USABILITY ISSUES FOR ONLINE EXPERIENCES. Background: Providing virtual 3-D “Game-Like” experiences online may prove to be problematic

Télécharger la présentation

CS820 – USABILITY AND INTERACTION

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. CS820 – USABILITY AND INTERACTION USABILITY ISSUES FOR ONLINE EXPERIENCES Final Project By: Karl B. Ostler Colorado Technical University May 2011

  2. USABILITY ISSUES FOR ONLINE EXPERIENCES • Background: • Providing virtual 3-D “Game-Like” experiences online may prove to be problematic • Inexperienced users may find it difficult to navigate virtual worlds and/or 3-D spatial skills may need to be developed • Various navigation methods must be considered in order to provide the best possible interface for the end-item user

  3. Usability Testing: Project to test the usability of Virtual 3-D Space as if it were provided as an Online Experience Key Topic of Project: Complete usability testing of various user interface tools used for navigating Virtual 3-D Space

  4. Project - includes the following: • Online Museum used as an Example • Experimental Test Plan Developed • Target Users Identified • Desired User Profiles Defined • Navigation Methods Researched • Key Navigational Tools Identified • Prototype modeled in Second Life • Pilot Testing Accomplished • Initial Analysis Made

  5. Project - Experimental Test Plan Summary: • Pilot testing to be accomplished prior to further test activities. • Pilot testing to include a minimum of three test subjects (ideally test subjects who meet the identified User Profiles – however a substitute may be used as necessary) • Overall Testing shall include three types of users (*see Profile Cards): • Beginner – Novice with little or no experience • Intermediate – Some Experience but limited • Advanced – Experienced or Expert Users * Profile Cards created for each type of user are included in appendix A

  6. Experimental Test Plan Summary (continued): • Individual testing to be accomplished in a single session consisting of three phases • Each phase of the test will apply as follow: • Stage 1 – Self-guided Tour (Beginner User) • Stage 2 – Partially-guided Tour (Intermediate User) • Stage 3 – Fully-guided Tour (Advanced User) • As a test control, at the beginning of each test session the test subject (user) will be oriented by a written Task Card. • Tasks will be identical for each test session.

  7. Experimental Test Plan Summary (continued): • Primary task identified for this experimental test is to have the user tour the Kiosk using the various tools provided. • Secondary task identified is to have the user navigate thru each room and observe the contents (art work) as further directed by the Task Card provided. • Final task identified is to have the user complete a written report of their individual observations (* see User Experience Form) * User Experience Forms created for each test case are included in appendix B

  8. Experimental Test Plan Summary (continued): • Once all iterations of Pilot Testing has been completed, milestones will then be determined (as measured in pilot test) and final testing will commence. • Milestones to include a determination of acceptable performance goals for each phase of the test such as time, accuracy and completion rates of each stage.

  9. Experimental Test Plan Summary (continued): • Milestones in final testing will further be utilized as a primary instrument in determining the usability of each of the navigation tools tested. • A combination of measured milestones and a qualitative analysis of the test conductor’s observations will be the final determining factor of the overall level(s) of usability. • Final testing to include minimum of 15 test case scenarios where a minimum of 5 tests each are accomplished for each the three types of users identified.

  10. Experimental Test Plan Summary (continued): Note: Ideally, final testing is to be completed by inclusion of the minimum of 15 test case scenarios (as mentioned above) for each of multiple variations of the three individual test phases. These would be accomplished under controlled conditions for a minimum of 95 tests. I.E. after testing is accomplished with a process of stage 1, 2, then 3, additional testing would be accomplished as stage 2, 1, then 3 as a control of possible variation, then stage 3, 2, and 1 as another variation, etc., etc. However for the purpose of this study, final testing as mentioned above is deemed to be reasonably acceptable.

  11. Prototype Design: • Simulated 3-D Virtual Museum (Online Kiosk) • Kiosk Modeled in Second Life (SL)* • Low-Fidelity – conceptual model and for Pilot Testing • Primary navigation tools built into SL are utilized for this project and included in test evaluation of the user(s) experience • Evaluation is to be accomplished against additional navigation tools added to the SL Model - items noted in the prototype design as demonstrated on the following slides * Second Life (SL) – a virtual world developed by Linden Lab & accessible via the internet

  12. Prototype Design (continued): Exit Exit Exit Exit Entrance Entrance MUSEUM BASIC FLOOR PLAN

  13. Prototype Design (continued): Key Artwork is prearranged and located in each of the selected rooms Knowledge of arrangement of the art and layout of the museum is unknown to the user at this time At the very beginning, the User is handed a Task Card which describes the desired objectives he/she is tasked to accomplish – this is accomplished within Second Life using “note cards”

  14. Prototype Design (continued): Exit Exit Exit Exit Entrance Key Art Work Located in Select Rooms ART LOCATIONS PLAN

  15. Prototype Design (continued): Exit Exit Exit Exit Stage 3 Stage 2 Model becomes more complex as User progresses thru each phase (staging area) Navigational aids are added as user progresses from one stage to the next Stage 1 Entrance 3 STAGES OF TOUR

  16. Prototype Design (continued): The Museum Model is designed to support a three phase test sequence that has a three stage tour: Stage 1 - Self-guided Section Stage 2 - Partially Guided Section Stage 3 - Guided Tour Note: As a control in further testing, it would be desired to design a higher fidelity model which could alternate the sequence of Stages and would extend the length of each Stage to get a more complete capture of how each tool influences the usability of the designed system.

  17. Prototype Design: Exit Exit Exit Exit Stage 1 Entrance Self-Guided Tour of the first room (Without any additional Navigation Aides such as Direction Arrows or Labels)

  18. Prototype Design (continued): • Phase 1 (Applies only to the Stage 1 section of the tour) • Stage 1 (Self-guided) is accomplished by Basic Navigation tools that are inherent to Second Life • Knowledge of arrangement of the art and layout of the museum is unknown to the user at this point • Tasks have been given to the user from the beginning • Tour the first room of the museum (Stage 1 area only) • Observe, view, and take notes about the art work • Return to point of beginning • Designers Note: It is anticipated that the User will be able to navigate successfully each of the rooms (given sufficient time). However he/she may not pick up details about the art or may even unknowingly skip a room. Improvements over the basic navigation system can be realized and sustained in Stage 2

  19. Prototype Design (continued): Exit Exit Exit Exit Next Next Next Next Stage 2 (Partially Guided Tour) Item is Here Item is Here With Navigational Aides such as “Next” Arrows and labels with hints Included Entrance

  20. Prototype Design (continued): • Phase 2 (applies to both Stage 1 & 2 sections of the tour) • A new set of tasks are provided to the user at end of Phase 1 as follows: • Tour an additional room of your choice • Observe, view, and take notes about additional art work • Return to point of beginning before progressing to any additional rooms • Stage 2 (Partially Guided) basic Navigation is enhanced with the addition of labels, and direction arrows. • Knowledge of arrangement and layout of the museum is still unknown to the user and the user has no solid knowledge or idea of current location. • Designers Note: Navigation time should show some improvement and User should also begin to build confidence as he/she progresses.

  21. Prototype Design (continued): You are Here Exit Exit Exit Exit Key Map Locator Included Item Here Item Here Item Here Item Here Stage 3 (Guided Tour) * With Navigational Aides around partitions and foot steps for direction along with Arrows, Labels, and Key Map

  22. Prototype Design (continued): • Phase 3 (applies to Stages 1, 2 & 3 of the tour) • New tasks are added to the user at end of Phase 2 as follows: • Navigate Stage 1 and 2 using your choice of Navigational Tools • Tour your choice of one of the 4 remaining rooms as shown on map • Observe, view, and take notes about additional art work • Exit the Museum • Complete the exit survey • Stage 3 (Guided Tour) navigation is enhanced by addition of Labels, Footstep direction arrows, key locator map, and teleport buttons. • User now has knowledge of location by use of key locator map and tools sufficient to complete the rest of the tasks in confidence. • Designers Note: with user knowledge of arrangement of the art, and layout of the museum, as well as current location provided by key locator maps, navigation time should decrease and user confidence should increase.

  23. Use Case Model: Move Back/Forward Return to Origin Turn Right/Left <<extend>> <<extend>> <<extend>> Basic Navigation Move, Turn & Return Functions Direction Arrows <<Include>> <<extend>> Intermediate Nav Direction & Location Functions <<extend>> User <<Include>> Location Labels 3D Virtual Environment Advanced Nav Teleport & Map Functions <<extend>> <<extend>> Key Locator Map Expert Intermediate Beginner Teleport Buttons

  24. 3D Virtual Environment Navigational Tools Use Case Use Case Scenarios – scripted or formal scenarios that tie to the test cases. Scenario 1: Beginner Experience - User navigating a single room; Actor is person (beginning user) desiring to navigate the 3D Virtual Environment using basic Navigation tools only. Preconditions: User is online, with 3D Virtual Environment Viewer running on PC. 3D Model of Museum is loaded and displayed Avatar (representative of the user location) is at the point of beginning All test assets have been loaded and are available to the User User has access to standard Keyboard Use Case Steps: Using keyboard direction arrows “up” to go forward, “down” to go backwards, “right” to turn right, and “left” to turn left, user enters and navigates the room. User navigates room, views, and observes the environment. User then returns back to point of beginning. Note: The “Esc” key is also provided as a fail-safe navigation method back to point of beginning. Post conditions: Avatar is back to point of beginning.

  25. 3D Virtual Environment Navigational Tools Use Case Use Case Scenarios – scripted or formal scenarios that tie to the test cases. Use Case 2: Intermediate Experience - User navigating multiple rooms within a bldg; Actor is person (user) desiring to navigate the 3D Virtual Environment using basic to intermediate level navigation tools only. Preconditions: The same preconditions exist as those listed in Use Case 1. Use Case: Using keyboard direction arrows user enters and begins navigation of room. Following additional guides and symbols (such as direction arrows and item labels), user continues navigation into additional rooms of the bldg. User navigates multiple rooms, views, and observes the environment. User then returns back to point of beginning. Note: The “Esc” key is also provided as fail-safe navigation method back to point of beginning. Post conditions: Avatar is back to point of beginning.

  26. 3D Virtual Environment Navigational Tools Use Case Use Case Scenarios – scripted or formal scenarios that tie to the test cases. Use Case 3: Advanced Experience - User navigating multiple rooms within a bldg; Actor is person (advanced user) desiring to navigate the 3D Virtual Environment with a variety of advanced navigational tools to choose from . Preconditions: The same preconditions exist as those listed in Use Cases 1 & 2. Use Case: Using any method of navigation, user enters and begins navigation of room. Following additional guides, symbols, navigational maps, and control buttons, user continues navigation throughout different rooms of the bldg. User navigates multiple rooms, views, and observes the environment. User then returns back to point of beginning. Note: The “Esc” key is also provided as a fail-safe navigation method back to point of beginning. Post conditions: Avatar is back to point of beginning.

  27. Usability Specification Table – (Identified goals & measurements for each Use Case)

  28. Additional Items to Include: Prototype Model Still shots in Second Life Museum Outside Task Card Art Work Labels and Direction Arrows Key Locator Maps

  29. Summary: Analysis of the Results

  30. Appendix A: Profile Cards Beginner User Intermediate User Advanced User

  31. Appendix B: User Experience Record / Survey Record Report - Survey Instrument - Administrators Notes -

  32. Prototype Design (continued): Exit Entrance Stage 1 Self-Guided Tour of the first 4 rooms (Without any additional Navigation Aides such as Direction Arrows or Labels)

More Related