Friday, 10 October 2008

Studio 2 - iPod Usability Explorations

Definitions of the '8 Golden Rules'

1. Strive for consistency

This means that the device should be consistent for everything. It should not use multiple terms for one thing. It should only make different applications open and work differently if it has too. It should also try to follow the example of it's older versions, so the user can already have a basic knowledge of what to do. For example, on a phone, all the applications should open up in the same way, and the layout of the phone should follow the same template in all sections of it.

2.Enable frequent users to use short cuts

This means when users get used to using a device, there should be benefits that they can adjust too or learn about. For example, if you were to use a mobile phone a lot, you would start using the short cut menu and other options that this can give you. People who do not use phones regularly may not discover this option, or how to use it.

3.Offer informative feedback

This means the system does something in response to the user's action which gives him/her information about what s/he has done. For example, rotating the wheel pad on an iPod results in a volume scale going up and down telling you, you changed the volume. And you can hear it too.

4.Design dialogs to yield closure

This means that when users interact with a device they should be given a sense of beginning, middle and end, and they should be given dialogue to confirm that something has happened. Foe example, when you a exit a program on a phone, you would be given text confirmation that you have quit the program.

5.Strive to prevent errors, and help users to recover them quickly from then

This means that the device has been made and tested well, and that it is hard for the user to make basic errors. It also means that the user should be able to retrieve data if they lose it, or have information backed up somewhere. For example, if you were to accidentally press the delete button on a phone, a confirmation message would appear, which could stop you from making an error.

6. Allow 'undo'

This means that users should be able to correct things easily if they go wrong. For example, on a phone, if you make a spelling mistake, or name a file incorrectly you should be able to quickly and easily, change what you had just done without having to work through a lot of other things.

7.Make users feel they are in control of a responsive system

This means that the users shouldn't have to wait along time for response about what they have done. If a device was working slowly, and took a long time to respond when buttons were pressed, the user would not feel like they have control of it. For example, when you press the camera button on a phone, you would expect the camera to come up straight away, and not take a long time loading. This is the same for taking pictures, you would not want a long delay between pressing the button to take a picture, and the picture being taken.

8.Reduce short-term memory load

This means that the system does not require the user to remember a lot of information, or complex information to be able to operate the device. For example, a user of a phone would not want to have to use more than one password to access one part of there phone, and they would not want to have to remember passwords to access basic parts of there phone, that they wouldn't actually want hidden from others.


Group usability test


1.Task - Changing the volume

2.Wheel always does what it is supposed to. Volume doesn't jump up or down. (Strive for Consistency)

Standard buttons allow easier use of volume control, qualifying as a form of short cut. (Enable frequent users to use shortcut)

A bar should appear when you turn the wheel, showing you how high the volume is. (Offer informative feedback)


3. Anyone who listens to music, mainly students, or people who travel a lot.

4.Find the volume control, turn the volume up and down

5.Allow the user to rate the usability from 1 to 5(5-good, 1-bad)

6.Use the user feedback to help decide whether the iPod has satisfied the rules. If a high rating was given, there is a good chance that the task performed consistently, gave feedback and allowed shortcuts.

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