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Jukebox Kitchen
Project Part B
The development of the design concept
Students Name Ahwed Ibrahim Al Bethi Student ID 313001529 Date 9th of May 2013
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Table of Contents
EXECTIVE SUMMARY………………………………..………………………………….…….………. 3
1.DESIGN CONCEPT ……………………..…………………………………………………… 4
1.1. Summary of design concept proposal ………………………………………..…… 4
1.2. Visual and physical design …………………………………………………………..……. 4
1.3. Application of the key findings in the proposed design specifications ……………………………………………………………………………………………….. 5
2. REALISATION…………………………………………………………………………………… 6
2.1. Early Scenarios and Sketching …………………………………………………………. 6
2.2. Prototype………………………………………………………………………………………….……. 8 3. EVALUATION ……………………………………………………………………….…………. 11 3.1. Methods ………………………………………………………………………………………….……. 11 4. DISCUSSION ……………………………………………………………………………….……. 12
4.1. In terms of the physical aspects………………………………………………………. 12 4.2.In terms of the graphical user interface (GUI) ……………………………… 12 4.3. In terms of the performance……………………………………………….……………. 12 4.4. In terms of the overall user experience …………………………………………12 5. DEVELOPMENTS OF THE DESIGN ……………………..…………….. 13 Conclusion …………………………………………………………………………………………………. 14
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EXECTIVE SUMMARY
In this part of the project, describes the proposed design concept and the realization of
this idea by using different tools (Scenarios, Sketching and paper prototypes).
Moreover, usability testing was done by Think Loud method. The main goal of this test
is the identification of potential design concerns and problems in order to improve the
efficiency, effectiveness and end-‐user satisfaction, which is discussed deeply in the
evaluation part. Finally, the developed design is shown in the final part of the
processing.
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1.DESIGN CONCEPT
1.1. Summary of design concept proposal
Jukebox kitchen is the name of the project, which is a device in a form of an interactive
touch-‐screen table pad instead of the traditional tablecloths for personal usage at
home or even while camping. The goal was to enhance the users’ experience of
preparing a meal for friends as an essential part of their social life by creating an
interactive system into a complementary piece of furniture as an everyday object.
Since the main aim of having a dining experience with friends, which is determined at
the user research, is not only to consume food but also to have fun and socialize face to
face with people who are close and cannot be seen very often. Therefore, in order not
to lose the emotional aspect in the traditional dining experience in terms of social
meeting, the concept of physical form is embedded in a piece from the original
scenario of gathering friends.
From both the user and designer insight, the proposed design provides three main
facilities. The system into this e-‐pad allows friends to mix a meal, create a theme and
to have a constant communication with all group members by using a shared device
(E-pad) instead of everyone being busy with their mobile phones, which is considered
as an annoying situation in the traditional experience. In addition it supports face-‐to-‐
face communication during the dining session, it also gives a chance for people who
are seeking to create a particular community by preparing a meal for their members.
Although the members do not know each other closely, users are motivated to join the
group to mix a meal for them face to face anywhere or online through the E-‐pad.
1.2. Visual and physical design Since the visual aspect of the project has always been treated as an important issue
(Harper, Rodden, Rogers & Sellen, 2008), lightness, flexibility and ease to use are the
main characteristics that the pad design will be shown. It will be implemented with a
bendable, rollable and foldable display, which simulates the new flexible display
technology “Youm”. This new display idea is designed to bring out better colors and
contrast by Samsung (CES, 2010).
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1.3. Application of the key findings in the proposed design specifications:
-‐Share the tasks with all members of a group to enjoy every moment of the experience and maintain the constant communication between them.
-‐ Getting recipes and cooking guide in order to be followed strictly or used as an inspiration.
-‐Creating a fast method for organising with a large group and preparing the meal as well.
-‐ Using a shared device (E-pad) instead of everyone being busy with their mobile phone to mix a meal, create a unique theme and have fun.
-‐ Choosing particular theme for the experience and the importance of the entertainment aspect in the experience.
-‐Culinary democracy.
-‐Create a community through this facility.
-‐Respecting values in terms of social and emotional aspects in the experience.
-‐ From the Theme option on the home page of Jukebox kitchen, playing any kind of music and changing the background from photos list as well with reflection on the surrounding walls.
-‐ By Friends option on the home page, they can Add/ Delete friends from the lists.
-‐ Applied in the physical and visual form. It is a piece from the original scenario of gathering and having a meal with friends in order not to lose the emotional and social values in the experience.
-‐By Mix and Match option on the home page of Jukebox kitchen, which provides lists of ingredients. Then everyone could choose couple of them to create a meal and match with the recommended recipes. -‐ Can filter the result by defining one of these options (Cuisine/ Healthy Meal/ Quick & Easy Meal).
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This led to the next stage where we start to build models, to create an experience
simulating the real situations, in order to explore the issues and the goals of the
proposed design. This will be by using a variety of methods and tools: Scenarios,
Sketching and paper prototype.
2. REALISATION Since there are a variety of tools on how to realize the proposed design in this stage,
the decision was to go with the Scenarios and Sketching tools in the beginning of this
stage to figure out how to build a physical model, which simulates a real situation in
the dining experience with friends as much as possible. Thus, building a paper
prototype in a way, which would probably affect the user experience the most, was the
next used tool as a final iteration of usability testing.
2.1. Early Scenarios and Sketching
1-‐A group of friends gathering around an e-‐pad either on a table or on floor to mix their meal together.
2-‐By mix and match option on the home page of Jukebox kitchen, they choose the type of meal (My meal) that they are looking for (Starters / Main/ Dessert).
3-‐They can choose their main ingredients from different lists that are divided into five categories (Vegetables / Fruits / Milk and cheese/ Meat, Meat Substitutes and other Proteins/ Breads, Grains and Other Starches)
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4-‐They should drop their choices from each ingredients list into the basket (My basket) in order to mix them.
5-‐They have an absolute freedom in their choices from the ingredients categories, they can take them from only one list or from more than one.
6-‐ After that, the system looks for proposed recipes (Search), which match the mix ingredients in the basket (My basket).
7-‐They have various matching recipes from different cuisines with ranking by percentage (%) that shows how much it matches with their basket ingredients. However, they can filter the result by defining one of these options (Cuisine/ Healthy Meal/ Quick & Easy Meal). 8-‐They are able to share the mixed ingredients and match recipes by social network, email, or save it in the personal library.
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2.2. Prototype
In this stage of realisation, the result was a paper prototype that looks like a table pad
in the design of its physical form. The aim was to enable a real-‐world study to be
conducted to assess if the users reach the goals and the efforts that they did in terms
of clearness of the system and time. Moreover, it is a helpful way to investigate if they
are enjoying the Jukebox Kitchen during the dining session. The body and the
interfaces of each page of the Jukebox Kitchen were made from paper. It was a good
choice of material since it was easy to work with and quick to shape, as we wanted.
After the early stage of scenarios and sketching, some aspects made the system
dysfunctional. Because of these problems, re-‐assessment of the design was done again
by using the paper prototype. The first actual test of the E-‐pad after the early
conceptual design was mapped out and development was done in this stage. The
photos below show the step by step illustration of the usability testing using the paper
prototype (Figures 1 and 2).
- After they create a meal by Mix and Match option, they can change the atmosphere and create a unique theme by playing their favorite music from the music store and changing the background from the photos list as well, under the Theme option on the home page of Jukebox kitchen interface. - Photos and music can be sent wirelessly to the jukebox kitchen or online. - Reflection of the selected photo or pattern can be created on the surrounding walls at home as an example.
-‐By Friends option on the home page, they can Add/ Delete friends from the social networks (Facebook, Twitter, Instagram and others) or even by email, to create either private or public communities.
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Figures 1: Using the paper prototype in the usability testing stage with a group of friends at home.
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Figures 2: Using the paper prototype in the usability testing stage with a group of friends at home.
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3. EVALUATION
This stage of design processing describes a test plan for conducting a usability test
during the development of the Jukebox kitchen design in terms of the platform system,
visual and physical design characteristics. The main goal of usability testing is the
identification of potential design concerns and problems in order to improve the
efficiency, effectiveness and end-‐user satisfaction. After some experimental sessions,
which were done on the paper prototype with a group of friends at home, some major
issues were observed which will be discussed deeply in the discussion of the
evaluation part of the report and how they can develop the design from these
feedbacks.
3.1. Methods The explanation of methods that were used in usability test stage to evaluate the
proposed concept design of Jukebox Kitchen is shown in this report in order to
develop the final product concept. The test was conducted with a group of three
friends, Yousif who is studying Masters of IT, Afnan who is a homemaker and Saeed
who is an IT graduate. They all hold different levels of knowledge in using HCIs. The
experiment was held at home on Tuesday 7th of May 2013. The group gathered to
socialize and prepare dinner together. The tool used for this experiment is a physical
form of Jukebox Kitchen E-‐pad, which is made from paper (paper prototype). In order
to collect data, the Think Loud method was adopted and feedback was noted gradually
after each step of the test, during which the participants expressed their thoughts
while executing the tasks. Moreover, the conductor observed the general users
baheviours and noted each comment, suggestion, reaction and observation.
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4. DISCUSSION
4.1. In terms of the physical aspects of the design, the lightness and flexibility of the
used material simplified the use of the device, as the users were able to carry and lay
the pad on any surface. However, the shape of the pad wasn’t suitable for a round
table gathering.
4.2. Regarding the graphical user interface (GUI) as a visual aspect, the users
were pleased with the size and shape of the touch buttons, as they were readable and
clear, but the description was missing under each item of the ingredients list. Also,
users found that more interactive buttons should be added in order to simplify the
navigation through the screen pages. Overall, the interface was easy to use even for a
person with minimal knowledge about HCI’s.
4.3. In terms of the performance, the device provided sufficient options to make the
navigation through the screen easy and predictable. However, a few enhancements are
needed to increase the effectiveness and user satisfaction of the system. In particular,
it was suggested to change the ‘NEXT’ button to ‘CONFIRM’ in the ingredients list
screen, as that confused the users on how to precede with their basket items “My
Basket”. Furthermore, a sort button is to be added to sort the recipes by popularity.
Also, it was suggested to add a “My Profile” button in which the users are able to save
recipes in their recipes list, save pictures and have the ability to browse through the
library contents.
4.4. In terms of the overall user experience, the concept of the device mainly
supported the users to determine what type of meal they wanted to mix for friends in
a democratic way. In other words, it provided a fast way to organise and choose the
meal from the matching recipes, but they were not able to include drinks in their
choice of meals as that functionality was missing. In addition, the users incorporated
the device in their social meeting easily as it kept them engaged in one activity
together, thus enhanced their constant communication. So, the idea of this E-‐pad was
also valued because it became a symbol of the togetherness of the group.
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5. Development of the design The Jukebox Kitchen E-‐pad design is developed in terms of the physical aspect, the
visual aspect and the performance of the system in order to enrich the user
experience.
-‐ Redesign of the E-‐Pad physical shape into rounded shape to be more suitable. -‐ Redesign the home page of Jukebox Kitchen interface. -‐Add and delete some buttons in the system based on the findings from the evolution stage.
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CONCLUSION
The overall reaction to the Jukebox Kitchen E-‐pad was that it was a fun and interesting
device. The success of this device is based on the high satisfaction level from the users
in the experiments in terms of the physical and visual aspects, the performance of the
system and the facilities in the device. However, some limitations were encountered
during the design process. These issues were solved in the developed design as much
as possible in order to reach the main goals.
References Abras, C., Maloney-‐Krichmar, D., Preece, J. (2004) User-‐Centered Design. In Bainbridge, W. Encyclopedia of Human-‐Computer Interaction. Thousand Oaks: Sage Publications. Dam, R., & Soegaard, M. (Producer & Director)(2013). User Experience - Marc's introduction to User Experience and Experience Design [Video 1 recording]. Interaction Design Foundation. Retrieved March 26, from http://www.interaction-‐design.org/tv/1_introduction_to_user_experience_and_experience_design.html Holtzblatt, K., Wendell, J. & Wood, S. (2004), Rapid Contextual Design: A how-to guide to key techniques for user-centered design. Morgan Kaufmann Publishers. Harper, R., Rodden, T., Rogers, Y. & Sellen, A. (2008). Being Human: Human-Computer Interaction in the year 2020. Microsoft Research Ltd, England. (Shneiderman, B.(1979). Human Factors Experiments in Designing Interactive Systems. University of Maryland. Websites E-‐Table interactive http://www.e-‐table-‐interactive.com/solutions/solutions-‐overview.html Retrieved April 9 http://ces.cnet.com/8301-‐34441_1-‐57563038/samsung-‐shows-‐off-‐youm-‐flexible-‐display/ Retrieved April 9
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