ease-mail interactiveprototype feedback
TRANSCRIPT
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User 1 is a male Boeing engineer who worked with early computers to assess lighting
conditions in planned spaces. He currently uses a desktop computer almost entirely to write
letters in MS Word and use email. He has difficulty seeing, hearing and remaining focused when
presented with distractions. He seemed overconfident in his abilities, and didnt want to admit
when he was lost, and in need of help.
User 2 is a female kindergarten teacher with a love of lifelong learning and communication. An
iPad is her primary device and she uses it mainly for email and games. She had no obvious
physical impairments, and showed strong problem solving skills, and confidence when faced
with unfamiliar situations. She asked for help easily, and even showed us a comic strip making
fun out of stereotypes regarding the elderly, and technology.
User 3 isa male materials engineer who has not used computers until recently. He currently
uses a laptop to check email, write letters in MS Word, and access the internet. He had no vision
in one eye, difficulty hearing, and difficulty with fine motor movements. He readily recognizedwhen he was lost and was willing to ask for help.
Contextual Inquiry Results
High level tasks and common themes
While performing the contextual inquiry themes that users shared included: that they found the
default font size was too small to read, elders who communicated on a computer appeared to
use email, external hardware was to hard to access/use, a mouse was more easier to use then
an trackpad, and typing was a difficult task.
Individually User 1 had trouble with the Windows 8 interface. Although the user liked instantaccess to an application due to his poor eyesight he had trouble distinguishing icons from one
another, and thus would end up clicking almost everything until he obtained his objective. Another
problem was with the users poor memory, he would ask for help performing a task. We would
demonstrate it only to have him forget how the task was performed. User 2 on the other hand
was the most experienced out of the three in using technology, as she was able to navigate
through her iPad, and was able to recognize how to operate an pc. In one case, we were able to
give her a email address, and she was able to send an simple message. She talked about how
her grandchildren taught her how to navigate through different programs, and apps. Despite
experience, when arriving at Facebook, an application she hadnt used before, she refused to try
it, as no one had taught her how it works, and was uncomfortable learning it without a guide.User 3 was able to navigate through a computer, and an iPad although he needed some help
figuring out each step, due to his poor eyesight. In one case he had trouble composing an email,
as he couldnt tell the subject box from the address box. Also, when operating an web browser, it
was shown that user 3 had trouble recognizing an input box while accessing google, and typing
in an url from an keyboard.
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Table 1: Design Implications based on Participants
Problem Observation Implication
Eyesight Most users had impaired eyesight
and took time to scan the screen
Fonts should be large and the
interface should be graphically simple
Unsteady Hands Some users had shaky hands
which made cursor movement
inaccurate
Actionable items should have large
click targets to reduce the required
accuracy
Difficulty Hearing Most users had trouble hearing The solution should not rely on sound
for core functionality
Distractibility Elders tended to get distracted by
various options
Only display content that matters to
the user
Lacking Support Elders tended to get input boxes,and buttons mixed up, and
confused
Hints at the bottom of the screen,help display what the user has done,
and what they can do next
Design Choice
We decided to merge some of our designs in order to get the best of both worlds. Our modified
design was chosen, due to the way it keeps only a few important items on screen allowing an
elder not to be distracted by several choices which User 1, and 3 demonstrated during the
contextual inquiry. Another reason was due to our users poor eyesight, by having only a select
number of items we can make text fonts/icons larger for readability. Also, we feel that comparedto the previous designs our new version is more minimalistic, and easier to traverse with the
arrow buttons.
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Existing and New TasksThese are the tasks we decided to focus on based on our contextual inquiry for general
technology.
Easy Task - Opening a New MessageAlice, and Bob were having a conversation about how the Seahawks won the Superbowl. Bob
mentions that he found an interesting article on the how the Seahawks won the game, and
decides to send it to Alice over email. Alice goes to Ease-Mailon her computer to find, and
access the message sent from Bob. Ease-Mailshould allow Alice to find Bobs new message
without having to search cluelessly, for the emails location in her inbox.
Moderate Task - Sending an Group Email
Alice is an elder who wants to plan Bob her grandsons birthday however, she needs to know
when the rest of her family is available to celebrate. Instead of calling each one independently,
she wants to notify the entire family at once. Using Ease-Mail shes planning to email everyonedespite being inexperienced using email. Ease-Mail should allow Alice to clearly understand what
steps she needs to take in order to send an email out to her whole family regarding Bobs
birthday.
Hard Task - Adding New Contact from Email
Bob met Charlie in a cafe while going out for lunch. The two hit it off, and decided to become
friends. Charlie asked Bob for his email address, so they could communicate with each other.
Bob gave Charlie his address Charlie then proceeded to send Bob an email. From the message
Bob got Charlie address, so she could add him as an contact. Ease-Mail should allow Bob to
add Charlie as a contact from inside the message in a simplified instructed way, that allows Bob
to know what hes doing, without being over cumbersome.
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StoryboardsBelow are the storyboards each storyboard is designed off one of the original sketches following
one of our tasks.
Storyboard for Concept 1(Hard Task - Adding New Contact from Email):
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Storyboard for Concept 2(Moderate Task - Sending an Group Email):
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Storyboard for Concept 3 (Hard Task - Send Email to a new contact):
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Low Fidelity Prototype
Menu Page
We created our paper prototype using the
vector graphic drawing software in Googledrive. We then printed out each screen on
separate piece of paper. On the side, we had a
memo sticker with the description of the task.
Interactive Content
Info bars located at the bottom of all the screens showed the description of different buttons in
the interface when users hover over them. It also shows the confirmation messages and status
of the interface. We used memo paper, and paper pieces to display contents that are responsiveto user interaction.
Menu Navigation
We numbered all the pages, and marked each button with the page number it points to, so we
can keep track of the pages more easily.
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Evaluation method
Tasks
For our user tests, we gave the participants 3 tasks relevant to the goals of the EaseMail
application. They were variants on the basic tasks we discovered were desired through ourcontextual inquiry, but with extra requirements to test some advanced functionality and its
discoverability. The first task was to send an email to 2 predetermined recipients. Our second
task was more complicated and involved basic inbox management. The user was asked to
check two incoming messages, reply to one of them and delete the other. Finally, the third task
involved basic contact management. The user was asked to remove a predetermined person
from their contacts. This task started wherever the last task left of usually on the inbox screen.
Environment
Due to the nature of our two participant groups, the evaluation was carried out in 2 locations. The
first was the CSE atrium. This location was empty and quiet at the time of the testing. We
gathered tables together to provide staging area for the computer and his paper UI. The secondlocation was the Odegaard Library which was also a quiet, low-distraction environment. We
used one large table to provide the same amenities as before in as similar an arrangement as
possible. In both cases we gave the participant a pen to use as a stylus on the prototype.
Participants
Our participants came from two demographic groups: 2 were peer students at the University of
Washington and the other was a staffer at the Odegaard Library. The peers were friends of a
group member but had not heard anything about this project previously. The odegaard staffer
was approached to volunteer in our study on the day of the evaluation due to difficulty arranging a
meeting at any of the nearby Retirement Homes with a true member of our elderly user group.
Like with the peers, the staffer had no former knowledge of our project.
Procedure
For each evaluation the team set up 3 stacks of paper prototype components, one related to
each of the 3 main tasks as well as an extra stack of misc UI components in case the user
explored any other parts of the UI. The users table was cleared except for the initial UI screen, a
stylus and a sticky note with the first task written down. We brought the user over, reconfirmed
the basics of the consent form they signed earlier (their ability to leave at will, and the fact we
were testing the UI not them, etc). For each task, Nick verbally told them the goal as well as
provided it in writing on a sticky note. Only the goal was given, not any steps to achieve it. Matt
took notes throughout the test while Ben was the computer and provided the UI transitions inresponse to user input.
Measures
During the test, we paid attention to a number of measures, mostly qualitative. The most
important measure we investigated were any signs of frustration or confusion from the user.
This showed itself in the forms of hesitancy picking a UI option or verbal expressions of
confusion. The second most important measure was whether the user was satisfied that each
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task was completed successfully. Satisfaction was apparent if the user knew that they were
done with a task rather than continuing to try accomplishing it. This allowed us to evaluate our
feedback mechanisms. Lastly, we observed the time it took to complete each task. This was
influenced a bit by difficulties with the paper prototype technique (especially with the first subject)
but gave some quantitative indication of the time required to learn and accomplish each task.
Given the repetitive nature of managing email, too much time required for any one task couldmake our UI unfriendly to use.
Evaluation Results
From our defined measures, and observations we were able to obtain qualitative results that
showed weaknesses in our design which upon reflecting allowed us to devise new solutions.
Frustrations/Confusion
Our first observation, was observed during the composition of an message, while watching for
frustration, and confusion. Users tended to be confused about adding, and removing contacts
after having gone from selecting contacts to the main body of the message. To solve the
confusion, we decided to add a delete button shown as an a X next to each contact in order to
allow an user to easily remove an contact upon deciding they no longer wish to message them.
Also, to allow users to easily add contacts after going to the messages body, we added an add
recipient button. The button is located below all contacts with an default profile picture, and the
addition symbol on top to symbolize the functionality of adding.
Satisfaction
The second observation, came after the completion of an task during which the users tended to
be confused whether they had actually finished the task, and achieved their expected results.
Surprised that our users lacked the feeling of satisfaction, and due to the fact that we were
measuring for it we know we had to give them some kind of confirmation that they completedtheir desired task. In order to give users satisfaction, we decided to add an confirmation screen
for every piece of data created, or edited. The confirmation screen is shown at the bottom of the
screen, as an line of text, where help is given to state the changes made.
The final observation, came when an users wished to take back an action, after going past a
point of no return such as sending, or deleting a message. We decided to add a modal popup
that confirms the user wishes to make the action before its performed. The pop up is shown at
the center of the screen, with an confirmation message to the action being performed, and two
buttons one to perform the action, and one to cancel it.
Time
It should be noted, that all though we observed the time it took to complete said tasks. Our
participants moved at a brisk pace which showed that the time it was taking them to complete
tasks wasnt so much of an concern. That being said, since we didnt really get to run our low
fidelity paper prototype by an elderly, the design could still be changed to match their needs
based on latter tests.
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Interface Revision
Here are the changes we mentioned in the above section. These changes are focused on
adding feedback to the users actions.
Remove and add recipient buttons on the Compose Mail Screen
Confirm message & Task Completion Message
Confirm screen at the bottom of the page that states the changes made in the previous screen.
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Interactive Prototype
Overview
Link to our interactive prototype: http://easemail.daemonfstudios.com/
The interactive prototype was implemented in a website using php to show the dynamic contentand css to define the style of the layout. The overall design is almost identical to the low fidelity
prototype. All the screens in the paper prototype were converted to webpages which are linked
with hyperlinks.
Key elements of the implementation
Back buttons and home buttons have a consistent location on every screen
The back buttons on every page functions as the back button on browser.
Buttons representing contacts are always in circular shape while other functional buttons
are in square to make sure they look distinct
Interactive info bar at the bottom shows the system status and guide the user to do
specific tasks
http://www.google.com/url?q=http%3A%2F%2Feasemail.daemonfstudios.com%2F&sa=D&sntz=1&usg=AFQjCNFbuYsVS79RVfHLs4Rxp9vnxmvo5w -
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Transition from low fidelity prototype to the interactive prototype
The transition from low fidelity prototype to the interactive prototype is pretty smooth because of
the simplicity of our design. The most distinct feature in the interactive prototype is the feedback
from system to the user. We used color, for the info bar, and message boxes to achieve this.
1. Added the color blue on selected elements to make make some of the buttons more
distinct from others
2. The interactive prototype shows more info on the info bar than the paper prototype, which
was impossible to be shown
3. A pop up error message is shown if user tries to leave the email their editing
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Platform specific constraints
The main constraint of this system is the web based platform. It is harder to control the size of
the interface on a website than a application since different browsers have a different
interpretation to a graphic. Also, it takes time to implement a system to show info about all the
elements in the interface. So the info bar in this interactive prototype only shows the descriptionof some important features.
1. Website layout are shown differently on different web browsers and computers
a. layout changes on larger screen
b. The look and feel of pop up message box is not consistent with the rest of the
design.
2. Details such as error prevention was not added for simplicity
a. Users can send empty messages
b. The status of the application can not be saved. Edited messages are not saved, if
you click the back button in the mail composition page
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Storyboards for Tasks
Task 1 - Open an New Message:
Task 2 - Send an Group Email:
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Task 3 - Add New Contact from Message:
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Feedback
When it came time to gather feedback on our interactive prototype, we decided to have our
stakeholders perform a walkthrough. During which we used three different research instruments
in order to gather critical feedback on what our users thought, and how they interacted with our
prototype. The first was observing for bottom line numeric data such as the number of timesusers showed confusion, or the number of unnecessary button clicks. At the same time we also
gathered process data in regards to data/observations that stuck out to us in the walkthrough as
being odd, or significant. After the walkthrough, we finished by giving an questionnaire where we
gathered subjective feedback in regards to what the user thought of the prototype, and what
changes they felt were needed. Please scroll to the appendix for more information on the script
used for the walkthrough, or the evaluation process.
Evaluator 1 is an older gentleman around the age of forty-two who fit into being a end user, as
he has trouble working with computers despite using one for work. Through the walkthrough
evaluator 1 was able to guide himself through the prototype thanks to the script making goodtime despite showing a couple signs of confusion, and getting lost a few times which seemed
normal for an first time use. Notable feedback gathered came as process data such as not
knowing whither the email had been sent the first time due to the fact that the confirmation
message seemed hidden at the bottom of the screen. The second piece came when the
evaluator read the task to add a contact from an message without reading the instructions he
proceeded to manage contacts only to realize he couldnt add a contact from the menu, thus
leading him to request the functionality to add a contact without receiving an message first.
When asked what he liked, he stated the design was simplistic, and easy to use. When asked
what he didnt like, he stated that he wished the send button was more intuitive to an actual send
button.
Evaluator 2 is an younger man who fit into the category of being an UI expert due to his
technical background. He was able to navigate through the prototype with ease, and was much
faster than evaluator 1, showing little confusion. He only got lost once like evaluator 1 in
mistaking the contacts button for adding an contact. Otherwise, most of the noteworthy feedback
came during the questionnaire. When asked what he liked, evaluator 1 stated that he thought the
prototype followed an minimalist design. When asked what he didnt like, he replied that reading
from left to right with messages was an pain, and that the text was too small in an message box
if it didnt have an picture of the contact in it, as it required focusing in on the small text. Despite
the criticism when asked who he thought would use this kind of email, he admitted that it
seemed like something for elderly, and could look past reading from left to right for them.
From evaluators 1 and 2 feedback, we believe that its important for us to make the text larger
for each email in the inbox that lacks the contacts picture, and to add the functionality for adding
contacts in the manage contacts page which wasnt added prior to now due to time constraints.
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Appendix
Consent Form 1
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Consent Form 2
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Consent Form 3
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Raw Data
User1
Compose Message (completed): Navigated with ease & precision
Check Mail (completed):
Easily Navigated to Inbox
Mistook some text for an button
Delete Contact (competed):
No trouble in fulfilling task
Wasnt sure if contact was deleted after being sent back home
User2
Compose Message (completed):
Understood UI actions, and task for navigating to compose message
Took a bit to realize how to add multiple contacts, and manage them
Wasnt sure if message was actually sent at first
Check Mail (completed):
Navigated Inbox with ease
Was confused about the contacts attached to the message
Delete Contact (completed):
Deleted contact without trouble
User3
Compose Message (completed):
Navigated UI at brisk pace, adding contacts easily
Assumed input boxes were clickable
Check Mail (completed):
Upon navigating to inbox, had to think about messages for a bit
Also, had to think about the details button for an message, and what it does
Upon being taken back to inbox after deleting message, user wasnt sure if task
was completed
Delete Contact (completed):
Realized how to manage contacts without trouble, shown by pace
Accidently deleted contact, and wished to take it back
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All the elements of the paper prototype
Menu
Compose New Message, Manage Contact and Check Inbox
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Script:
Task 1: Open an New Message from Wanda Fuqua1. Click on Inbox
2. Click on Questions on HW from Wanda Fuqua
Task 2: Send an Group Email to: Jonny, Liz, and Draco1. Click on Send an Message
2. Click on Jonny, Liz, and Draco
3. Click on next button
4. Type in text for Subject
5. Type in text for Body
6. Click Send
Task 3: Add new contact as Bob from [email protected]. Click on the inbox
2. Click on message titled Nice Meeting You from [email protected]
3. Click on add to contacts
4. Enter in Bob under First Name
5. Click Save
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Evaluation Technique:
Bottom Line Data: Number of times user makes a gesture, or comment to show confusion
Number of times user clicks buttons out of proceeding order
User realizes home button takes user back to Main Menu
How long did it take for the first, second, and third task
Questionnaire:1. What did you like about it?
2. What didnt you like about it?
3. What did you think of the box buttons?
4. Would you use it again?
UI Expert1. Who do imagine would use this kind of email?
Process Data (Interesting Data Gathered on Sight):