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Human-Computer Interaction (G5026) Evaluation Project and Report | 2018

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HUMAN-COMPUTER INTERACTION (UG), 2017-18
ASSIGNMENT 4: EVALUATION PROJECT AND REPORT, University of Sussex

INSTRUCTIONS
For this assignment, you should carry out an evaluation of an existing multi-player smartphone game. You can choose any  game you like, running on any smartphone platform(s), as long as the game requires more than one person to play it at the same time (either playing remotely, or physically co-located). The overall objective of the evaluation is to come up with recommendations on how to improve/enhance people’s experiences when playing the game. You might want to think about improving the way people interact with their smartphone when playing the game and/or interacting with the game content, in a stable or varying use context. The evaluation will involve collecting data, drawing up guidelines for design improvements based on your findings, and submitting a report which summarises your research process and results. The aim of this assignment is for you to demonstrate a good understanding and practical application of one or more of the evaluation methods covered in the module. You should recruit participants from your family and friends, and/or use inspection methods with you acting as the expert.

Evaluation should focus on:

  • a multi-player smartphone game
  • specific usability factors
  • specific user experience factors

PROJECT TASKS AND METHODS
Key project tasks:

  • Specify the evaluation problem by clearly defining the question (or questions) and objectives
  • Decide and justify which usability and/or user experience aspects you will evaluate
  • Choose evaluation method(s) appropriate for your evaluation project and justify the choice of method or  combination of methods, keeping in mind triangulation of methods
  • Carry out the evaluation and collect data
  • Analyse the data collected and highlight the key implications for design (or re-design)
  • Write your report based on the previous steps (max 2500 words, not including appendices)

Potentially appropriate methods (but be sure you pick one that matches your focus):

  • Interviews
  • Experience Sampling Method 
  • Observation, potentially including think aloud
  • Expert/inspection methods

PROJECT REPORT
Reports must include:

  • Introduction & Background (explanation of evaluation problem)
  • Evaluation approach (method used, procedure and materials, analysis)
  • Findings & Discussion (explain the findings and key implications for design)
  • Conclusions (limitations and future work)
  • References (sources used)
  • Appendices (optional, but can be used to include the information/consent form if required, any materials used in the evaluation, and/or raw data where appropriate)

Section 1 Preview (GRADE: 2.1)

1.0.        Introduction

This report mainly focuses on analysing the user experience, and the interface design of the multi-user iPhone game named ‘Snake & Ladder Run’. The analysis was performed against the usability goals, user experience goal, and Donald Norman’s design principles (Norman, 1983). Additionally, the appropriate recommendations are provided to the interface design of the system to improve the user experience of the game.

1.1.           Overview of usability goals

The most important usability goals that can be measured are effective to use, efficient to use, safe to use, has good utility, easy to learn and easy to remember how to use. The brief explanation about the usability goals identified are provided in table 1.

Table 1: Explanation of the usability goals (Butler, 1985)

Usability goals

Explanation

Effective to use

Effective to use is a measure of how well the specific application is designed to do what is expected to perform. This can be measured by identifying whether the user can easily find what he is looking for.

Efficient to use

This can be described by the speed in which the user can perform what they desire to perform on the application. The definition of efficiency according to ISO 9241 is that the total resources utilised to perform a specific task.

Safe to use

The safety is a factor that ensure that it will not harm the user of the application.

Has good utility

This is mainly about how useful the application is to the user.

Easy to learn

This is to identify whether the system is easy for the new user to understand and use it.

Easy to remember how to use

This is to identify whether the user can remember to use the application when he or she returns to the application after some time.

1.2.           Overview of the user experience goal

The most important user experience goals are satisfying, enjoyable, engaging, exciting, entertaining, rewarding, fulfilling, memorable, challenging, relaxing, comforting and fun. The brief explanation about the user experience goals identified are provided in table 2.

Table 2: Explanation of user experience goal (Kaasinen et al., 2015)

User experience goals

Explanation

Satisfying

Whether the users desire about playing the game is fulfilled by the application

Enjoyable

Whether the user enjoy the application when they play the game.

Engaging

Whether the application is communicating with the user in guiding the user with his steps.

exciting

Whether the user is excited about using this application to play the game

Entertaining

Whether the application is considered by the user as an entertainment tool to spend the leisure time.

Rewarding

Whether the application encourage the user by providing rewards.

Fulfilling

Whether the user’s expectation about the game is fulfilled by the application

Memorable

Whether the steps involved to play the game in the application is easy to remember

Challenging

Whether the game is challenging to the user

Relaxing

Whether the application make the user relax from the stressful day

Comforting

Whether the application provide comfort to the user when he or she is playing

fun

Whether the application is fun to use.

 

1.3.           Overview of the Donald Norman’s design principles

The Donald Norman’s design principles are visibility, feedback, constraints, mapping, consistency and affordability. The explanation of the Donald Norman’s design principles is provided in table 3.

Table 3: Explanation of Donald Norman’s design principles

Donald Norman’s design principles

Explanation

Visibility

Visibility mainly focusing on designing an application that provide the required functionalities in a visible format that the user can find and use without much effort (Lee et al., 2017).

Feedback

The system provide detail information with the performance and guidelines to its users are known as feedback (Norman, 1983).

Constraints

The system should limit the user interaction with the system to simplify the interface design of the application (McArthur and Graham, 2015).

Mapping

The mapping is a clear relationship with the application images and icons and the real-world significance (Lanter, and Essinger, 2017)  

Consistency

The application design is consistent with other applications, so the skills learnt from other application can be used by the user in this application (Goldsby et al., 2014).

affordability

The application should provide clues and guidelines to the user to use the application is known as affordance (Norman, 1983).

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Last updated: Oct 04, 2019 03:21 AM

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