alarm clocks jake graham | leighton makoto ige | sarah leavitt human factors and interface design...
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Alarm ClocksJake Graham | Leighton Makoto Ige | Sarah Leavitt
Human Factors and Interface DesignFranklin W. Olin College of Engineering
May 2, 2005
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Design Process to Date
• Project Selection-Primary User Groups
• Conducted Interviews
• Developed Personas, Scenarios, and Lexicon
• Formulated Initial Design Ideas
• Created Low-Fidelity Prototype
• Conducted Interactive Interviews
• Created First Interactive Prototype
• Heuristic Evaluation
• Created Second Interactive Prototype
• Conducted Pilot Usability Study
• Making Revisions to Second Interactive Prototype
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Project Selection
• Hardware-Software Integration
• Manageable Sized Project
• Meaningful Design
• Ability to Implement our Results
• Alarm Clock!
• Insufficient & Inefficient Design
• Brainstorming Session
• Personal Experience with Alarm Clocks
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Interview Highlights
• Analog vs. Digital Users
• Multiple Alarms / Alarm Clocks
• Irregular Sleeping Patterns
• Outrageous Ideas about Waking Up
• Seriousness of Problem
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Personas
• Jackie Lee
• College Student
• Melvin Jefferson
• CPA
• Doris Jefferson
• Librarian Archivist
• Richard Sterling
• .com Millionaire
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• Set and Arm Alarm
• Wake Up and Turn Off Alarm
• Use Radio
Scenarios
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• Learning applies to all modes
• Simple visual feedback
• Color
• Flashing
• Display
Modality
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• Analog Analogue
• Reduces number of buttons
• Allows one-handed control
• Forward/backward scrolling
• CW/CCW motion parallels analog clock
Scroll Wheel
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• Verifies user’s consciousness
• Unpredictable
• Deactivation process takes time
• Does not allow for incomplete deactivation
Random Chase
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• Snooze Time Decreases
• Set Starting Snooze Time
• Finite Amount of Snooze
Reduction Snooze
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Low-Fidelity Prototype
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Interaction Flows
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• Menu System
• Menu Options vs. Multiple Presses
• Hardware to Software
• Limitations due to time
• Radio Functionality
• Color / Lights
Changes from Low-Fito First Interactive
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Heuristic Evaluation
• Problem Highlights:
• Functionality
• Prevent Errors
• Speak the Users’ Language
• Majority of problems already known
• Majority of problems mitigated by physical prototype
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Interactive Prototype-Take Two
• All Severity 3+ Fixed
• Fixed Implementation Errors
• Functional (radio)
• Preventive (radio)
• Few minor problems postponed
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Pilot Usability Study
• Gave users no background information
• Went through tasks one at a time
• Most took <25 seconds
• Hints given when users got stuck
• Error-prone tasks
• Setting alarm
• Using radio
• Overall, very positive
• Good Feedback
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Interactive Prototype
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Live Demo
• http://fsweb.olin.edu/courses/engr3220/sa2004/engr3220-violet/phase5/violet_phase5.html
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To-Do List
• More 3D looking Flash Prototype
• Iron out few remaining bugs
• Radio preset functionality
• Colors/schemes of buttons
• Discuss toggle interface
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• Users want controlled defeat-ability.
• Good design is not necessarily innovative.
• Paper prototyping works well.
• Say what you mean.
• Formal Usability Study we designed would have been very beneficial.
Lessons Learned
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Thank You!
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Questions?