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Assignment  #8  Report  

Behavioral  Change  (TooGather)   Julian  

Mathis   Chin  Guan  

Steven  

王晨宇

   

Section  1:  Problem  and  Solution  Overview  

A  whole  semester  or  even  an  entire  undergraduate/graduate  career  can  go   by  without  much  interaction  between  students  in  classes.    Students  miss  out   on  valuable  learning  when  they  do  not  answer  or  ask  questions.      Our  app   gives  students  the  opportunity  to  digitally  voice  their  thoughts  and  in  the   process  join  the  ranks  of  interactive  members.  The  Q&A  part  of  the  app   allows  for  a  livelier  classroom.    Long  gone  are  the  days  when  students  would   refrain  from  participating.  

   

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Section  2:  Tasks  and  Final  Interface  Solutions  

• The  three  chosen  tasks  are  search/keyword,  Q&A  and  lost.    The  search  function   evolved  from  its  more  undeveloped  stage—the  ‘keyword.’    Equipped  with  these   tasks,  students  can  employ  them  to  make  greater  depth  hacking  into  their  

educational  endeavors.    Join  hands  with  other  students,  the  educational   advancement  is  made  effortless.      

 

 

• Simple  Task:  Search  

• This  task  was  added  because  students  need  a  way  to  quickly  pull  out  relevant   information.    In  typing  a  word,  students  are  instantly  shown  a  definition  as  well  as   other  material.    Quickly  scanning  over  the  findings,  allows  students  to  increase  

course  coverage  in  a  matter  of  seconds.    As  an  added  bonus,  highlighting  of  key  parts   further  eases  the  reading  content.  

 

• Medium  Task:  Lost  

• This  feature  was  added  to  assist  students  help  regain  track  in  their  studies.    With   great  precision,  the  app  shows  where  the  user  has  missing  knowledge.  By  looking   into  their  respective  learning  gaps,  students  are  able  to  get  an  understanding  where   they’d  like  to  focus  their  attention.    Future  functions  would  allow  for  communication   with  staff  members.      

 

• Complex  Task:    Q&A  

• This  task  is  the  bread-­‐and-­‐butter  of  the  app.    Through  this  task,  students  act  as   lubricant  to  their  wheel  of  learning.    Being  stuck  is  no  longer  much  of  a  problem.    

The  ability  to  ask  as  many  questions  allows  for  students  to  seek  as  much  knowledge   to  their  heart’s  content.    

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Section  3:  Design  Evolution    

• All  task  designs  started  with  the  low-­‐fidelity.    It  had  the  simplest  demonstration  to   the  user.    For  the  medium  task  (lost),  a  flat  line  took  in  time  points  that  were  not   necessarily  indicative  of  low  understanding.    Our  approach  was  to  then  take  these   several  points  into  account    (high  and  low  learning)  and  derive  an  overall  

representation.    However,  it  made  little  sense  to  include  numerical  calculations  that   resided  in  between  the  rises  so  instead  we  targeted  areas  in  the  medium-­‐fi.    The   design  for  the  med-­‐fi  was  further  upgraded  to  include  only  those  cases  where  clear   lack  of  understanding  was  the  case.    This  resulted  in  better  read  of  percentages.    For   the  high-­‐fi,  the  group  decided  to  include  a  button  for  brainstorming  and  another  one   for  findings.    These  then  complemented  the  percentages  so  that  users  could  readily   then  find  pertinent  topics.    As  for  the  complex  task,  we  started  with  numbering  the   questions  and  had  a  palette  that  was  not  as  rich.    To  add  some  sleek  to  the  design,   we  decided  that  the  medium  design’s  display  would  benefit  from  an  interface  that   excluded  numbers  to  minimize  distraction.    We  also  instead  decided  on  a  color   scheme  that  compartmentalized  the  questions  into  their  corresponding  theme.    In   the  high-­‐fi,  whole  sections  related  to  same  color.    As  for  the  simplest  task,  we  

initially  started  with  keypoints/keywords  and  these  were  few  in  number.    The  initial   design  was  not  ideal  for  the  inclusion  of  several  keywords.    Instead,  we  decided  to   have  a  design  that  could  fit  many  more  questions  and  allow  for  flexibility,  hence  the   search  feature  in  the  medium  fidelity.    However,  we  needed  a  way  to  have  this  be   tied  back  to  discussions.    For  the  high  fidelity  we  kept  the  search,  but  provided  clear   separation  between  the  search  function  and  the  keyword  (only  keypoint  is  shown).  

One  limitation  to  the  medium  and  high  fidelity  is  that  the  user  will  need  to  know  the   keyword  in  advance  since  they  are  not  being  displayed.    However,  we  think  that  the   freedom  to  explore  ought  not  to  be  compromised.  

 

   

   

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  Section  4:  Major  Usability  Problems  Addressed    

Level Fix Rationale C1=Compare

&

C2.A=Contrast (after)

4 Simplify Layout Separating and

removing parts as well as adding white space gave a simpler look to the style. The states are clearer.

C1: The function procedure remains intact.

C2: Less on screen does not overwhelm some users.

3 Visibility of Status -Centralizing C1: Headers and main

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wording, enlarging lettering and adding blue coloring

facilitates recognition.

-Removal of some parts to the app, reduces the need to display the process

parts are found in both.

C2: Fewer lettering allows for other

buttons to be included in the header region.

4 User Control -The beauty of

simplification is that it fixes many problems.

It’s straightforward.

Also, as a result the edit and delete parts are more easily exposed.

C1: Search is functional.

C2: Separation of search and result screens.

3 Efficiency of Use -Same line of thinking

as the above. Because it’s simple (the

keyboard pops out when button is

tapped), this resolves our problem.

C1: Button usage for keyboard popping.

C2: Keyboard triggers are different.

4 Unexpected Displays -Simplicity does have

several perks! Took care of this one too.

C1: Overlap in meaningful displays.

C2: Display reduction.

Our heuristic results indicate that we have 46 violations. Of these, 20 of them are severity 3 &

4, eight are severity of 2, twelve are severity 1 and lastly 6 were severity of zero. A few of the labels were incorrect while others could be included under a similar deficit. We thus came up with about 13 fixes.

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Category   Count   Errors  

[H2-­‐4:  Consistency]   4   Navigational  scheme  not  

clear  due  to  inconsistent   throughout  

[H2-­‐1:  Visibility  of  Status]   5   Show  user  where  they  are  in   the  task  process  

[H2-­‐3:  User  Control]   2   User  edit/delete/search  

limitations  

[H2-­‐7:  Efficiency  of  Use]   1   Extra  steps  (keyboard)  

[H2-­‐2:  Match  Sys  &  World  ]   1   Unexpected  displays    

 

Section  5:  Prototype  Implementation  

• The  tools  we  utilized  were  DroidDraw,  Android  Studio,  Android  Phone  and  Google.    

They  were  used  as  follows:      

o Android  Studio:    Allowed  functionality  testing  of  our  prototype.    The  preview   feature  expedited  the  work  since  it  provided  real-­‐time  implementation  of  our   work.    The  auto-­‐complete  further  accelerated  the  process.  

o Android  Phone:  The  preview  feature  of  this  software  is  a  bit  off.    The   compiling  of  it  to  a  phone  is  more  convenient  than  a  virtual  phone  device.  

o Even  though  the  documentary  was  helpful,  it  did  not  give  direct  methods  to   some  android  coding  techniques.  

• The  tools  limitations  are  as  follows:  

o DroidDraw:  Enabled  the  drawing  of  the  layout,  but  did  not  help  much  in  the   coding  part;  the  transferring  and  revising  of  the  codes  proved  to  be  difficult   which  resulted  in  our  departure  from  its  usage.    Instead,  we  finalized  our   work  in  the  Android  Studio.  

• Wizard  of  Oz  special  feature:  

o Several  attempts  were  made  to  append  the  content  into  the  design.  

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• Hard-­‐coded  Data:  

o Keywords,  questions  and  comments  were  hard-­‐coded.    Components  requiring   a  database  system  had  them  implemented  to  make  the  system  easy  to  manage.  

• A  few  additional  features  we  could  include  are  as  follows:  

o The  search  function  is  limited  in  operation  due  to  the  unfinished  back-­‐end   engineering.    The  use  of  a  database  would  be  much  more  convenient  than   having  to  hard  code  the  feature  in  our  high-­‐fi  prototype.    We  also  do  not  have   the  question  ranking  in  operation.      

 

Section  6:  Summary    

Based  on  our  findings,  students  in  various  classes  find  themselves  hesitant  to  participate   in  discussion  due  in  part  to  uncertainty  since  the  crossfire  of  miscalculations  or  

misunderstandings  can  be  costly.    To  avoid  spillage  and  possible  collateral  damage  into   other  parts  of  their  student  life,  many  resort  to  a  camouflaging  approach  (not  

participating,  etc.).    Remaining  in  this  state  is  not  effective,  but  the  chameleon’s  way  

provides  much  safety  and  comfort.    Loss  of  identity  can  ensue.    Our  app  acts  as  an  enabler   for  interaction  while  giving  privacy  to  our  users  and  in  such  way  the  design  for  the  

classroom  experiences  more  ‘natural  interaction.’  Students  can  instead  focus  on  learning   with  little  distraction.    Our  iterations  in  the  design  of  the  app  have  also  tapped  into  the  

‘proactivity’  branch  of  ubiquitous  computing.    Further  work  would  allow  the  team  to   interview  several  more  participants  to  eliminate  any  undesirable  conflicts.    The  team   hopes  that  through  our  efforts,  we  have  developed  an  app  that  can  assist  students  in  their   learning.  

 

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