McInterface
User Interface Design & Development Project
SIMS 213, Spring 2001

: Linda Harjono, Saifon Obromsook, John Yiu Chi Wai

Summary Report | Assignments | Prototypes | Presentations | Team | Vocabulary | Workload Distribution

Low-fi Prototyping and Usability Testing

Results

We derive the following results from incident logs (see appendix C) and interviews with the subjects after the testing.

Discussion

There are many interesting findings from the evaluation. The most interesting one is how much the appearance, specifically, the neatness, of the prototype seemed to really affect the subject's willingness to give negative suggestions. One of the subjects even said sorry when he told us to get rid of one main element of the system. So, we explained that it was ok and that it was something we expected. He strongly agreed that if the prototype had looked neater or been digitally-coded, he would probably have not given such feedback.

One finding reminded us to focus more on the locus of attention of the users. One user got frustrated when he faced with one page. He later told us that he had to make too many decisions on that page and we should split that screen. Another subject said the same thing and also commented that the line of decisions was unnatural. Our design prototype aims at having as fewest screen as possible so that users do not feel having to go through too many steps, but did not take into account how users' mind would work on one page. We should have placed the component such that the users' locus of attention moves in a natural way -- linear and top-down.

We also discovered we made a big mistake designing the display of toys, which come with Happy Meals. Our menu of Happy Meals look like other categories, users need to choose the meal before choosing the toys. This is actually not the sequence that happens to one of our subjects. She thought aloud that she was looking for toys, yet our design did not facilitate her with this task. What was going on in her mind was that she first looked for pictures of toys before deciding about the meal itself.

Another major finding was about how the system works. One subject did not think there was an enough incentive for users to have to buy a prepaid smart card using credit/ATM card just to have it record their favorite orders. The users should be able to buy the food using the credit/ATM cards itself. One subject would want to use cash if he could. This would lead to a major change of our design. Luckily, we can make this change at an early stage because of this testing.

Due to the overwhelming number of useful responses, we cannot discuss all other minor (yet important) findings. Therefore, in addition to the above implications in changing the design, we came up with a list of both changes we made on the fly (both during the debugging and the testing) and planned changes in our design. Note that the reason why some plans are not yet definite is because we still have to figure out how the pieces fit together.

This evaluation, however, might not be able to tell how real users will respond to the real system for the following reason:

For our interface, the speed of a human computer might have an impact on the impression of the subjects. Since the system's users are likely to be hungry at the time. Speed should be given a top priority. With an incredibly slower speed, the subject might perceive the interaction to be rather slow and is led to think that the interface might not be convenient to use.

The use of fake data and graphics seem to slow down the subjects' response. Graphical representations of the menu seemed quite important for them to make decisions. With the real interface, the users could have better ideas while browsing the menu. In this testing, the subjects' hesitating gestures might originate from the lack of accurate graphical presentation, instead of from the design itself.

By specifying scenarios for the subject, we could not account for all the possible cases that can happen. For the real system, there can be surprises. Also, giving the subjects some constraints upfront, by specifying the tasks, can limit some design possibilities that can otherwise be realized if the subjects were allowed to test the interface freely. We suspect that most subjects did not complain about the payment process because we told them that they were supposed to use credit/ATM cards to add value to McCard when necessary.