McInterface |
Summary Report | Assignments | Prototypes | Presentations | Team | Vocabulary | Workload Distribution |
We did the initial sketches individually. Two of us used the 'tray' concept
(aka. 'Shopping Cart') to represent the order summary and show the tray on the
main screen. Two of us came up with a hierarchical menu, and one used tabs for
food categories. One person shows buttons of the food categories on the main
screen, each of which leads to a new screen that shows the items inside the
category. Another person showed the food categories as horizontal tabs, but
only showed one food at a time (thus, present a hierarchical representation
of the menu). Our paper prototype still retains the idea of displaying
the tray at all time. We decided to have the food categories displayed by six
tabs (horizontal). Inside one tab, there was another drop-down list box containing
more categories. The design is also dependent on the use of a smart card. This
design decision was a big mistake, according to the feedback. We also realized
at this stage that there were many overhead associated with using a smart card.
So after low-fi prototype testing, we decided to put
aside the idea of requiring a 'McCard' to use the system (the smart card) since
test subjects felt constrained by that requirement. A consequence
of discarding that idea is that we also had to totally
eliminate the idea of recording users' favorite orders. Then we tried to focus
more on the ordering process itself.
The main design decision we made for our first-interactive
prototype was discarding the tray. Also, users need to touch the item picture
in order to initiate an order. And once they touch the picture, they are forced
to go through an item's detail dialog box to specify the drink, size, special
requests, and other options of the ordered item (We later call this the 'indirect
ordering process'). However, the heuristic evaluators suggested that we should
retain the tray idea, and should provide a shortcut to users who want an item
with a default drink and size. In the later case, the users would need to be
able to choose the drink and size of the meal from the main screen so that when
they order the item, the item directly goes to the order summary and no item
details dialog box is diplayed. We then call this type of ordering process as
'direct ordering process.'
The evaluators also suggested that there should be some
feedback on the special requests since it was clear that that feedback is very
important to our primary personas. They also demanded the order summary to contain
more than six items.
As a result, in our second-interactive prototype, we decided
to implement the tray idea by placing the "Order Summary" section on the right
side of the menu page. Each ordered item in the Order Summary is displayed,
if appplicable, with its size and drink, quantity, special request icons, and
an "Edit" button. The users can change the quantity right from Order
Summary, and changed other options via the "Edit" button. We also
allowed infinite number of items in Order Summary and have them displayed in
pages. To remove an ordered item from the Order Summary, users need to change
quantity using the quantity changer buttons to zero.
We
also changed the representation of food categories from using labels to using
using vertical tabs in
the second interactive prototype. In addition,
we removed the "Special
Requests" dialog box, the Special Requests text box in the Order Details Page,
and removed the option to ask for "Less Ice", "Less Pickle", "Less Tomato",
and "Less Onion" because we consider these as edge cases as none of our testing
subjects chose any of these options. We placed all the remaining Special Requests
options on the Order Detail page. We also replaced the text box the allows users
to specify the number of packets of ketchup they want with a check box to indicate
a "More Ketchup?" option, because it is simpler and users usually ask for "More
ketchup, please?" instead of specifying exactly the number of packets of ketchup
they want.
Since there was an unresolved issue about having the item
go directly to the Order Summary ('Direct' ordering process) or displaying the
item details every time users order an item ('Indirect ordering process'), we
decided to provide two versions of our prototoype in our informal pilot usability
test: a 'direct' and 'indirect' prototype. The result of the pilot usability
test later shows that 'indirect ordering process' is preferred due to the following
reasons:
Because of the space
constraint, it is very hard to display all needed information that let users
to do 'one-touch' orders with all the special requests and item details
options that they have. In addition, displaying lots of information make
the main screen too cluttered.
Some other major results from the pilot usability tests include:
Other
changes that we made after the informal pilot usability study include the following:
The following table summarizes how valuable each evaluation
technique is to our design of McInterface. - Effective for finding
out the right direction of the design - Does not simulate
the real interactions very effectively, especially in our case when speed
is a significant factor. - Effective for finding
out specific and detailed usability problems - Qualitative results
were very useful. - Quantitative results
were not very useful with small sample size Summary
Report: Design Evolution
Major Design Changes
Here is our final prototype
Evaluation
Techniques
Low-fi
Prototyping
- Effective
for testing main interaction flow
-Test subjects
were more willing to give harsh (but constructive) feedback
- Fast!
- The ability
to interactively talks about the users' opinions and suggestions
- May not be accurate
enough to yield reliable results (The subjects
may think out design is really bad because the speed of a human computer
might be slow enough to make the interface look like a mumbo-jumbo.)
- The missing details may have affected test
subjects' perception towards the designs.
(A not-enough-serious menu
display may not be clear to the subjects.)
- The idea of our system is novel. The subjects may
not have grasped the idea very well.
- Since the look of the prototype is still very rough, we could not see
how cluttered our main screen was without doing a refined detailed prototyping
Heuristic Evaluation
- Easy to implement
- Focusing too much
on solving each violation led us to overlook some other critical design
issues.
- Since sometimes the testers were not real users and are not familiar with
McDonald's menu, the heuristic problems that were brought up were not quite
applicable
Pilot Usability Test
- Fortunately, our test subjects still gave honest feedback as we asked
them to.
- Simulate the subjects' interactions with the real interface more effectively.
- The ability to interactively talks about the users' opinions and suggestions
- The presence
of learning effect.
- Takes a lot of time