Project Proposal
Personas, Goals, and Task Analysis
Scenarios, Competitive Analysis, and Initial Design
Low-fi Prototyping & Usability Testing
Assignment 5:
First Interactive Prototype
Assignment 6:
Heuristic Evaluation: SFNight
Assignment 7:
Second Interactive Prototype
Assignment 8:
Pilot Usability Study
Assignment 9:
Third Interactive Prototype
 

 

 

Assignment 9: Third Interactive Prototype

Contents:

Problem Statement
Solution Overview
Personas and Scenarios
Description of the Final Interface Design
Interaction Flow
Parts Left Unimplemented
Tools Used
Design Evolution
Conclusion
Work Distribution

Go to our 3rd Interactive Prototype. Use Netscape!

Problem Statement

New textbooks for SIMS courses are costly, and textbook buyback services do not offer much money for used books. Many SIMS students have textbooks from previous classes that they would like to sell, but they do not currently have an easy way to connect with potential buyers. Sellers may email class lists to attempt to find a buyer; buyers may solicit upperclassmen who may or may not have books to sell. This method is annoying and not highly effective since the majority of email recipients are not interested in either buying or selling books.

 

Solution Overview

Our solution to this problem is BookMarket, an online book exchange for SIMS students. Using BookMarket, SIMS students can more easily buy or sell used textbooks. While we focused the system on the SIMS community, BookMarket could potentially be expanded to serve the entire UC Berkeley community.

BookMarket exists to put buyers and sellers in touch with each other; it does not facilitate on-line auctions or currency exchange. We plan to have our site linked from a portal page such as Simians or the SIMS departmental page.

 

Personas and Scenarios

We refined our original four personas down to two, Sarah McClintock and Yvonne Mallory Carter. Sarah is our primary buyer persona, while Yvonne is our primary seller. However, they may both choose to carry out either type of transaction, so our interface supports easy switching between buying and selling.

Persona #1 - Sarah McClintock

Sarah is 24 years old and from Austin, Texas. She earned her undergraduate degree at Rice University, where she majored in Economics. Prior to her SIMS career, Sarah worked for Anderson Consulting, developing e-commerce applications.

This is Sarah's second semester in the MIMS program. She lives in Oakland and takes the bus to school--on nice days she rides her bicycle.

Sarah is proud of her old beagle (100 in human years) and her long-distance boyfriend Michael, recently laid off from Dell Computer.

When using the Internet, Sarah dials in on a modem because she can’t afford DSL. She frequently buys books over the Web from sites such as Amazon.com. She is not home during the day, so it is hard for her to receive UPS packages; she often has to take the bus to the UPS center to collect them.

Sarah has used many business applications. She is a confident user of Web technology. She knows what books she needs, but doesn’t know any sellers, so she will need some help in acquiring this semester's books.

Sarah's goals are:

  • To buy books as cheaply as possible
  • To compare as many options as possible
  • Not to commit faux pas by asking peers for used books
  • Not to get ripped off by the bookstores
  • To see the books for other classes she might take later
  • To know more about the people at SIMS

 

Persona #2 - Yvonne Mallory-Carter

Yvonne is a second year SIMS student, preparing to graduate and move into the work force. She recieved a BFA in graphic design with a minor in dance from Wellesley. She lives life with an artistic flair: she wears black matte jersey and really cute scarves.

She doesn't have a boyfriend, but is close to her parents, who are fussy yuppies who still live in her childhood home in Saratoga.Before coming to SIMS, she worked at three different failed startups. While at SIMS, she worked for 30 hours a week at a Web design firm. She's really very excited about her new job as a usability expert at Yahoo.

Yvonne enjoyed her time at SIMS. She always goes to Thirsty Thursday and is often found working in the SIMS labs. Her senior project was an online literacy campaign.

Her secret shame is bad television. She's addicted to Survivor, Dawson's Creek, and Buffy the Vampire Slayer. Spam offends Yvonne.

Yvonne's goals are:

  • To sell all books not related to interface design and usability
  • To sell books quickly
  • To get a reasonable price in a reasonable amount of time
  • Not to lug unnecessary books to her new condo in Mountain View

 

Scenarios

Task Summary View Detailed View
Task 1: Buy GUI Bloopers and sell Modern Information Retrieval. Sarah is at the beginning of the Spring semester, and she's just decided which classes to take. She hasn't been able to find one particular book, GUI Bloopers, at the campus bookstores, so she decides to use BookMarket to purchase it from another SIMS student. After she's finished contacting a student who is selling the book, she realizes that she can make some quick money by selling a book from last semester, Modern Information Retrieval, via BookMarket.
Task 2: Use BookMarket to compare the available prices of Social Life of Information. Contact all sellers to try to bargain the price down. Sarah wants to buy Social Life of Information, but her loan payment hasn't come through yet, so she needs to buy an inexpensive copy from another SIMS student. She goes to BookMarket to try to find the lowest price. Then she uses BookMarket to contact all the sellers and tries to bargain among them, offering five dollars less than the lowest price.
Task 3: Use BookMarket to post Understanding Networked Applications for sale. The condition of the book is "excellent." After completing the task, change the posting so that the revised book condition is "fair." Yvonne is graduating from SIMS in a month. She posts Understanding Networked Applications for sale. The book is in excellent condition. Later that night, she accidentally spills wine on the book, so she decides to be honest and updates the book condition to "fair."

 

Description of the Final Interface Design

We implemented our final design using an HTML front-end, an Access database, and the ColdFusion web application server. Users use Netscape to enter the site's home page. They can then navigate through the site using our tabbed structure. The tabs highlight the three main functions of the site: buying, selling, and editing postings.

Selling:
Users can post books for sale on the site by choosing the book from a list and entering a description of their copy and price information. The posting is then added to the postings pool for that particular book.

Buying:
Buyers can browse book postings by title or course number, or they can search for a book by the title, author, or ISBN. After locating a book, users can view the sellers, view prices for and condition of each available copy, and make an offer to one or more sellers. When the buyer makes an offer, Bookmarket sends an email to the seller(s), notifying them of the buyer's name and offer. The seller can then arrange an off-line transaction with the buyer.

Editing:
Sellers who have posted a book for sale on BookMarket can edit or delete their posting(s).

Users who fill out a form on BookMarket (i.e., who make a book offer or post a book for sale) are automatically remembered during that browser session. Whenever the user comes across another form that asks for the user's name and email, this information is pre-filled, thus eliminating repetitious typing. The user may opt to click the "End Session" link at the top of each page, thus clearing the information from the system, but the user is not required to do so. Closing the browser has the same effect.

 

Interaction Flow

Our interaction flow has not changed greatly from our second interation. The first flowchart below gives a general overview of the structure of BookMarket. The following task-based flowcharts illustrate a user's path through the interface while performing our scenario tasks.

Flowchart overview of system

Task 1: Buy then Sell

Task 2: Buy by trying to bargain down prices

Task 3: Post a book, then revise it

Parts Left Unimplemented

We were able to implement most of the system functionality. However, we did not implement the following functions:

  • Choosing potential sellers to contact. The system is designed so that a potential buyer should be able to select one or more sellers to whom the buyer wants to make an offer. In our current prototype, all offers go to all available sellers. The functionality that would allow for selection has not yet been developed.
  • Sending email. Bookmarket is designed to allow a potential buyer to send an email to one or more potential sellers through the system. This email functionality has not been implemented.
  • Editing a posting. Sellers should be able to edit or delete a posting. This editing functionality has not been implemented, except for a hard-coded example we used in our user testing.
  • Account features. The account button currently goes to a set of features that are not available for actual use.

Tools Used

For our paper prototype, we used screenshots of a Netscape browser with pencilled-in graphics and text. To make the most realistic interface, we created paper widgets that simulated pull-down menus and dynamic tables.

For the succeeding prototypes, we used HTML, Dreamweaver, ColdFusion, and MS Access. We orginally tried to use Dreamweaver templates in order to make our design process more efficient. We discovered, however, that the templates were unwieldy and did not allow us sufficient flexibility to make quick changes as our project progressed. Additionally, we discovered that changes we made to the templates would override the ColdFusion code we'd written. We eventually abandoned the Dreamweaver templates in favor of regular HTML and CFM files.

Those of us who were used to hand-coding HTML were somewhat frustrated with the functionality of Dreamweaver. It is, however, a good tool for understanding the graphic and functional layout of a Web page. It was also easier to base our discussions about the prototype on a graphical representation of a Web page rather than lines of code.

We found ColdFusion to be a pretty good tool for connecting our Web interface to our Access backend. It was fairly easy to learn, and a wealth of information about the product exists on the Internet. Additionally, we used manuals to shore up our knowledge.

As we had previous experience with MS Access, we found it to be a satisfactory database tool. It meshed very well with the ColdFusion.


Design Evolution

The evolution in our design was centered primarily on page layout and system vocabulary. Since our system was not very complex from the beginning, we made very few changes to our core interaction flow. We added pages (End Session - Screen W), but we did not subtract many, nor did we make major changes in the way tasks were completed.

Initial Sketches
Our initial sketches included basic functionality. We included only brief descriptions of system functions and assumed that users would understand the system's core concepts.

Low-fi Testing
During low-fi testing, we discovered that users had trouble with the concept of BookMarket (then called BESS). They did not understand that the site was not an e-commerce site. They did not understand what would happen after a BESS transaction. Additionally, the system language, from instructions to confirmation screens, did little to support their understanding of the system or their task completion. Users also told us they wanted to be able to bargain between multiple sellers.

The screen layout in BESS also confused our test subjects during low-fi testing. They did not see vital functions and were distracted by non-essential ones. The screen layout did not help users navigate through the system, especially after completion of a task.

Heuristic Evaluation
The Heuristic Evaluation identified some more subtle problems with BookMarket. It forced us to consider where Login and Logout should appear both on the screen and in our task flow. The evaluation also helped us to remove extraneous clutter from the screen and use links and buttons more consistenly. The evaluation prompted us to remove and revise our language once again.

Pilot Usability Test
The final usability test helped us refine the interaction between the user and BookMarket. It encouraged us to add an auto-login feature to eliminate the need for the user to input the same information multiple times. We also decided to give buyers more textual cues to prompt them to give more information in emails to sellers. We also refined the language of the confirmation screens.

Extra 3rd Prototype Features
Due to a sudden burst of development energy, we implemented several more features during our last round of prototyping. The added features are as follows:

  • Auto-remember feature (described in the design section above)
  • Missing books features: Titles that do not have available images now sport a default image. Titles that do not currently have any postings have a special note on the book view that informs buyers that the book is not currently available.
  • Redesigned Edit Postings page: Our edit postings page has been redesigned for easier navigation and graphical appeal.
  • Redesigned Email Fields: Due to popular opinion, we changed our email boxes from split boxes (one for username and one for domain name) to the more industry-standard single boxes.
  • Revised Help Text: Help page is clearer and more complete.
  • Sell Form competitor's prices: The Sell Form now has a box that details the prices of the book at various other retailers. Sellers can now consult the market prices before choosing their own asking price.

 

Major Changes to the Prototype

System Concept and Language
From the very beginning, when our system was called "BESS," we have had problems with our system concept and language. In our paper prototype testing, we realized that our system did not adequately explain its purpose upon the user's first entry. We have since revised all the text on the site to more clearly and concisely manage user expectation about the system, the process, and the results. Such changes include calling the site "BookMarket" instead of "BESS" ; revising the navigational tab sections to read "Buy Books," "Sell Books," and "Edit Postings"; and revising both the Help page and the explanatory confirmation pages that appear when a user completes a transaction.

 
1st Prototype
 
2nd Prototype

Response column
This column shows a running total of all the people who have contacted a seller about a book. If the number is high, the chances are better that the book has already been sold. We have had recurring problems getting people to notice this column and respond to sellers accordingly. Some observers have noted that perhaps BookMarket users simply don't need this functionality; this may be true. However, in our needs assessment we discovered that when speaking about the value of an online book exchange, students mentioned that it was important not to waste time contacting sellers of books that have already been sold. As a result, we feel the response column is important.The column has gone through several iterations, and our last iteration needs user testing before we will know if it works.

1st Prototype

3rd Prototype

Confirmation pages
After a user posts a book for sale or contacts a seller about a book, s/he is presented with a brief page confirming the transaction. Our paper prototype testers were very confused by the confirmation page; it did nothing to explain what was going to happen next. Our subsequent iterations have helped to solve this problem. We added better text explaining the system and the buy/sell processes, and we added text repeating the user's transaction information, i.e. the book up for sale, the price requested, and the seller's information.

Auto-remember
We had intended from the very beginning for BookMarket to have some sort of login feature in order to let users keep track of transactions, edit postings, and have forms automatically filled in for them. We got mixed reactions from paper prototype testers about the login feature. Some of them expected to have to login; some did not want to at all. When we built our first interactive prototype, we didn't incorporate the login feature due to technical and time constraints. The same held true for our second prototype. However, our test subjects did not like filling in forms several times to sell and buy a few books. They expressed frustration and dissatisfaction at the repetition. As a result, we decided to implement an auto-remember feature that automatically fills in basic information after the user has entered it once. This feature lasts throughout the browser session. It solves the user's problem of repetitiously typing in information, but it does not require a login or password. We have not yet been able to test our implementation of this feature on test subjects, and we are anxious to see if people like it.

Quick Search: Appearance and Placement
BookMarket has a Quick Search box on the lefthand sidebar. We implemented this feature in our paper prototype because we were all familiar with the type of user who always wishes to find information through searching. The search box has since been through redesigns to improve its look, feel, and usability. Our heuristic evaluators were especially helpful in suggesting a better way to have users choose a search type, using radio buttons instead of a drop-down box. We also took measures to insure that Quick Search does not impede users in their tasks. While it is a very useful tool for buyers or browsers, it tends to throw people off track who are trying to sell or edit postings. After witnessing this behavior in our user test, we removed the Quick Search box from all screens except those directly related to buying.

 

1st Prototype
 

3rd Prototype

Navigation
Our initial design and paper prototype did not have navigational tabs to help users switch beween tasks. Instead, we thought users would enter one task sequence, complete it, and return to Home to begin another task sequence. After witnessing users struggle with this structure during paper prototype tests, we decided to implement a basic tabbed navigational structure that quickly moved users between Buy Books, Sell Books, and Edit Postings. Our navigational structure proved successful in our last round of usability testing; none of our users had trouble telling where they were or how to get to another section. We also improved our Home Page to more effectively help guide users who were approaching BookMarket for the first time. The old home page lacks good visual cues and good tabs, while the new home page has both.

 

Most Valuable Evaluation Technique

We believe that the paper prototype was the most valuable to our project. The straight-forwardness of our design meant that we did not need to refine the structure and flow of the pages as much as we needed to improve the flow within pages and between tasks. Our most valuable lesson from this test was that we needed to think more critically about what our system does and how to match it to the existing mental models of users. Most testers were confused about what BESS (later, BookMarket) did and how it did it. The low-fi prototype highlighted this weakness without our having to invest time in coding, graphic design, or the backend.

We realize that, had our project had a higher level of complexity, the paper prototype would have been less valuable. However, given the scope of our project, the method met our needs perfectly.

Describe which of the three evaluation technique (low-fi prototype run-through, heuristic evaluation, pilot usability test) was most valuable to your prototypes usability and why.

Conclusion

Our BookMarket project was the most challenging endeavor we have pursued at SIMS thus far. The simplicity of our interface hides many hours of testing, experimentation, and hard work. We found the UI design process very rewarding.

We hope that someday, SIMS students will actually use BookMarket, but even if it doesn't get used, it has provided us with an invaluable experience in human computer interaction.