IS 213: UI Design and Development
Spring, 2001
xxxx
Professor Marti Hearst

 

 

Problem Statement
Team Management Structure
Competitive Analysis
Methods

Personas and Goals
  Evan: Business Traveler
  Savanah: Leisure Traveler
  Charley: Adventure Traveler

Scenarios
  Evan: Buys a Guide
  Savanah: Starts a Guide
  Charley: Edits a Guide

Initial Design Ideas
  Ella v 1.0
  Billie v 1.0

Low-fidelity Prototype
  Evaluation:
  Methods & Measures
  Results & Discussion

First Interactive Prototype
  Revised Design

  Prototype Overview
  Storyboards
  Evaluation Instructions
  Midterm presentation (PPT)

Second Interactive Prototype

Usability Test
  Results
  Discussion
  Formal Experiment Design

Final Report
  Storyboard
  Final presentation (ppt)

Task Matrix
Travelite Vocabulary
Participation Matrix

Heuristic Evaluation
(Reading Tree Prototype)

Appendices

 

Sacha Pearson
Kim Garrett
Jennifer English

Contact Travelite

Concluding Summary

Problem statement

Traditional travel publishers have long-standing problems by virtue of the content areas they cover. Travel information changes even as an author puts pen to paper - hotels and restaurants open and close, prices go up, and governments change. This fact, combined with publishing delays of at least a year, mean travel guides are out of date the moment they are published. In addition, the costs of publication result in guides pitched at the masses, offering only certain geographical areas and middle-of-the road content. There is no time for - or profit in - creating guides which truly meet an individual's needs.

Frequent travel guide users are well aware of the very real weight of information provided in book form. Veteran travelers strive to pack only the barest of necessities when they travel. When embarking on long journeys or traveling frequently every ounce matters. For example, an individual traveling to Vietnam, Laos and Cambodia for a month would have to purchase a guide to each of these countries. Travelers don't want to carry these 800 page, 2-pound guidebooks -- especially if they only need a fraction of the information they contain.

Solution Overview

TraveLite's solution is to design and prototype an interface to produce customized digital travel information for handheld devices. The system would pull content from a database of stored digital travel information. The TraveLite interface allows travelers to sort through this database of travel content and choose only what they decide they need or want. Through a series of tasks, users create a customized guide, which they can later download to a PDA. In creating guides based on their interests and needs, travelers will have the opportunity to purchase their guide, rather than a static, bland product designed for a generalized perception of what a generic traveler in a region may need. The system will also allow users to store personalized guides in an account on TraveLite for further modification and purchase.

Personas and Scenarios

In looking at the range of potential users, we realized that we needed to have web savvy individuals with some reason to travel, but that there would be a range of travel purposes from business to personal. We arrived at three personas: the leisure traveler, business traveler, and adventure traveler. For each of these travelers, a primary goal is to have just the information they need and nothing more. Each, however, has a different tolerance for the amount of time and effort they are willing to invest in filtering this information.

Design Personas

Leisure Traveler or Tourist: Savanah Bao
Our primary persona is the leisure traveler or tourist. As the person with the least experience traveling but a high need for information, she falls in between these two types. She needs both basic travel information and extensive listings of restaurants, excursions and where to find out more information on current events. She will need more guidance on what to do but will create a fairly well developed schedule pre-departure. She prefers to avoid the unexpected but wants to have enough information on hand to deal with any surprises along the way. While she is willing to spend a fair amount of time in researching her destination, she is not as willing to invest as much effort as the adventure traveler. The tourist is most likely to need both a breadth and depth of information and to use a guide more intensely than a business or adventure traveler. [Full persona description]

Frequent Business Traveler: Evan Turner
We chose the business traveler as the person with the most frequent need to travel but the lowest need for information and the lowest interest in their destination. The business traveler may use the service frequently but in many cases would not find a lot of value returned for time spent customizing the guide. In fact, he would probably prefer a prepackaged product to meet his need without any significant time investment. This is an edge case for TraveLite. [Full persona description]

Adventure Traveler: Charley Miller
The adventure traveler is also an edge case, but at the other end of the spectrum. She has the greatest need and desire to research a destination in preparation. As someone who travels frequently, this person has learned the value of traveling light and also knows what type of information she needs to bring along. This is the type of person who would read through as many resources as possible pre-departure and attempt to winnow this down to the bare essentials she'll need on the road. However most of her needs and goals are also met by requirements for the tourist persona. [Full persona description]

We created three scenarios, one for each persona. Taken together, these scenarios are designed to cover the range of tasks users will need to complete with the TraveLite web application. While any of the three personas might have occasion to use the site according to any one of these scenarios at some point, we attempted to frame the scenarios around typical task paths for each of the personas.

Design Scenarios

Evan: needs to quickly download a guide for an emergency business trip to LA. He logs in to his account, quickly chooses the information he needs, purchases and downloads the guide and heads for the airport. [Full description of scenario with task flow]

Savannah: is planning a trip to San Francisco on a slow afternoon at work. She creates an account, begins building a guide and saves it when she is called away by a colleague. [Full description of scenario with task flow]

Charley: is planning a Spring Break trip to the Bay Area between classes. She logs in, opens a guide she has already started creating, modifies it and saves it again before her next class. [Full description of scenario with task flow]

Final Interface Design

Interaction Flow & Functionality

As described above, this system allows the user to create a personalized travel guide, including information specific to his/her needs, and excluding information that is not needed. The user can start a guide as a guest, without creating an account. They choose their destination(s), mixing and matching among destinations and regions within each destination. They have an opportunity to name the guide to further personalize it and then choose a method to edit the guide. The two editing choices are to have TraveLite build it a guide for them, or to edit the guide themselves.

On the "Build it for me" path, the user fills out a brief questionnaire designed to make a rough cut at the content based on their interests, budget, length of travel, and purpose for traveling. From here the user previews the content provided and has the option to return to the questionnaire, switch paths and edit the guide in detail, or save it to download.

On the "Edit your own guide" path, the user moves to a detailed edit page. From here they can exclude categories from their guide or edit each category based on their preferences. Each category provides metadata that users can use to winnow their content. From here, the user then saves the guide and again has the option to save and edit it later or download it.

On the download page (for both paths), the user has the option to purchase the guide immediately or else download it for a 48 hour trial. If the user decides to download the trial guide, they may return to the site to purchase it. To purchase, they submit their payment information and then receive a numeric code that will permanently unlock the guide they have on their PDA.


Interaction Flow Diagram

We have also provided a detailed storyboard using screenshots from the final prototype.

Future Implementation
The following is additional functionality that we did not have an opportunity to implement, given the limited timeframe for the project.

Accelerators

Check all/Uncheck all in detailed editing
We would like to implement the check all/uncheck all feature on each section of the Edit page. This allows the user to quickly add or remove content from the section. We envision this being useful if someone wants to undo all the editing they've performed on a section or know that they only want some certain content in the section.

Add third edit path, allowing users to make a detailed edit across the entire guide
This is intended as middle path and would function in much the same way as the "Edit your own guide" path. However, instead of editing each region individually, the user would edit each content category and apply their selections across the entire guide.

User Control & Freedom

Support a finer level of editing
From the edit page, a few users indicated a desire to click through on each item for more detail and the opportunity to include/exclude each item. This would require a substantial redesign of the back-end system architecture. We would implement this feature if more user testing indicated that it was an important one.

Allow “Save as…” to clone a guide
Our heuristic evaluators expressed an interest in being able to clone or do a 'save as...' on a guide as a shortcut method to creating a new guide. If a user has a current guide that they find useful but wish to make some alterations in order to better suit their current trip, they can save some work by copying the guide as a new guide. They can then edit it to better suit their current trip and then save or download it.

Other Additional Functionality...

Integrate an update your guide feature
Part of the intended functionality of our system is to allow users to return to TraveLite and refresh the content contained in their guide. They would return to their account, choose the guide they wish to update, and download it on to their PDA for a minimal charge (currently $5 in the prototype). Before they choose to download, users will have the opportunity to preview the guide (all updated content will appear in red) to determine if they do indeed wish to update the guide. In this way, they will be able to judge the amount of updated content compared to the overall content.

Create the downloadable product for PDAs
We would, of course, like to follow through with this project and create the actual downloadable product. At this time, we do not have the time or skills to complete this part of the overall product.

Tools used to develop the system
In developing this prototype we used Dreamweaver, Cold Fusion, and Programmer's File Editor (basic text editor with some code awareness), with Access supporting the back end.

We are relatively pleased with Cold Fusion as a prototyping tool, being both easy to learn and easy to use. It enabled us to produce a dynamic prototype in a relatively short period of time. Dreamweaver cooperates with Cold Fusion, allowing you to edit some Cold Fusion tags within the Dreamweaver WYSIWYG interface. We used Dreamweaver only for formatting tables and editing text on the page, however, since Dreamweaver's built-in source editor is inadequate, presenting the code in a way that is difficult to scan with the eye. We used Programmer's File Editor as the primary editor for creating the pages since they are primary composed of Cold Fusion code. BBEdit would have been preferable as it uses color coding and indentation effectively, allowing the programmer to quickly scan the page, but it is not available on the machines in the SIMS computer lab. It also would have been nice to edit the Cold Fusion code with a tool like Cold Fusion Studio, but editing the tags by hand will probably cement the syntax in our minds!

Dreamweaver's use of templates makes it easy to quickly generate and update multiple screens at once, but the unreliable behavior of the templates in the presence of Cold Fusion markup resulted in complications. Specifically, the presence of templates sometimes causes Dreamweaver to delete Cold Fusion code. In the end, many of the truly interactive pages had to be detached from templates in order to preserve their code, making global changes to the design more difficult and time-consuming. To reduce these difficulties, we use server-side includes whenever possible, to avoid duplicating interface elements unnecessarily. Hopefully, Macromedia's acquisition of Allaire bodes well for the cooperation of these two tools.

The back-end of the system was managed with an Access database. Access is easy to work with for those with average technical skills and allowed us to easily and quickly make changes to the database structure when needed. It also allowed us to develop a user-friendly interface using forms for data entry.

Design Evolution

Initial Design
We initially came up with an interaction flow that was focused on a sequential, step-by-step flow through the decision process of customizing a guide. The flow could be truncated, stepping the user only through those categories she has specified, but the selection process within each category was relatively detailed. While this approach has its merits, it was less than ideal for our business traveler, who is concerned with the length of time customizing a guide will take. To minimize the number of steps, we developed an alternative interaction flow, in which the TraveLite system would make a "first cut" of the content based on the specified preferences of the user. [For more information, go to full write-up]

This initial design consisted of 9 screens:

Home;
Sign In and Create Account;
My Guides and Profile;
Orientation and Destination;
Travel Preferences;
Table of Contents and Refine Choices;
View/Edit and Detailed Information;
Checkout; and
Download.

Paper Prototype
In addition to "dynamic" travel-related content, the final low-fi prototype consisted of 16 screens:

Home;
About TraveLite;
Frequently Asked Questions (FAQ);
Free trial download, including two download dialogue boxes;
Sign In;
Create Account;
Forget Password;
My Guides (personal account page);
Choose a Destination;
Choose Content (filter content categories);
Create/Edit a profile;
Guide Table of Contents;
View/Edit a Section;
Detailed information on a particular content item;
Checkout pages: enter/edit personal information and specify download format, enter credit card information, confirmation & download; and
Logout.

The results of testing this prototype on 3 users highlighted four main difficulties in the interface [for full details, see our write-up]:

Difficulties with Business Model: what exactly (in terms of a product) TraveLite seeks to offer its customers and how and what exactly it plans to charge for that product.

We decided to revisit our user research and recalled that users' current experience with customizing guides is buying guide content at bookstores (and collecting it from other sources) and customizing with scissors and glue. We decided to mimic this path and changed the purchasing path to use a subscription based model where users "subscribe" to content for a year. They can manipulate and recycle that content into as many guides as they like during that period.

Content Context problems: Confusion between all the content that is available for a particular destination and the part of that content that is included in a particular guide.

To address this issue, the redesign of TraveLite will have a simpler filtering mechanism that shows all content available and specific guide content in close proximity to one another. We decided that each filtering task would take place in a suite of dynamic panes. All content appears by default and is removed as the user deselects check boxes. Since the content updates dynamically, we think it will be clear to users what represents available content and what represents content in their guide.

Process Flow and Context: Uncertainty of location within the process of creating a guide. We want to allow users the flexibility to move between the steps of this process, however, it is still possible to leave that path and possibly get confused.

We address this problem by providing more of a path through the guide building process in this iteration. We also hope that in improving our business model, the purchase path (an major area of confusion) will also become more clear to the users.

Too much Detail and Functionality: All three users felt somewhat overwhelmed by the choices they were making and the level of detail to which they could go to customize their guides. Most of the test participants appreciated the ability to tailor content but found the interaction structure confusing.

We addressed this by limiting functionality, primarily cutting the "Profiles" functionality entirely, however we also limit the users ability to perform complex queries and searches over the information.

1st Interactive Prototype/Heuristic Evaluation
This prototype focused on the main task path of the TraveLite interface, that of building a guide. While some of these pages are fully functional, some are simply flat html. For a full description, see write-up]. The main screens are:

  • TraveLite Home
  • Login / Create an account
  • My Account (account home page)
  • Customize a guide, including
    • Choose format and target size
    • Select destinations / subregions
    • Refine within a region
  • Purchase access to content
    • Select destinations for purchase
    • Enter purchase information
    • Purchase Confirmation
  • Preview Guide

A fellow group of students evaluated this prototype against a set of heuristics. Based on their feedback we made the following changes [See the full write-up]:

Providing Feedback: Throughout the site, we now provide more feedback to the user about the process, and their current location within the process. For example, we now provide a process bar giving the user feedback on their current location in the edit process, how many steps they have already traversed and how many steps remain incomplete. We are also clearly labeling all the pages, and, on the Home page, explain the steps involved in guide building and give the user an idea of what to expect.

Business Model: The heuristic evaluators found the 'purchase content' and 'guides created' distinction confusing. As mentioned above, we based our payment method on a subscription model, allowing users full access to a set of content for set time period. However, we discovered through this evaluation that this model is still potentially confusing. To further alleviate confusion and streamline the flow of the interaction, we decided to simply redirect the users to the "purchase" section when they need to purchase a subscription to content. Thus, if they choose a destination to which they are not subscribed, they are redirected to the purchase page. By asking users to subscribe to content only when necessary, we expected that this new design would require less cognitive load and flow more smoothly.

Edit Guide: On this pass of the prototype, much of the functionality on this page was not yet implemented, we suspect that some of evaluators' difficulties with this page stemmed from not being able to actually interact with the system. This functionality included:

  • First, the state of a tab would indicate whether the content in that tab was included in the guide. If the tab was greyed out, this would have indicated that this section of content was not included. If the tab was active, the content of the tab was included. Tab state was implemented in the next iteration.
  • We have also clearly labeled the check box with 'include' so that the user understands the action resulting from clicking the tab. The tab will also be activated (clickable) when the check box is marked.
  • We still wanted to provide the user the option to add or subtract all the content within a section with little effort, therefore we maintained the 'Check all | Uncheck all' on each tab. (This allows the user to quickly check only a few items in the tab - a different action than excluding the entire section from the guide.)
  • We have also made the tabs more closely resemble the look and behavior of standard online tabs.

'Finished' button: On the Edit Guide page, we had changed the 'Finished' button in the previous prototype to read 'Bookmark: Edit Later', to indicate to the user that they are capturing the content but can still return to the guide to alter it whenever they wish. The evaluators had difficulty with the use of this term and suggested 'Save'. We had used 'Save' in the paper prototype and were told that this connoted a sense of finality that made the user feel uncomfortable about choosing it. The assumption was that this implied to the user that they had finished the entire task, not that they were simply storing the current state for either download or editing at a later time. We decided to keep 'Bookmark' and see what the results of user testing would be.

Process Flow: In the editing process, we have now streamlined the flow so that the user picks a country, picks their regions (or accepts the default "all regions") and then chooses their desired guide size and editing/customizing method (1. pre-formatted, 2. edit by country, or 3. edit each region). If the user chooses either the 2. edit by country or 3. edit each region, they proceed to the edit page. For option 3. edit by region, the user can edit content for each region, one content section at a time. Alternatively, with option 2. edit by country, the user performs the customization at the country-level, and is not required to edit region by region. Previously we had the user choose a country, pick their guide size and then pick regions and edit the content; we realized from the evaluators' feedback that the region selection also impacts the potential guide size and so should come before this step.

2nd Interactive Prototype
For this stage of the design process, we had an almost fully functional prototype. We tested this system on four users using an informal usability testing method and 'talk aloud' protocol. [See write-up for full discussion of the test.] This stage of testing pointed out major problems with the interface:

Business Model: Our ambivalence regarding our business model was showing, and cascaded into problems with our process flow. Most individuals we tested did not immediately understand the subscription model, and were resistant once it became clear. As a result, we also decided to emphasize and focus on enabling this process for PDAs, as opposed to supporting a variety of download formats (HTML, PDF, PDA, etc.). Our users found PDA guides the most interesting and compelling element of the system. This has the additional advantage of allowing us to more closely target the motivations and goals of the PDA user, as opposed to attempting (unsuccessfully) to support a variety of goals.

Also, we now allow for people to experience TraveLite and create a guide as a 'guest', rather than requiring users to create an account before providing access to much of the functionality of the interface. This gives new users the opportunity to experiment with the guide-building process prior to making any commitment.

Process Flow: As a result of the changes to our business model, we were also able to streamline our interaction flow, primarily achieved by moving the 'create account' and 'purchase' stages to later in the process. We were also able to simplify many of the pages and eliminate unnecessary functionality. The guild-building process was reduced from six steps to four: Select a Destination, Choose a method to Build a Guide, Edit the guide, and Download the guide. We also collapsed the Destinations and Choose Regions pages into one page, making the destination-selection process smoother and more intuitive.

Visual design: Across the site, we also looked at ways to improve the visual design, eliminating extraneous text, punching up the copy, incorporating more graphics and improving navigation aids.

Providing Feedback: Along with changes to the visual design, we also looked at each of the pages and improved the textual feedback, giving the user more information up front regarding the system and its functionality, providing a better sense of their location throughout the process, and eliminating excess visual clutter where possible.

Final (Third) Interactive Prototype
Because we encountered so many major problems with the 2nd interactive prototype, we decided to make these changes and run another small test using an additional 3 users. Following this pass, users expressed a great deal more satisfaction with the system and had fewer fatal errors. Additionally, average task time was cut in half. For the final version of the prototype, we have also improved the look and feel of the final interface, incorporated some additional exception handling and improved the readability and usability of instructions and textual feedback throughout the site.

Reflections on Evaluation Techniques
Of the three evaluation techniques used in the course (low-fi paper prototype testing, heuristic evaluation, and usability testing on an interactive prototype), we found testing the interactive prototype to be the most useful method for our interface. It was incredibly educational to have actual users try to interact with our system and actually see the problems they had and where they breezed through the functionality. It was also useful to be able to walk them back through the screens and follow up on areas that had tripped them up or where they seemed to not notice some part of the interface.

Paper prototyping was also useful in having actual users walk through the interface, however it was difficult to actually convey much of the functionality of the interface through paper screens. Our system is extremely content-driven and designed partly for entertainment rather than strictly a goal-oriented system. It was very difficult to judge the enjoyment factor of the potential interface through the paper prototype. Although we did receive valuable feedback at this stage, we think that wireframing screens using Dreamweaver or some other tool would have been more efficient. A more "hi-fi" low fidelity prototype may have gone further in communicating functionality to users. We are also more aware now that analyzing the results of a paper protype are very important. Distinguishing between limitations of the method and true problems with the system is very difficult at this stage. Now that we have experience with paper prototyping and the rest of the design process, we feel that we are better able to analyze the results more appropriately that we did with this project.

The Heuristic evaluation was also very helpful but was hampered by the lack of functionality in our system at the time. If we had implemented more of the features, we think that this would have assisted our evaluators in understanding the application and thus they would have had fewer difficulties in some areas. With both the paper prototype and the heuristic evaluation, the inability to experience the true functionality of the interface raised issues that may have masked the underlying problems with the interface - the business model and task flow. Again, our experience on this project with these techniques and analysis of the results they produce will hopefully allow us to look beyond these limitations when we use these tools in the future to see the true problems with the interaction.