MIU - My Interactive University
The goal is to make the interaction between university professors and students and their university life easier, considering the administration part like grading, course and learning management as well as the in class-situation. Apart from that the idea is also to provide useful information of the happenings and orientation on campus.
Target groups: university professors and their students
Human – Computer Interaction Project
Universidad Politécnica de Madrid
Summer Semester 2018
CONTEXT OF USE ANALYSIS
Users, Tasks, Environment
Methods: Interviews, Observations
Deliverables: User Profile, Value Proposition Canvas, User Journey Map, Task Organization Model
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5
LOW FIDELITY PROTOTYPES
On paper
Two different designs: mobile and desktop
USER TESTS, ITERATION I: Two Designs and Both Target Groups
Pre-Test Questionnaire, Usability Test, Post-Test-Interview
Methods: AB Testing, Think Aloud, Performance Observation (Actions, Errors), System Usability Scale (SUS)
Deliverables: Usability Problems, Decision on preferred design
HIGH FIDELITY PROTOTYE
Methods: Navigation Map, Wire Frames
Deliverables: Web Application (HTML, JavaScript, CSS)
USER TESTS, ITERATION II: Desktop Design, Student target group
Usability Test, Post-Test-Interview
Methods: Performance Observation (Clicks, Errors, Time) Eyetracking, System Usability Scale (SUS), User Experience Questionnaire (UEQ)
Deliverables: Usability Problems, improvement suggestions for implementation
Context of Use
Analysis
MIU – My Interactive University
GOAL
Interaction
Motivation
Knowledge Transfer
Social
CONTEXT OF USE
In Class
On Campus
Office / study rooms
On the way
FUNCTIONS
Learning Management
Campus Life
Administrative Work
PROJECT TOPIC
User Journey Map
for students
User Journey Map
for professors
Value Proposition Canvas for students
Value Proposition Canvas for professors
Task Organization Model
for students
Students
Academic
Interaction
Participate and ask questions in class
Communicate about class-related content
Working with other students
Technical tasks
Submit assignments
Access class content
Checking grades
Studying
Taking Notes
Daily assignments
Prepare for exams
Administrative
Enrol for classes
Evaluate Professors
Requesting documents
Campus Life
Socialize with other students
Get bus schedule
Find rooms
Find food and menu
Find out news and events on campus
Task Organization Model
for professors
Professors
Preparation
preparing class material
knowing the students’ abilities
Prepare exams or quizzes
Interaction
Communicating with students
Holding a lecture
Discussing with colleagues
Administrative
Evaluation
Grading students
Evaluating assignments
Evaluate students’ participation in class
controlling students’ attendance
Administrating virtual classrooms
checking the forums
uploading new content
informing students
Report students’ performance and progress
Paper Prototypes
Ubiquity of smartphones
Daily frequent usage
“Second screen”-phenomenon
VIEWPOINT
Smartphone
Input: Touch & Physical Buttons
Output: visual & haptic feedback
Style: Direct Manipulation
INTERACTION STYLES / DEVICES
TERMINOLOGY
FIRST PROTOTYPE: MOBILE
| |
Common | Chat, Activities, Assignments, Slides |
Students | Academics, Campus Life, Paper Work |
Professors | Quick Evaluate |
Paper Prototype - Mobile
Big screen for important tasks
Better overview
Laptop is standard
VIEWPOINT
Laptop
Input: Keyboard, Mouse / Output: Display
Styles: Direct Manipulation / Menu selection / Form Filling
INTERACTION STYLES / DEVICES
TERMINOLOGY
SECOND PROTOTYPE: DESKTOP
| |
Common | Forum, Assignments, Slides |
Students | Ask the professor, Chat with colleagues |
Professors | Drafts, Collaborate, Reward, Timer |
Paper Prototype - Desktop
Iteration I
Low Fidelity Prototype
Usability Test
CLASS SETUP
ASK
VOTE
TASKS & PROTOTYPE DEMO
FOOD
Open the class & take notes on the slides.
The professor through the system.
Participate in the voting through the system.
Check the food menu of the cafeteria.
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STUDENTS
CLASS SETUP
ANSWER
REWARD
CREATE
Open the class, check students’ attendance and start slides.
A question, received through the system.
Give a bonus to a student through the system.
Create a voting in the system.
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2
3
4
PROFESSORS
Characteristic | Students | Professors |
Average Age | 23,5 | 39 |
Nationalities | 50% Spanish Indian, Dutch, Bulgarian | 100% Spanish |
Gender | 50/50 M-F | 100% M |
Academic Experience | 4,3 years | 13,75 years |
Satisfaction with current university systems | | |
6
4
Users
METHODOLOGY
7
7,91
Daily usage in h:
Other
device
Preferred for university.
9,5
5,12
Daily usage in h:
Other
device
Preferred for university.
2 2 1 1
1 1 2
Students
Professors
TEST DATES & LENGTH
26th of March until 6th of April 2018
1h per session
ROLES
Facilitator: Andra
Computer: Andrzej
Observer: Miriam
Technical Support: all
TEST ENVIRONMENT
UPM Campus Montegancedo / Researcher’s flat
Quiet
METHODOLOGY
TEST CONDUCTION
Collect demographics
AB Testing (change order!)
Think Aloud
Task Instruction embedded in scenario to create empathy
FILLING SUS QUESTIONNAIRE
+
SIX
GENERAL IMPRESSIONS QUESTIONS
Problems // Overall experience // User Interface
Navigation // Functions // Improvements
PERFORMANCE MEASUREMENT BY OBSERVER
METHODOLOGY
USABILITY CRITERIA | METRICS |
Effectiveness | Task Completion Number of errors |
Efficiency | Number of actions |
Satisfaction | System Usability Scale (SUS) |
Observations | Notes |
FEEDBACK INTERVIEW
DATA ANALYSIS
Quantitative
Qualitative
FINDINGS & CONCLUSION
List of usability problems
Preferred prototype
METHODOLOGY
Main usability �problems ranked
FINDINGS
STUDENTS
Ranking | Issue | Details |
1 | Navigation | Too deep, back/home button, transition between sections |
2 | Design | Small screen packed with info |
3 | Efficiency | High amount of needed actions |
4 | Accessibility | Hard to access certain functions |
5 | Practicability | Taking notes is cumbersome |
6 | Terminology | Paper work vs. academics / chat vs. message |
7 | User Control | Guidance through system, slides control |
8 | Previous Knowledge | Effect on usage by academic experience, familiarity, age |
9 | Error recovery | No possibility to reset from errors |
10 | Anonymity | Private or public chat |
Ranking | Issue | Details |
1 | Terminology | Chat with colleagues vs. ask the professor, paper work vs. academics |
2 | Functionalities | Multitude of not necessary options |
3 | Design | Cluttered, overwhelming |
4 | User Control | Guidance through system, slides control |
5 | Previous Knowledge | Effect on usage by academic experience, familiarity, age |
Mobile
Desktop
Main usability �problems ranked
FINDINGS
PROFESSORS
Ranking | Issue | Details |
1 | Navigation | Too deep, confusion by options (top, bottom bar, side drawer) |
2 | Functionalities | Order, filter, search option missing (e.g. for students) |
3 | User Control | Slides control, notifications |
4 | Learnability | New, innovative functions (e.g. rewarding) |
5 | Terminology | Quick evaluate vs. activities |
6 | Practicability | Voting creation cumbersome: split in more screens |
7 | Match with real world | Identify students: picture |
Ranking | Issue | Details |
1 | Integration in context of use | Natural barrier towards the students due to screen size |
2 | Terminology | Voting vs. quiz |
3 | Design | Crowed, overwhelming: side bar and slides |
4 | Learnability | New, innovative functions (e.g. rewarding) |
5 | Navigation | Location of functions: wide spread across screen |
6 | Functionalities | Order, filter, search option missing (e.g. for students) |
7 | User Control | Slides control, notifications |
8 | Emotional influence | Negative order of rewarding options |
9 | Match with real world | Identify students: picture |
Mobile
Desktop
Metric | Mobile | Desktop |
Effectiveness | Average mistake < 1 Task 2 (ask) : success rate 83%, all other 100% No mistakes in task 3 (Voting) | Very few mistakes (only first two tasks) Task 1: 2 mistakes by two students Success rate: 100% in all tasks No mistakes in task 3 (Voting) and 4 (Food) |
Efficiency | performed actions slightly above expected Task 2: range from 4 to 9 actions P5 needed most actions | performed actions slightly above expected High STDEV in Task 3: range from 2 to 5 Influence of Prototype order in task 4: P1,3,5 needed 1 more action |
SUS | 82,08 (STDEV: 8,28) Ranging from 70 to 92,5 | 88,33 (STDEV: 6,65) Ranging from 80 to 95 |
Main Problems | Transition between different sections | Confusing terminology, (chat), cluttered design |
Overall Experience | Easy to use, user friendly | Clear what to do, all options available |
User Interface Design | Simple, visual, confusing wording | Straight forward, visual with descriptions, one screen |
Navigation | Missing home button, very deep, too many different options (top, bottom, side) | Clear, useful, single page app vs. overwhelming functions |
Improvements | Page navigation, direct ask button | Wording, minimal layout, slide navigation |
Observations | Navigation (Back, Hub) Slides control Confusion in Chat | Confident with guidance familiar with slides (from ppt, YouTube) Comfortable with chat (sidebar from Facebook) |
RESULTS
STUDENTS
Frequency | one user would not use it | |
Complexity | One user finds it complex | |
Easy to use | | Strong agreement |
Technical Support | Not needed at all | |
Learnability | 3 agree – 3 strongly agree | |
Cumbersomeness | One neutral | One agrees |
Confidence | | More confident (4 strongly agree) |
Previous knowledge needed | One agrees (low academic experience, young) | |
Metric | Mobile | Desktop |
Effectiveness | Only one mistake occurred (in Task 3) Success rate: 100% in all tasks | Only two errors: in task 3 and task 4 All errors occurred in the first tested design Success rate: 100% in all tasks |
Efficiency | Task 1 and 2 according to expectation (STDEV 0) More complex tasks 3 and 4: one more step needed than expected, P1 needs most clicks | performed actions slightly above expected High STDEV in Task 1: range from 2 to 6 Average in Task 3 (3,75 actions) almost double as expected (2) P4 is above average in all tasks |
SUS | 85, 63 (STDEV: 3,75) Ranging from 82,5 to 90 | 88,13 (STDEV: 5,54) Ranging from 80 to 92,5 |
Main Problems | Usage during class, info overload (too many options) Voting section hard to find | Confusing wording, doubts on some functions Laptop as a communication barrier |
Overall Experience | Good, easy to perform, intuitive (one: trial&error) | Good, intuitive, not surprising |
User Interface Design | Simple, standard, known elements, partly crowded | Traditional, standard vs modern, clear |
Navigation | Too many options (hamburger, bottom) Voting not intuitive, but other tasks fast&easy | Well designed, helpful, familiar, not deep |
Improvements | Reward in chat, voting split in screens with guidance Additional material, wall | Voting details, filter and order for students’ list, more detailed student profile, group all functions |
Observations | Doubts on possible distraction, Slides control Chat: doubts if recognized Rewarding in different ways | Attendance: order of students, ON/OFF, Slides control Chat: disturbed by notifications, Doubts on possible distraction Rewarding: shortcut in chat |
Frequency | Two strongly agree | Two are neutral |
Complexity | Two strongly – two disagree | Three disagree |
Easy to use | Three agree – one strongly | |
Technical Support | | Four strongly disagree |
Learnability | | Slight preference (three strongly agree) |
Cumbersomeness | Four strongly disagree | |
Confidence | Three agree – one strongly | |
Previous knowledge needed | One agrees (no test experience) | Four strongly disagree |
RESULTS
PROFESSORS
PREFERRED
DESIGN
| Mobile is better | Desktop is better |
Effectiveness | | X |
Efficiency | X | |
User Satisfaction | | X |
Usability Problems | | X |
User preferences | | X |
FINAL RESULT | | X |
| Mobile is better | Desktop is better | Tie |
Effectiveness | | | X |
Efficiency | X | | |
User Satisfaction | | X | |
Usability Problems | X | | |
User preferences | X | | |
FINAL RESULT | X | | |
To go on for the 2nd interation?
Functions
Design
POSSIBLE SOLUTIONS
AND IMPROVEMENTS
Navigation
TASKS
Complexity and frequency
FUNCTIONALITIES
Scope, purpose
To be especially considered
CONTEXT OF USE
Classroom, campus, office
DEVICE CHARACTERISTICS
Size, weight, integration, battery, connection
CONCLUSION
High Fidelity Prototype
HTML Website
Navigation Map
Wire Frames
Iteration II
High Fidelity Prototype
Usability Test
Motivate the users to interact in class
Social aspect in university environment
“More than just moodle”
GOALS
Class Management with material, collaboration & individual performance
Campus Life
(Paper work)
FUNCTIONS
SYSTEM
HIGH-FIDELITY PROTOTYPE
CHARACTERISTICS
Web-based
Device size: laptop
Real-time notifications based on locations / schedule
Interactive features such as chat, quizzes
MIU – My Interactive University
CLASS SETUP
ASK
VOTE
USER TASKS
FOOD
Open the class & take notes on the slides.
The professor through the system.
Participate in the voting through the system.
Check the food menu of the cafeteria.
1
2
3
4
STUDENTS
13
University students
between 20 – 29 years
USERS
Ø4,65
years of academic experience
9
6,7
Daily usage in h:
Other
device
TEST DATES & LENGTH
20th to 23rd of May 2018
30 minutes per session
ROLES
Facilitator: Andra
Observer – Impressions : Andrzej
Observer – Quantitative Measures : Miriam
TEST ENVIRONMENT
IMDEA Software Building / Researcher’s flat
TEST SESSIONS
TEST CONDUCTION
PROCESS
USABILITY CRITERIA | QUANTITATVE METRICS |
Effectiveness | Success of Task Completion Number of errors |
Efficiency | Number of actions Time for Task Completion |
Satisfaction | System Usability Scale (SUS) User Experience Questionnaire (UEQ) |
USABILITY CRITERIA | QUALITATVE METRICS |
Observations | Notes |
General Impressions | Post - Interview |
DATA ANALYSIS
FINDINGS
List of usability problems
Suggested Improvements
Conclusion
Metric | Results |
Effectiveness | Average mistake < 1.5 Task 3 & 4 : success rate 100%, Task 1 : 92,31% Task 2: 23,08% |
Efficiency | performed actions slightly above expected Task 3(voting): needed the most additional actions Time to complete tasks ~ 2x expected value |
SUS | 74,04 (STDEV: 15,46) Ranging from 40 to 92,5 |
UEQ | Attractiveness and Efficiency were ranked the highest with a value of 1,705 and 1,731 respectively. All of the other categories scored higher than 1.2, with mean above average or even good |
MAIN QUANTITATIVE RESULTS
Metric | Results |
Overall Experience | Good, easy to navigate and well organized |
User Interface Design | Simple, friendly, clean, professional and with good icons |
Navigation | Easy, fast and with a quite flat hierarchy. (4 out of 13) need more time to feel confident with the system |
Observations | 2 / 13 participants used the pop-up as system short-cut for access the class or slides 3 /13 participants found the chat symbol, many were confused and posted on the dashboard status wall using analogies to popular services by applying similar layout we decrease the mental load allowing users to be more confident using the system |
MAIN
QUALITATIVE
RESULTS
LEARNABILITY
Hard to familiarize for first-time users.
USABILITY�PROBLEMS
USER INTERFACE
Chat function and pop-ups difficult to notice
Side menu and top bar separated
No innovative design
USER CONTROL
No usage of pop-up notifications / Self explorer
No customizations options
FUNCTIONALITIES
Additional features for slides, collaboration, events.
NAVIGATION
No shortcut links on home page
Navigation hierarchy with navigation hub,
no direct access
LEARNABILITY
Hard to familiarize for first-time users
SUGGESTED IMPROVEMENTS�
USER INTERFACE
Chat function and pop-ups difficult to notice
Side menu and top bar separated
No innovative design
USER CONTROL
No usage of pop-up notifications / Self explorer
No customizations options
FUNCTIONALITIES
Additional features for slides, collaboration, events
NAVIGATION
No shortcut links on home page
Navigation hierarchy with navigation hub,
no direct access
3rd iteration to evaluate usefulness (vs. overload)
Offer quick guided tutorial for first-time usage to explore system with the option to customize system
COMPLEX CHALLENGE
To satisfy multiple user profiles.
DIGITAL POSSIBILITIES
New, innovative way of teaching.
Conclusion on
our project
USEFUL SYSTEM
Participants liked the added value.
THE BIGGER PICTURE
Gained different skills, especially iterative
user-centered design.