DOC PREVIEW
Berkeley COMPSCI 160 - Low-fidelity Prototyping and Usability Testing

This preview shows page 1-2 out of 6 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 6 pages.
Access to all documents
Download any document
Ad free experience
View full document
Premium Document
Do you want full access? Go Premium and unlock all 6 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 6 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

Chau Le cs160-brDustin Preisler cs160-bgAli Memarsadeghi cs160-bfLow-fidelity Prototyping and Usability Testing – Group 8E-Drink IntroductionMethodTask 1: Order a single Corona and confirm orderTask 2: Modify a Current Order - add two Guinesses to itThird Task: Place a special order for a "dry" Martini with "olives" and "shaken"Results:Luan Nguyen cs160-ayChau Le cs160-brDustin Preisler cs160-bgAli Memarsadeghi cs160-bfLow-fidelity Prototyping and Usability Testing – Group 8E-Drink IntroductionE-drink is a kiosk-based drink ordering system created to eliminate the annoying task of waiting in line to order drinks at a bar. The idea was sparked by the observation that bar patrons spend a significant amount of their time at a bar simply waiting for drinks. Aside from wasting time, waiting in line detracts from the overall bar experience in that it can be stressful, frustrating, and intimidating. One of the primary goals for the e-drink system is to make ordering drinks a less daunting task by making it as easy as possible. By having kiosks at every table in a bar, those sitting at tables can remain seated for the duration of their stay at the bar should they desire to do so. Instead of being a fifteen minute fight for survival, ordering drinks becomes a 30 second interaction with the user-friendly kiosk. When a bar patron wants more drinks, he or she simply submits the order through the kiosk and has the drink brought directly to the table by a waiter who then collects payment or adds to a tab. Our experiment was designed to test whether or not the interface we have designed is as easy to use as we hoped. We had three different regular bar-goers complete the common bar functions using our interface.Our mission statement reflects the team’s considerations throughout the design process:“Look, I’m drunk and I want more drinks! Just give me drinks!”We have this mission statement to constantly remind us of who the users of our system will be. A person having drinks at a bar does not want to do any complex analytical thinking. He simply wants drinks, and he wants them quick and easy. If it is not easy to use the system, then it’s just not going to be used. From making large and easy to see buttons, to providing only the essential information to the user, we always remember to keep it simple stupid!PrototypeOur design contains three main components. One is a full-screen navigable menu which a users searches through to select drinks. The second is a “my order” dialog that shows the user the elements of his order. The last is an order confirmation page. Throughout navigation a user can always access the order dialog to see what drinks, if any, he has added to his order. One can always get to the order dialog from the menu as there is a “My Order” button at the bottom of every menu page. The user can always return to the drinks menu from the my order dialog by selecting the “main menu” button, which takes you to the first menu page, or selecting the “more drinks” button which takesyou to the menu page you were at last before coming to the my order dialog.The my order dialog is a smaller dialog which pops up over the menu. As a result, when the user is using the dialog, he can see the menu is beneath. When the user is done with the my order dialog, it disappears and the menu becomes active.When a user has finished ordering all drinks, he selects the “finish” button which finalizes the order. This takes him to the order confirmation page. There his submitted order is shown and he can see his order status. The user can modify this order up until it begins to be processed by selecting the “modify order” button from this page.MethodThe participants which we chose for our experiment were all college students. Two were male and one was female. We chose them for our experiment because we felt that they reflected our target user group. That is, regular bar patrons. Furthermore, we had two males and only one female to reflect the observation that males tend to order drinks more often than females due to the fact that they drink more and tend to buy drinksfor the females.The tests were not conducted in a bar. They were conducted at a table which was supposed to represent a table which one would sit at in a bar. the prototype was placed on the table as it would be in a bar. Chau played the role of computer. Dustin and Luan made observations. Ali played the role of facilitator/greeter. We conducted the experiments as suggested by “Prototyping for tiny fingers”. We first ran through the tasks ourselves to make sure they made sense and were possible to do with our interface without problems. Next, we conducted the user tests. For each user we began by introducing them to our project and explaining the setup and what we wanted out of the user. We familiarized the user with our virtual computer(Chau). We also had the user sign the confidentiality form. After all this we had the user complete the tasks. Here are the tasks we gave the users:1. You are sitting at a table in a bar which has a kiosk from which you can order drinks. You, being a beer fan, want a cool Corona to sooth your taste buds. Use this kiosk to order a single Corona to be delivered to your table.2. Your two buddies just joined you at your table. You tell them that you have ordered yourself a Corona and they tell you that they also want drinks. Modify your drink order to add two Guinesses for your friends.3. It is approaching the end of the night. You have had several drinks and are now ready for your special end of the night drink. Place an order for a dry Martini with olives that’s shaken.At the end of the tasks, we asked for any thoughts and asked any questions which were sparked by the user’s interaction.Throughout the testing we were mainly looking to see if the users navigated through our interface in the way we expected. We were looking for any places in the interface where the user was confused as to what to do next, or couldn’t find what he wanted to do next.Scenarios:Task 1: Order a single Corona and confirm order Step 1: From the “Main” menu users would hit the “Beer” button.Step 2: At the “Beer” menu, hit the “Corona” button.Step 3: Set the “Quantity” to one for one Corona. Once the quantity is set, hit the “Add to Order” button.Step 4: Press the “Finish” button to send the order to the waiter /


View Full Document

Berkeley COMPSCI 160 - Low-fidelity Prototyping and Usability Testing

Documents in this Course
E-LEAGUE

E-LEAGUE

15 pages

iCurator

iCurator

10 pages

Project

Project

14 pages

E-Drink

E-Drink

10 pages

Load more
Download Low-fidelity Prototyping and Usability Testing
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view Low-fidelity Prototyping and Usability Testing and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view Low-fidelity Prototyping and Usability Testing 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?