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Berkeley COMPSCI 160 - Low-fidelity prototype and usability testing

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Group TenLow-fidelity prototype and usability testingMission StatementThe goal of the Simpsons Portal is to demonstrate the value of integration of two forms of media, television and the internet, for a user community that currently uses both. Both mediums provide users with valuable content, but in different forms. For example, the options given to fans of The Simpsons via television are limited. Users are forced to watch whichever episode of the show happens to be playing at the time with little opportunity to acquire additional, supplemental information about the show or interact with others (besides those who happen to be watching the show in the same room). The internet, on the other hand, offers users a vast array of services. Fans of the Simpsons can locate and download episodes of the show, find general information, and interact with others. However, being inherently decentralized and disorganized, the internet forces the user to spend a considerable amount of time finding information that he is looking for. The Simpson’s portal aims to combine the advantages of “push” (television) and “pull” (internet) to provide its user community with the ultimate Simpsons experience, all in one place.Prototype DescriptionParticipantsEnvironmentTasks/ProcedureTest Measures/ResultsDifferent Search ScreensMenu ButtonsChanging ViewsButtons and Draggable ObjectsDiscussionGroup Tenhttp://ratbert.bmrc.berkeley.edu/courseware/cs160/fall01/Rishi Chopra, cs160-arAmit Bakshi, cs160-aqCynthia Prentice, cs160-auBen Hartshorne, cs160-bnLow-fidelity prototype and usability testingMission StatementThe goal of the Simpsons Portal is to demonstrate the value of integration of two forms of media,television and the internet, for a user community that currently uses both. Both mediums provideusers with valuable content, but in different forms. For example, the options given to fans of TheSimpsons via television are limited. Users are forced to watch whichever episode of the show happens to be playing at the time with little opportunity to acquire additional, supplemental information about the show or interact with others (besides those who happen to be watching the show in the same room). The internet, on the other hand, offers users a vast array of services. Fans of the Simpsons can locate and download episodes of the show, find general information, and interact with others. However, being inherently decentralized and disorganized, the internet forces the user to spend a considerable amount of time finding information that he is looking for. The Simpson’s portal aims to combine the advantages of “push” (television) and “pull” (internet)to provide its user community with the ultimate Simpsons experience, all in one place.Prototype DescriptionOur low-fidelity prototype is essentially paper taped around the edges of a laptop screen to simulate frames, and stacks of sticky notes to simulate the information that pops up onto the frames as a result of the users’ actions. Along the bottom of the screen is a tool bar that features a combination of buttons that the user can press and draggable objects that the user can drag and drop onto the various frames to obtain desired information. An episode is actually played during the test, through a window cut out from our paper prototype, allowing the user to actually watch the show while using the site. This allowed for a nice combination of paper prototype and simulation of end-user experience.Our paper prototype implements two out of the three intended view modes. The user starts at a website, where he logs into the system. This login will eventually be optional to access most of the site, but necessary to access areas of the site where the user must be identified (such as a chat). At this stage, for simplicity, we simply require the user to log in at the beginning. Once helogs in, the user is confronted with our default 3-frame view mode. In the 3-frame mode, there isa side bar down on the left of the screen, a main viewing window on the top right, and a tool bar across the bottom. The 4-frame view features the main window on the left, two frames stacked vertically on the right (viewing window on top), and the tool bar across the bottom. Finally, the 1-frame mode offers full-screen video. We have not implemented the 1-frame mode at this time. There are four main buttons towards the left side of the tool bar, two draggable objects to the right of these buttons, and two more, smaller buttons on the right side of the bar. When clicked, each of the four main buttons brings up content in the sidebar on the left in the 3-frame mode, and in the main screen in the 4-frame mode. The two draggable objects, representing chat and trivia, can be dragged and dropped into any of the frames to activate their feature in the desired location. The final two buttons allow the user to change between view modes different modes, and to get system help. For a better understanding of our prototype, see the appendices at:http://ratbert.bmrc.berkeley.edu/courseware/cs160/fall01/ Participants We interviewed three men in their 20s, all who watch the Simpsons and who have used the internet as a resource to obtain information on the show. Subject #1 claims to have seen almost all episodes of the show, and is extremely computer-savvy. He has occasionally used the internetto get additional information. Of the three, Subject #2, although a huge Simpsons fan, was the least computer savvy. He doesn’t usually use the internet to get information about the Simpsons.Finally, Subject #3 fits our user community the best – he not only uses online Simpson’s guides like www.snpp.com, but actually collects episodes (both on his computer and on video). It is interesting to note that our three subjects often watch TV together, with a laptop connected to theinternet in the same room. As they watch the news, sports, or most other types of programming, they frequently use their laptops to get any additional information that satisfies their curiosities.Environment We conducted our testing in User #1’s bedroom, setting up our laptop and paper prototype on his bed. After being greeted, the users would sit down on a chair facing the prototype, which was seated on the bed. The facilitator remained to the side of the user, looking over his shoulder,aiding him if necessary. The two observers sat on both sides of the prototype so they could see both the user and


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Berkeley COMPSCI 160 - Low-fidelity prototype and usability testing

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