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Summer I
Thursday January 17, 2019
Think of three examples that satisfy or violate known (or intuitive) UX design guidelines.
Use your common sense of what good-bad-ugly user experience is for you and the way it is defined through the course material.
Think in terms of:
Usefulness, learnability, desirability, satisfaction, operability, flexibility, robustness, accessibility, ease of use, aesthetics,efficiency, findability, understandability, consistency, feedback,
error prevention, metaphors,
affordances, etc.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
Personal experience from visiting places and experiencing waiting systems and functional devices.
Where did you come up with them?
Theme park (Legoland), North Grounds gym, and at home observing dinner guests using my silverware.
Why did you come up with them?
They indicate a user experience of everyday habits and artifacts that most times we don't think about.
What did you come up with?
Waiting line was much more pleasant by having Legos in the middle of the long queue; waiting was so much more fun!
Most people try to cut using this side
High aesthetics but poor cognitive affordance indicating the cutting side
Need to pull the whole knob despite the shape
Misleading physical affordance (need to pull up the whole knob); poor aesthetics and outdated design
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
Thought about the unnoticed products which we may see day in and day out and not notice
Where did you come up with them?
I'm in Rice a fair amount of time so I see these two examples. I'm also in my room alot and use my desktop
Why did you come up with them?
They either bother me or surprise me each time I see them
What did you come up with?
Step edge marking
Anti-slip step design
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I based it on the products I use on a daily basis and the products I stopped using.
Where did you come up with them?
I came up with them in my room as I was closer to the belongings I use on a daily basis.
Why did you come up with them?
I came up with them because I use Spotify quite often when I need to listen to music. I like the films available on Swank but I have difficult time searching for the content I want. I stopped using the CAT app because of its design.
What did you come up with?
Very flexible design as there are multiple ways to find the song/artist/genre. The interface has a very distinct look making it easy to remember (memorability). Information is well organized giving it good visibility.
Recently watched section is what students/faculty watched and not what you recently watched which makes it a poorly designed cognitive affordance. Need to use Advanced Search if you are interested in a particular filmmaker or actor making it inconsistent with other streaming platforms (consistency).
Bus route is inactive
Doesn't do anything when clicking on bus route making it inconsistent with other similar apps. Very poor functionality as bus routes and location don't update. Very poor aesthetics with ugly text and icons.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
Daily experience with the software
Where did you come up with them?
I came up with them at home as I was performing mundane tasks
Why did you come up with them?
In-screen fingerprint is a relatively unique feature, so many comments and demos led to the realization how good it is. Having needed to teach several people that split screen exists on Mac proved how bad it is. SIS.
What did you come up with?
Wave Graphic
When a finger is applied to the scanner, a graphic starts, which is not only aesthetically pleasing, but provides clear feedback that I am attempting to unlock it
Press and Hold Maximize to go into Split Screen mode
There are no affordances or signifiers as to how one can go into split screen mode and without a tutorial or watching another user do it, there is no way of knowing
Topics differ by section but have the same course number. Certain actions do not display additional information (time, section, professor) which makes it difficult to differentiate between courses (poor ease of use). Outdated website design.
Wednesday May 29, 2019
Think of three examples that satisfy or violate known (or intuitive) UX design guidelines.
Use your common sense of what good-bad-ugly user experience is for you and the way it is defined through the course material.
Think in terms of:
Usefulness, learnability, desirability, satisfaction, operability, flexibility, robustness, accessibility, ease of use, aesthetics,efficiency, findability, understandability, consistency, feedback,
error prevention, metaphors,
affordances, etc.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I observed various kiosks I that are meant to "help" the user by providing some level of automation or the feeling of "this is new and the future".
Where did you come up with them?
McDonald's, Sheetz, Rice Hall Conference Rooms
Why did you come up with them?
I was frustrated using many of these kiosks, but the few with pleasant user experiences made me very conscious of the time savings involved with automation.
What did you come up with?
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I tried to come up with the products based on my experiences with home appliances, personal electronics, and websites
Where did you come up with them?
Home, browser
Why did you come up with them?
I tried to find products that I had an interaction with them everyday.
What did you come up with?
1. The controller has a good cognitive affordance by having the power, time, and speed icons. It provides a good amount of learnability and understandability for the users to easily power on and off, set a time, and set a fan speed.
2. The numbers and lights at the part part gives a feedback and visibility for users to track and set time and speed.
The ear bud design is aesthetically pleasing and interesting,
but, it has a bad cognitive affordance because the angle inhibits to spot which side is left or right
It takes a while to get used to the angle (memorability).
Not aesthetically pleasing because of too many empty spaces, and unnecessarily design (bad natural mapping)
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I tried to think about both products that I use everyday and ones that I don't use.
Where did you come up with them?
The first two were products that I use all the time, especially on the go, while my last product was inside a Rice Conference Room
Why did you come up with them?
The bluetooth case and pen were everyday items so I resonated with them a lot and could easily describe my pain points, while the Polycom seemed like something that should be addressed.
What did you come up with?
This product has both attractiveness, visibility, and simplicity. Moreover, the simplicity does not take away from the functionality of the product. When the headphones are placed in the case, the product lights up, providing strong feedback. Plus, the overall design is pretty sleek and innovative.
Despite it being aesthetically pleasing, this product violates natural mappings. Instead of intuitvely having the ball point at the end open up the pen, it uses the colored clickers to do so. This is also confusing because the clickers function by sliding down on it instead of pushing the end of it.
This product has terrible user interface and does not follow many of the UX Guidelines. Although this product has flexiblity, the interface makes the learnability very high. I have seen Polycoms with the same flexibility but with a lower learnablity.
Thursday May 30, 2019
Think of three examples that satisfy or violate known (or intuitive) UX design guidelines.
Use your common sense of what good-bad-ugly user experience is for you and the way it is defined through the course material.
Think in terms of:
Usefulness, learnability, desirability, satisfaction, operability, flexibility, robustness, accessibility, ease of use, aesthetics,efficiency, findability, understandability, consistency, feedback,
error prevention, metaphors,
affordances, etc.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I just paid attention to the equipment I encountered on a daily basis.
Where did you come up with them?
Courtesy charging station is in the Alderman library; the printer is in a study room; and I bought the hair dryer two years ago in CVS.
Why did you come up with them?
I would easily get frustrated if a machine does not respond to my action. I never got frustrated by the charging station while I got annoyed by the other
two.
What did you come up with?
feedback
high learnability
touch screen
aesthetically pleasant
but poor consistency
poor consistency
low findability
I simply thought about products or systems that I use everyday and made my comparison from there
How did you come up with them?
I spend most of my time doing work on in Rice Hall, so a lot of my ideas came from there
Where did you come up with them?
Because the professor told us to
Why did you come up with them?
The Chipotle bowl lid, the Rice Hall entrance, and the quadruple outlets
What did you come up with?
The simplicity of the object is off the charts, and the learn-ability is very high
The operability is very low, but the aesthetics are alright
The ease of use is very low, as well as the consistency. Feedback is top tier though
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
As a UVa student, there are many products that we need to use for college life.
Where did you come up with them?
Bathroom at home and while I was waiting for bus on the street.
Why did you come up with them?
Two are that I use almost everyday. I have to use one for dealing with college.
What did you come up with?
For convenience and ease of use, it has two switches. By using two switches with letter change, it gives good feedback and flexibility
Using and learning SIS was my first hardship as a transfer student at UVa. It has very low learnability. There are no instructions and help functions although it can process many things regarding college.
Finding a bus is one of essential skills for college student at UVa. With this app, I couldn't even cash a bus because it has bad findability. I couldn't find where the bus come from and go. Compare to 'rider' app, its aesthetics is very poor.
Friday May 31, 2019
Think of three examples that satisfy or violate known (or intuitive) UX design guidelines.
Use your common sense of what good-bad-ugly user experience is for you and the way it is defined through the course material.
Think in terms of:
Usefulness, learnability, desirability, satisfaction, operability, flexibility, robustness, accessibility, ease of use, aesthetics,efficiency, findability, understandability, consistency, feedback,
error prevention, metaphors,
affordances, etc.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I was at the gym thinking about the User Experience for all the things that we work out with and I saw some good examples and some terrible examples.
Where did you come up with them?
At the gym!
Why did you come up with them?
Because I was at the gym and saw that everything we work out with has a good or bad design, and i wanted to capture that.
What did you come up with?
The weight scale fulfills its usefulness in a very efficient manner. Just step on a read the results, more so, the learnability is high, it has a switch between kg and lb so people can figure it out in a second
This product's usefulness was low as the filtration system let a lot of water in to dilute the coffee. Also, the aesthetics, being homemade looked bad, and there was no error preservation. So if you poured too much water, it was just Over.....
This object's learnability is very low, after a few minutes of inspection i could not really figure out how it worked. More so, it does not have consistency, as a elliptical would have pedals. More so, the buttons and options did not make a lot of sense.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I was looking for things that nobody else had already taken for this presentation
Where did you come up with them?
These examples are just a few things that are lying around my apartment
Why did you come up with them?
I felt that these products needed to be criticized or praised
What did you come up with?
An aesthetically pleasing appearance, extremely learnable interface, and an excellent use of cognitive metaphors all add up to a wonderful user experience
Aesthetically pleasing, but lacks learnability. Additionally, has very little consistency with other similar models.
Abhorrently ugly (aesthetically not pleasing). Very difficult to learn how to use and equally as hard to actually use.
Tell us a little bit about your thought process in identifying these design examples:
How did you come up with them?
I had some good and bad experience while using apps to order coffee.
Where did you come up with them?
Starbucks app & Tapingo app
Why did you come up with them?
I love coffee.
What did you come up with?
high learnability - easy to learn
high efficiency - remember previous orders
error prevention - ask users to confirm location
low satisfaction - more time consuming
bad feedback - have to go through so many pages to customize an iced coffee & not keeping the user informed
I never use this app to order coffee again but I still use it to order my breakfast bagels
low attractiveness - the control panel is so ugly
low efficiency - I never figured out how it works
low understandability - I never understand what I see
bad feedback - the light goes on when I click on the buttons but nothing shows
up on the screen