NM4210 User Experience Design

Wednesday, February 20, 2008

Assignment 3: Emotion Design Probe

Assignment for this two weeks was to improve on the learning experience in lecture theatres which is a nightmare assignment as mentioned by Mr Reddy!


Well true to its proclaimation, our group squeezed and de-juiced our brains for all the possible ideas.


To start off the assignment, our group chose 2 methods to identify the problems that hinder students from having a good learning experience. The approaches that we took are field study and laddering.


For Field study, observation of people taking lesson is done with in the lecture theatre itself.


Laddering is interviewing of participants by questioning them until they can explain no further which is a useful technique to understand the problems and user needs.


Problems:

The research phase concluded and below is the list of problems identified.

  1. Availability of power points

  2. Duration of the lecture

  3. The temperature of the theatre

  4. Lecture theatre is too enclosed

  5. Tables are too small, problems pulling them out

  6. The noise of the doors opening and closing

  7. The sound of the buzzer signaling the end of class

  8. The distance between one seat to the next

Recommendations:

The improvement of the learning experience will take place in 3 different levels. They are architectural/ambient level, personal level and virtual level.
Architectural Level:

  1. An ‘open’ architectural concept

  2. Warm colored interior

  3. Temperature set at 21 Degrees Celsius

  4. Stand alone seats

  5. Well oiled doors

  6. Breaks after every 45 minutes

  7. Melody to replace the buzzer sound

Personal Level:

  1. Writing tablet PCs attached to the chair

  2. Adjustable angle of elevation for the tablet

  3. Cupholder attached to the chair

  4. Bagholder compartment on the chair

  5. A3 sized writing tablet

  6. Chair with adjustable armrest

  7. Availability of plug-in headphones


Virtual Level:

The virtual level mainly focus on the software on the tablet PCs. With the PCs, student can take notes and send the notes to a printer or to a database to be retrieved at a later time. The students can also send questions to the lecturer during the lesson. This is helpful for students who do not wish to ask question during the class. It is also useful for lecturers who do not like to be disrupted in the middle of the class as they can choose to answer the question as when they like.


Please click for a full detailed Report or Presentation.


Below are some pictures that I came up with:


Sunday, February 03, 2008

Assignment 2: Four Pleasure Analysis

RMA Profile: Jason, a 24 year old student currently studying in a university in California, America.

A plain looking computer major, Jason is at his final year. Whilst studying, he also work part time freelance programmer, earning extra cash just to supplement his gaming needs. Not planning to further his studies, Jason aspires to be a professional gamer, something he dreamed to be for the past 12 years when he first participated in a gaming competition. He likes to indulge himself in a world of fantasy where he can be a hero rescuing a princess in distress or overcoming obstacles to find the hidden treasure and yearns for a carefree life.

In school, he will be seen walking around with just his trusty laptop. He do
not see the need in bringing any other stuff to school as he feels that his having his laptop is more than enough. His laptop is of a dark metallic shine and has a Final Fantasy X skin over it.

At home, Jason spends the most of his time at his computer table, may it be programming or playing games. His room is plastered with posters of his favourite games and his table "decorated" with the latest technology products, like ipod Touch, a 22 inches LCD screen, a subwoofer and also games collectibles/figurines. But filled as his table might be, his room only holds his computer table and a sofa bed as he again see no purpose in a lot of things when one thing can function as many.

His social circle is small and the friends that he knows are mostly those that he befriended online, may it be his "rivals" or "comrades-in-arms", with a deep belief of "Friendship before competition". While not being a very sociable person, he is very loyal to his friends and takes great obligations to help them out when they are in need. And every Saturday, he will be joining his
friends for a get together at the local internet cafe, to share new informations about the latest games, to show off their new gadgets or to challenge each other a game or two to show off their prowess. At this time, Jason will be performing his best and occassionally, he will receive cheers and "wows" from spectators watching him play which affirms his gaming ability, making him feel like a knight that just won a joust. After which he will celebrate his victory with a cold can of coke, providing him the caffeine and sugar rush for his next battle.

Physio-pleasure
- Gaming as a form of indulgence (need)
- Visual and Audio from room decorations, e.g. posters, collectibles and subwoofer. (appreciation)
- Drinks coke to "maintain" his concentration (need)


Socio-pleasure
- Due to small social circle, he is especially loyal to friends and helps out those in needs.
- Looks upon those with the same interest(gaming) as his friends.
- Maybe due to the lack of looks, Jason tends to try impress his friends with his latest gadgets or by his superb skills in gaming. (need for glamor)

Psycho-pleasure
- creative nature
- sense of achievement when he successfully completes a difficult stage in a game.
- interested in technology that "simplifies" his life.
Ideo-pleasure
- Aspires to be a professional gamer and be complete submerged in his fantasy world.
-
Yearns for a carefree life and money is not a concerns of his except when it comes to buying his gaming equipments.
- Due to his lack of popularity, Jason's friend is of utmost importance to him and he depends on them to make his presence felt by helping or impressing others. (need)
- believes in quality over quantity.

Product Benefits Specification:
- glossy coating with mystical abstract design and a rotating screen which expose the keypads (see LG KU950 below)
* To enable more room for imagination and have a fantasy feel and is unique.
- SMS, MMS, Email, Instant Messaging
* A definite must have.
- Smooth-sounding MIDI ringtones, WMA/MP3/AAC/AAC+/eAAC+ player and Stereo FM Radio packaged with the phone.
* A music player in a phone for the audio pleasure.
- GPS Function, Organiser, Games, Walkie Talkie, Wi-Fi enabled, Office Document Viewer, Voice dial
* multi-functional phone to "wow" the crowd.
- Camera: autofocus, video(VGA 30fps), flash; secondary CIF videocall camera
* Camera with many functions.
- Build in handsfree
* To ease the usage of the phone.
- 3.5 mm audio output jack
* For enhancement of the audio system.
- TV out

* For enhancement of the video system.

Recommended phone would be the N95 in the phone specification aspects which is very functional and the LG Phonne, KU950 in which how the screen rotates to expose the keypads. Lastly, the phone can be a designer phone which features a abstract design and unique design.

After thought

I realise that User experience really differ from person to person and is a very subjective matter... For the 3 product I chose for my presentation for assignment 1, it seems that they do not wholly belong to the same category, but to me, it is the common study chair I used while at the study table..

But still I decided to replace the Product with the Behavioral Design with this, which I hope will make the 3 products appear to be in the same category: Leisure Chair


BEHAVORIAL DESIGN
A rotatable chair with armrest and a backing.
Behavorial: It is comfortable with a cushioned backing and enables one to orientate one's direction without moving the whole chair.
Visceral: It is just like any other chairs u see around, it do not particularly attracts one's attention.
Reflective: There is no show off value as the chair is simply not unique.