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11/08/051 Olin CollegeHFID – Team Stilton Blue Franklin W. Olin College of Engineering, November 08, 2005 Team Stilton Blue: Zach Brock,Luis Diego Cabezas, Alex Dorsk Faculty Adviser: Prof. Lynn Andrea Stein
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Goal: to learn about interface design by designing a more usable car sound system for people in their mid-twenties. Our design process Our current design Lessons learned 11/08/052 Olin CollegeHFID – Team Stilton Blue Overview
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User interviews Identification of design goals Creation of test personas Making initial designs Testing initial designs with personas and through low-fi prototypes Design refinement Making hi-fi prototypes 11/08/053 Olin CollegeHFID – Team Stilton Blue Our design process
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We interviewed passengers and drivers. We asked them What they do in their cars How they use their current sound systems What they want their sound systems to do 11/08/054 Olin CollegeHFID – Team Stilton Blue User Interviews
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Identified from the user interview data. Specific goals unique to our users: Being able to drive safely while using a system Being able to use auxiliary music players (i.e. iPods) while driving Being able to use cellphones while driving 11/08/055 Olin CollegeHFID – Team Stilton Blue Design Goals
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We then created test personas in order to test our designs. The personas: College-aged, but varied Different levels of expertise Different goals Different expectations 11/08/056 Olin CollegeHFID – Team Stilton Blue Creating Test Personas
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11/08/057 Olin CollegeHFID – Team Stilton Blue Test Personas
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Our first designs had features such as: Large, graphical mode buttons and a touch screen Steering wheel controls Integration with a car’s main computer Integrated auxiliary device controls Cellphone controls 11/08/058 Olin CollegeHFID – Team Stilton Blue Initial Designs
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We tested our initial designs in the context of our personas. We also used low-fidelity paper prototypes to test our designs with real users. 11/08/059 Olin CollegeHFID – Team Stilton Blue Testing Initial Designs
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11/08/0510 Olin CollegeHFID – Team Stilton Blue Low-fidelity Prototypes
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Tests with personas and paper prototypes told us how we could refine our designs. We decided to: Simplify displays Maintain standard modes in our design display only interface components for the current mode 11/08/0511 Olin CollegeHFID – Team Stilton Blue Design Refinement
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We then narrowed our ideas into a single design and created a hi-fidelity prototype that could be used for testing. 11/08/0512 Olin CollegeHFID – Team Stilton Blue Hi-fidelity Prototype
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Feedback led to the following choices: Make the design minimalist Reduce number of options in each mode Don’t replicate auxiliary functions Keep information density low 11/08/0513 Olin CollegeHFID – Team Stilton Blue Feedback and Changes
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Attempted to maintain familiar interactions The dynamic panel physically rotates to provide a different button layout in each mode The static panel contains the options and controls available in all modes 11/08/0514 Olin CollegeHFID – Team Stilton Blue First Interactive Prototype
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Is easy to use and learn The simplicity limits errors Maintains mental model of radio Physically separates different modes 11/08/0515 Olin CollegeHFID – Team Stilton Blue Advantages
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Limits range of interaction Requires adapting to current mode before using There is an imposed time delay due to the physical changing of modes 11/08/0516 Olin CollegeHFID – Team Stilton Blue Disadvantages
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Let’s see what the first interactive prototype looks like… 11/08/0517 Olin CollegeHFID – Team Stilton Blue Demo of Interactive Prototype
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Testing early with users helps Doing test run-throughs (walking through the script, etc.) helps make tests effective It’s hard to think of new ideas when you have ideas that work, especially in existing or mature systems KISS: Keep it simple, stupid 11/08/0518 Olin CollegeHFID – Team Stilton Blue Lessons Learned
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11/08/0519 Olin CollegeHFID – Team Stilton Blue Questions?
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