



Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
The user interface design of a family minivan, a dorm room bed, and a cell phone. The analysis covers strengths and weaknesses of each design, focusing on ease of use, functionality, and space efficiency. The document also touches upon the importance of continuity in interface design and the impact of unnecessary changes.
Typology: Assignments
1 / 6
This page cannot be seen from the preview
Don't miss anything!




Yuzuko Nakamura
1. Thinking about user interface design Minivan: A minivan is a family vehicle often associated with “soccer moms” -- i.e. parents who are active in their many children's activities. The main purpose of a minivan is often for the transportation of school-age kids. Everything from the sliding door to the trunk of a minivan is designed with this purpose in mind. I'm examining the design of my family minivan: Strengths: ● The sliding door allows for a very wide opening while minimizing the horizontal space taken up by the open door. This makes entrance easy since people can climb into the car rather than just slide into the seat. ● Through a relatively painless process, the back seat folds up, allowing more space. Conspicuous loops that look like they should be pulled make folding the seat intuitive. ● Sliding doors on both sides. It annoyed me when older minivans would only have a door on one side. It's just inconvenient to have to force everyone to one side. Weaknesses: ● The door locks when pulled all the way back (in order to prevent inadvertently sliding shut and crushing fingers) and most people trying to close it again get confused and ask for directions to close it (directions: pull really really hard). Maybe lighten up how much force is required to pull it shut, especially since kids will probably be doing the closing. ● Back windows don't roll down, they just pop open like half an inch. With active kids, the first thing they want to do is roll down the window of the seat next to them, but can't, most likely because of the car wheel. This is a hard problem to solve. You could maybe compromise by keeping the window one that pops open half an inch but is controlled by a rotating handle. ● Child safety locks. It's hard to tell if they're activated or not. I think the only way is by opening the door and looking at its side and examining the switch. This is kind of a pain because the driver has to get out of their seat and open the door just to check. It should be an on/off switch somewhere near the driver's seat/dashboard, similar to a normal lock. Dorm room bed : Beds made for dorm rooms need to take a lot into account, probably the most important of which is space. They also need to be comfortable for sleeping, since that's their primary function. I will add a second function, which is as a chair since the sitting space in dorm rooms is limited. Examining my dorm room's bed: Strengths: ● Headboard. Being about 6 feet off the ground, it's nice to have at least one side preventing you from falling off. Plus it keeps light from the window out when I'm trying to sleep. ● There is enough space under the bed to store things like drawers and refrigerators. This is pretty space-efficient considering you're taking advantage of vertical space that would normally be wasted. ● The metal frame of the bed is thin so you can work wires around it without being hindered by bulkiness. Weaknesses: ● Headboard blocks light. There is only one room light, and the headboard is right between it and my desk. Adding a second room light would help a lot, even if it's not that bright.
● The bed is so high up that it's impossible to study on it – it just makes you claustrophobic and uncomfortable. The bed could be lowered a bit. ● The ladder is made of thin metal bars, which are painful to climb on. In addition, there is a shelf which blocks how far your foot can go on the bar, which makes it hard to grip. It would be nice if the bars were more elliptical in shape (wider and flatter) to make stepping on them easier. Cell phone : Cell phones are first and foremost for talking with people by phone. However, their small size, portability, software, and ability to vibrate and/or make loud noises make them useful for more than communicating. They become replacements for various tools including watches, alarm clocks, and flashlights. Examining my Motorola phone: Strengths: ● The phone is really good at handling the case where you're talking with someone and you get an incoming call – it makes a beep, which makes you take your ear off the phone and look at the screen, which says you have another call and then gives you the option to switch to it or not. The person using the phone doesn't need any kind of preparation or instruction in order to take an incoming call in the middle of another one. ● Using the phone as a watch is easy. Pushing any button on the phone will display a screen with the time. You don't have to open the phone or anything. ● When I input a phone number and call it, and that phone number matches with an entry in my contacts list, it'll display the name of that contact as it dials. It's nice as a double-check, just so I know that the number I typed from memory is correct. Weaknesses: ● I still have not figured out how to silence a call. Since this is a pretty common need, it should be intuitive. You should not have to guess which of the three buttons (if any) silences the call – there should be a switch whose purpose is clearly to silence the phone. ● The alarm clock feature of the cell phone has no way to save commonly used alarms. You can have an alarm repeat Daily, Weekdays, or Weekends, but for a college student, it's not uncommon to wake up at 7:30 a.m. MW, 9 a.m. TR, and 12 p.m. F. There should be a way to save commonly-used alarms or include more repeat schemes so that I don't have to input 7:30 on Monday, 9 on Tuesday, redo the 7:30 for Wednesday, then redo the 9 for Thursday, etc. ● Adding a contact is not intuitive. It actually requires only two clicks of the same button (Menu -> New Contact). However, I gravitate toward the “Contacts” on the right side, which instead brings up a list of contacts. I read the three options (Edit, View, Options) before realizing Add is not there. It is under “Options” even though adding a contact is not exactly an option. I think choosing “Contacts” should bring me to the menu that Menu does (this menu is also called Contacts). That way, I can easily decide from there to add a contact (the first thing on the list) or view my contacts list (the second thing). The “Menu” button is then freed up to go to a different place, like “Settings & Tools”.
3. Power Law of Practice Data: Trial 1 2 3 4 5 6 7 8 9 10 Time 11.125 8.985 6.266 5.984 5.844 5.500 4.875 5.375 5.375 5. Trial 11 12 13 14 15 16 17 18 19 20 Time 4.718 4.563 6.843 4.359 4.360 5.734 4.734 4.703 4.610 4. Trial 21 22 23 24 25 26 27 28 29 30 Time 4.140 4.735 5.281 4.641 7.453 4.422 5.313 5.141 4.703 4. Graph: Learning Constant:. This is rather low. The meaning of this low number is that there was not a huge difference between performance without practice and performance after a lot of practice. Some differences in times in later trials are almost as dramatic as the difference between practice and no practice. Other Observations: The typist first started out using just one finger and after a while started using multiple fingers to input characters. Throughout the trial a significant amount of time was taken up by deleting incorrect letters and double-checking input. While the time for actually inputting tended to drop, those times (deleting and checking) stayed pretty much the same. Ro w 1 Ro w 2 Ro w 3 Ro w 4 Ro w 5 Ro w 6 Ro w 7 Ro w 8 Ro w 9 Ro w 1 0 Ro w 1 1 Ro w 1 2 Ro w 1 3 Ro w 1 4 Ro w 1 5 Ro w 1 6 Ro w 1 7 Ro w 1 8 Ro w 1 9 Ro w 2 0 Ro w 2 1 Ro w 2 2 Ro w 2 3 Ro w 2 4 Ro w 2 5 Ro w 2 6 Ro w 2 7 Ro w 2 8 Ro w 2 9 Ro w 3 0 0 1 2 3 4 5 6 7 8 9 1 0 1 1 1 2
4. Choice Reaction Time (a) We need to find movement time in milliseconds (MT). There are 12 items. Assuming you start at the top of the list, you would have to move 6 units (a unit meaning the size of a button) on average. Let W be the size of a button. Using the equation and mouse parameters given in lecture: MT = 545 + 420 * log 2 ((6W/W) + 1) = 545 + 420log 27 = 1724 ms (b) 50/50: In the dynamic case, there are 4 items. Assuming you start at the top, you would have to move 2 units (=W) on average. MTD = 545 + 420 * log 2 ((2W/W) + 1) = 545 + 420log 23 = 1211 ms In the static case, there are 8 items, located below the 4 dynamic items. Assuming you start at the top, you would have to move 8 units (=W) on average. MTS = 545 + 420 * log 2 ((8W/W) + 1) = 545 + 420log 29 = 1876 ms These two cases are equally likely to occur so we take the average: MTAVG = (1211+1876)/ = 1543 ms 75/25: We can reuse the times for MTD and MTS found above, but this time, we take a weighted average (weighted 75/25): MTAVG = 1211.75 + 1876. = 1377 ms 90/10: Now we take an average weighted 90/10: MTAVG = 1211.9 + 1876*. = 1277 ms Minimum Choice Time: The minimum choice time would be 1211 ms, which is just the time it takes to select from the dynamic part of the menu. This is assuming that you would only ever need to choose from the dynamic part (i.e. the dynamic/static probability is 100/0) – this would in effect make the menu four items instead of twelve. Maximum Choice Time: The probability split that would create the maximum choice time is 0/100. This would be even worse than having a normal 12-item menu – it would mean that you ALWAYS end up having to go to the lower two-thirds of the menu.