Sunday, May 4, 2014

Bonus- Rachael Smith

This class has taught me a lot. I think the biggest thing that I got out of this class is that if a professor is fun and genuinely cares about their work and students the students will care more about the subject and their work. I think this really showed in the final project and throughout the whole year. Being a graphic designer I didn't think there was much about design that I didn't know. However I have found more efficient and better ways to create and iterate my ideas. I also learned more about working in groups. I have always been a group worker but I am usually the group leader. In this class I had to learn to be the leader and just another member in a group. I made new friends and kept up with old ones in this class. I really enjoyed how fun and social this class was. I was also reintroduced to the magic of music. In high school I was in 3 bands in school. It always gave me that break in my day and I underestimated the importance of that when coming to college. Listening to music before class reminded me that sometimes we just need to take a step back, take a breath, and move on.

I really enjoyed this class and it has reminded me why I am studying what I am. I actually brought up the class and thoroughly discussed it in an interview for a summer internship at an interaction agency that I will hopefully be getting this summer (I find out Monday fingers crossed). I even took a risk I wouldn't have taken before this class in the interview and I think it worked to my advantage. I look forward to keeping in touch! Thank you for everything!

Thursday, May 1, 2014

Bonus-Vincent Rowold

This class taught me a structured way of improving things. In order to improve something, you really need to have an idealized vision of it. In the game of HCI-D, you learn to take all the constraints and create a scope of your visions. By expanding on the scope of the visions, you can really narrow it down. The best can narrow it to a pinpoint. Next is taking that finely crafted vision and sharing it with others. With hard work, you can become better at sharing your visions with others by things like sketches or verbally. When another person captures your vision, that's when you have succeeded.

It's hard to create a vision of yourself and share it with yourself. Keeping the idealized self envisioned, you can compare your current self against it and take the steps to change. I am going to do a ton of self reflection and pinpoint the person that I want to be and become that person. Nothing is stopping me.

Hopefully this post is interesting enough haha
Have a great summer!

9-Vincent Rowold

I think sometimes help systems are needed but they are not substitutes for good design. For example, hooking up a VCR shouldn't be very hard if you've done hooked up something like it before. Red white and yellow cords should plug in to the back accordingly. Although I think this is obvious design, I don't know how many times I've had to talk my mother through hooking up a VCR through the phone. I think tutorial systems are needed for completely new systems or a completely new areas of  a user's mental model.

I think it's important to focus on the people that would bring the comic book companies money and cultural value.

78-Vincent Rowold

I know that usability tests are required for a good game of HCI-D. These test the design against real users to find the faults of the design. The iteration step is a revision of the design with the information gained by the usability tests. I also learned that most of the work in design is done before the prototyping (programming) aspect of it.

6-Vincent Rowold

The user's mental model with my full screen youtube on mobile devices is that there is only an expand and contract feature when watching videos on full screen. I don't think it's in their mental model to swipe left to right to view comments and related videos. The implementation model would clash with the mental model. A way to alleviate this is to create un obtrusive icons that would guide the user into swiping.

5-Vincent Rowold

One feature I had was to be able to turn the volume up or down during full screen mode by swiping the screen vertically up and down. There are other way of doing the same thing is using the volume buttons on the device to change the volume. Also, phones and tablets have their own systems to change volumes which is why there isn't a volume feature on the youtube app.

4-Vincent Rowold

I would say that the user is always correct in situations where they are extremely knowledgable in the design and how it works. The problem is that every user is different and designing for multiple users with different mental models is hard.

What Hoekman means by a situation-centric approach is to do research not only on the persona itself, but do research on that persona in that specific situation. For example, instead of asking people using an exercise bike what they think of an elliptical trainer, I'd ask someone using the elliptical.

3-Vincent Rowold








I think the design team wanted to create an easy intuitive way to unlock your phone. Since this is the first interaction a person has with their phone, they wanted to give an easy intuitive experience to butter the user up to the other features the phone has. They want the user to think everything about the phone is as easy as the "slide to unlock" button

2-Vincent Rowold








This is obvious design because each of these icons tells your exactly what you need to do and what happens when you do do when it happens. The affordance is high with the unlock button because it has an arrow to the right, looks like a button, and has a space that the button fits right into as you slide. The text tells you what to do and what it will do and the text also highlights in a wave motion from left to right telling you the direction to slide.

1-Vincent Rowold

Hey I'm Vincent Rowold. I go by Vince.
I'm a junior Informatics major from Fort Wayne, Indiana.
I play guitar and drums and love to jam in a group.
What worries me about this class is how unstructured I think design is. Doesn't worry me anymore.
That many processes can be thought of like a game.

Bonus - Michael Metzler

I started to look at college less of a GPA and more of an experience. Going to class to get something from it other than notes and a grade. What can I apply to work or my life? That is something I am trying to do outside of I300 which can be very hard because some professors suck, but I still try. I think I have always been giving back in some ways and not be conscious of it. Now that I am aware, I can focus on something big. I do not know what that is yet, but I am having fun in the mean time. Enjoying experiences while I am young and able is important along with learning from mistakes. I am not afraid to go try something new and fail. Every time I fail at something, I can learn and make myself a better person.

I am just iterating everyday on who I am, so I can be the best person I can be, not for a job or my family, but for myself. No other person has to live with me but me, so I will make sure that I am FUCKING AWESOME.

Thanks Marty for I300
It was quite the ride 

Bonus - Hyuk Beom Kwon

In the beginning of this course, I worried a lot because I am horrible at sketching and working in a team. I have done project 1, 2, and 3 on my own and I got pretty good scores on them. For project 4, which you required at least 2 people, I got pretty bad grade on it. So I ended up thinking that working in a team is definitely not a thing for me. However, when I started working on the final project with 3 other people, I realized the benefit of working as a team. The project was much less time consuming and more creative ideas were reflected than working on individual. I finally understood the importance of working as a team in this course. Although I got worse scores in final project than my individual projects, I realized good scores for my individual projects do not imply the better work than team works. I got good scores in individual works because I just followed instructions well.

Thank you for this wonderful course that helped me to apply learning to real practices in HCI design. I am sure that I will not forget the stuff I learned in this course for a long time. (I usually forget most stuff from other courses after finals) I always thought design is not a thing for me, since I suck at sketching, but got a bit confidence from advices of mentors in course for my projects. I am interested in going to graduate school in informatics and maybe will consider HCI design. I am sorry for not making an appointment with you to have some conversations, but I wish to ask you for some tips about graduate schools. Thanks a lot for teaching this class with enthusiasm.     

Wednesday, April 30, 2014

Bonus - Martin Johnson

I learned to look at all my courses in more of a big picture sense and as less of a letter grade. Unfortunately all my classes seem to be tailored toward only striving for a grade. I really dislike this and wish there was more room for students to be creative and intrinsically motivated to do well. A letter grade seems to not only suck out all the fun from learning but make students uptight and stressed. 
I think about learning by doing over and over like how one learns how to play baseball. You don't split everything up; you may suck at first but that's part of the learning process. I think of my Spanish class and how I really want to become a good speaker yet all we do is complete worksheets for grade. I've gotten really good at doing worksheets (because this is what we practice) but can barely speak without hitches in the conversation. 


I want to try to learn in my own way and am going to apply what we've learned in class to learning Spanish on my own this summer. I bet I can become a better speaker in a week; more so than what I've gotten in the last 16 weeks here at IU. What I'm going to do is come up with a plan of what, when, and how often I will practice. I'd like this habit to carry over to other interests of mine. I want to stop doing the "worksheets" and start doing only the parts that matter to me.

Bonus - Alex Li

First I want to thank you for being a great teacher.
I really learned so much from you and that is why I want to meet you and just talk.
I have an internship this summer and I will be looking for a full time next year and to be honest I am really scared. I like planning stuff out but you really can't plan for the future. It's always random. I like it and I don't like it. What I would really like is just some more advice. I really enjoy your talks about life lessons because they mean alot to me. I hope to talk to you next week. Thank you again for being an amazing teacher.

Bonus Blog Assignment

Your last (optional) blog assignment. You have until next Monday, May 5th, to complete it. This is completely a bonus assignment for extra credit. Writing a thoughtful response will give you THREE magic points.

Designing Your Life


That's the topic of this blog assignment. We spent an entire semester talking about human-computer interaction design; you know, designing the obvious. And perhaps you've learned something along the way; not just the intellectual skills, not just the things you learn in order to pass a course, get the grade, but real things — the things that are truly important. Slow Change. Not twitter, not IM, not your smartphone — not the high school-like chatter that occupies so many of our conversations: "she said …; he said …" Really, who cares? What does it really matter, anyway? I'm talking instead about Slow Change. Important stuff. Life stuff.

Did this class teach you to take a risk? To learn in a new way? Did it make you think that on the next iteration of "playing the [design] game" you might actually change something about yourself? When will you stop taking from the planet and give something back instead? What are you planning to do to minimize bad habits and focus on the new and healthy?

I realize this note is a bit strange. Hey, it's the last blog note! Let's mess it up a little bit. Give me something interesting to read this week. It's just between you and me. No one is watching. Have fun. The deadline is the last day of class. An easy 3 bonus/magic points.

Monday, March 31, 2014

9 - Kyle Baker

I believe that HELP systems are a very important part of developing a good program. While a good design can introduce users to the layout and the functionality of the program. There are some features that the designer implements that are either innovative so they aren't thought of as a feature of a program. Or they are placed in different locations that users might not think of because the designer decided that their placement would make the design better. In regards to obvious design, some times the designer cannot make everything obvious because that might clutter the interface. I do not believe that a tutorial or a HELP system is a replacement for a good design. I believe they are a good addition to good design.

I believe that the person to focus while designing for this final project is the children who purchase the toys after the movie/comic books come out.

9- R Corr

In my opinion HELP systems are only truly helpful when designed properly and only for certain tasks. I personally have had problems with Pearson, the textbook company's teaching products. The issues being either the subject, or the programs inability to allow multiple different paths to the same outcome. An "obvious" design is undoubtedly a key to making things like tutorials less necessary to operate the site for the users. Although, many times the service may me so complex in nature that it requires a certain amount of explanation. Just like you can test a product during the early stages of the design process, it would be pretty easy to test how simple, or complex the instructions for the product should be.

For Project 5, there are couple different personas I can think that would accurately fit the ideal super hero consumer.  First off is the middle aged man, maybe still single, who has been a lifetime comic collector, or super-hero action figure enthusiast. He would most likely enjoy some of the more "classic" Marvel products, yet his personal favorites may be less main steam heroes.  The second persona I can picture is a pre-teen boy who loves the popular super heroes. This boy dresses like batman for Halloween and throws his action figure out the second floor window to see it "fly".

9 - Brad Van Galen

I think that help systems do what they are suppose to do help, but they are definitely not a substitute for good design.  I believe that they should be there for the beginners and should show features that maybe aren't as obvious if you didn't know they were there but it should still be easy to navigate the essential functions of the product.  If you rely on the help features to teach the user than many users will not use this product because many users do not want to waste the time to go through an entire tutorial just to use a product.  Users want to open the box and go from there.  If they want to go more in depth or want to learn something specific then that's when the help features come in to play.  If you just rely on help features then you are limiting your target population.

For project 5 I think there are two major categories that you should consider for the persona.  First you should obviously focus on the super hero.  The second persona should be the comic book fans and the fans of the super hero.  They should your primary focus.

9 - Kyle Hiller

In my opinion, help systems are useful are helpful but that they could work much better.  They are a very important part of a system and play a crucial role when it comes to the overall use of a system.  However, I think that they are definitely a little bit a substitute of good design.  I think that they have always just been the same exact way and that way has gotten the job done well enough for there not to ever have been a big enough push to completely change the excepted design for so long.  However, there is also a point at which help systems could be designed in too prevalent a way that the system has worse usability and user rating.

When it comes to the development of the personas for project 5, I think that the best two categories of people to focus on are both the devoted/intense fans and the casual fans for our chosen superhero.  This is because when it comes down to it, the people who are going to be judging and giving honest opinions on a change made in project 5, the fans, who are who the final product is made for, are going to give you your best results.  Other categories of people such as the writers and creators could be good to take into account as well, but the fans will probably be the most helpful.

Sunday, March 30, 2014

9 - Martin Johnson

I think HELP systems are a very good idea; especially after readying chapter six. Designers of software focus on intermediate users because very few people become experts and the beginners learn at a high rate. However, it is very important to give beginners the means to smoothly make the jump to intermediate status. HELP systems like online help and tutorials give the beginners just this without getting in the way of the intermediate users. This idea was highlighted in designing the obvious as very important. If accomplished, it is a win win because intermediate users are not bugged by beginner tools and beginners quickly move to an intermediate stage which most software is designed around. 
 
I do however think that good use of instructive design can point beginners to the right places without having intermediates noticing unnecessary hoops that need to be jumped through. I believe tutorials can be useful but if something can be designed instructively than that is optimal. People don't like to read instructions and go through help wizards. If the end goal can be reached with instructive design then this should be the method used. In some cases, I think HELP systems are substituted for good design because it is the easy route to take; Just throw together a wizard and your user has a place to go for help. This is much easier to do than make an intuitive and seamless software.
 
 Regarding categories of people to focus on for project five when developing a persona there are many choices. I believe that the persona will depend more upon who you are leaning on more for a target audience. This could be any people from the hardcore comic fans, the comic designers, children product consumers (and their parents), cinema producers, toy designers, and many other types of people.






9 - James Farley

Help systems are usually not very efficient and helpful, however in the right scenario they can provide the user with useful information to understand the software more thoroughly. Many help systems can be confusing or hard to navigate, leaving the user very frustrated. Sometimes the user doesn't even know what they are looking for, or what it is called, making the help system almost useless. However, I believe that there is software on the market that have help systems that are very beneficial to the user and compliment their respective software well.

 I believe that help systems do not cannot substitute the transparency of good design. However I believe that a good design can substitute help systems. If a piece of software has flawless design, help systems may not be necessary at all. However that is a risky decision, and the design team should only make that decision after rigorous usability testing. On the contrary I do believe there are certain pieces of software that are highly complicated and need a help system, even with good design. An example of this would be Microsoft Excel. Excel has a plethora of uses for the user, and the possibilities are almost endless. It has great design, but it just too complex of a program not to have a help system.

When developing personas for project 5, I will be keeping in mind who we are designing for. My first idea for a persona will represent the hardcore comic book/superhero fan. We all know that one person who devotes their life to reading every comic book ever printed, and reading all the information on the internet about their favorite superheros. My second idea for a persona is the casual superhero fan. This will be the person that had a few comic books around the house growing up, and likes to see the new movies about mainstream superheros as they are released.

9 - Alex Li

When I want to fix some code and I would just go to W3 School or Code Academy to help me. In most cases, I look up on the internet on how to solve my problem rather than go through the default help system of a program or application. Though for some people going through the program's actual help system is very helpful. I think that help systems are good for what they are design to do, which is to teach you how to use a program or application that you have never used before.

Are help systems substitutes for good design? I personally don’t think they are. Designs can be good but it can always be improved upon. There is no such thing as a prefect design. I feel that there always needs to be a help or tutorial system for people no matter what. Even if the designs were better and more “obvious” it still is never perfect because perfection is unattainable.


The persona that we are developing for in project 5 is the fan base. We need to think about the fans and what their likes and dislikes of a superhero are and design for that. We are also designing for the toys as well as for whomever buys the toys. It can be a new weapon or vehicle that they superhero somehow acquired. We are also kind of designing for the super hero but the thing is the superheroes are not real and the fans are. Making a persona will better help us make an item for that superhero because we want the item to fit the superhero. We want something that the fans will think fits into the schema of the superhero’s world. 

9 - Chase Buckner

    When it comes to help systems I think that some can be helpful while others cannot. In my experience, rarely have I used the built in help panels and information areas in softwares like Microsoft office or Adobe. I have never found them helpful even when I have tried to use them. On the other hand though, I have found online help extremely helpful. Whenever I get stuck within a certain software, the first thing I usually do is google the problem for an idea. I have also used resources like lynda.com which is an online tutorial service that teaches you how to use software. I used it to learn the basics of the Wordpress website and it did a good job at teaching. I do not think that they are good substitutes for good design but I feel like some compromises have to be made since there is no such thing as the perfect design. In the case that the design were better and more obvious, there would definitely be less of a need for these help systems. If there was a perfect design, no, you would not need these help systems, but as we have learned this semester, there is no perfect design.
    For developing personas in project #5 there are a couple of categories of people on whom to focus. One persona would be the current fans of the selected superhero because you want to create a gadget that will not go against the notions that these fans already have in their head. This is important because you want to keep the current fan base to have something to build upon when you attract new fans. The other persona that would be beneficial to develop would be potential kids who will want their parents to buy the toys of the superhero. This is so because you want to develop a a gadget that is marketable to kids so that they want to own it. If it is done right, this will be a cash cow when it comes out.

9 - Hyuk Beom Kwon

What do you think about HELP systems--online help, tutorials, etc.? Do they work? Are they substitutes for good design? That is, if the design were better and more "obvious," would you really need these help or tutorial systems?

Also, when you think about developing personas for Project #5, what are categories of people on whom to focus? (There is no single correct answer!)



I think Help documentations usually do not work very well, because as Jensen Harris mentions in page 173 of the book, users "won't know the terminology they need to locate the right information."It is hard to find the information you want immediately as you turn on the help system. Also, I believe most help systems are in languages than pictures, so some users may find it hard to get help on what they want to do. 

However, HELP systems on online are helpful. I rarely use help documentations these days because if I search help for my program or application on the internet, they have lots of resources around and mostly they are explained in easier ways. 
 For an obvious design, I think HELP systems are needed because there can be a possible situation of having flaw on my program. Usually, flaws of program are hard to find the solution on your own. If there are HELP systems to solve these flaws, then it would be very useful. 

For project #5, categories of people can be fans of superheroes who buy toys a lot, and patriots. I think it is obvious to target fans of superheroes who are willing to pay for toys related to their favorite superheroes. And I thought patriots were good for personas because superheroes are usually patriots of their own countries, so it is possible to assume that patriots are more likely to be in these stuff. They are mostly the same group as fans of superheroes.

9 - Michael Metzler

 
Help systems are a good thing in certain situations or designs. They do work, but should only be used in a case where needed. If you can make a design obvious enough, they are not needed. Some designs or applications are complicated so the user can get the most out of them and in those citations, tutorials are the most useful. If a design is obvious enough, it does not need a help system at all.

When developing personas for Project 5, there are two categories on whom to focus in my mind.
Those being the superhero's personal fans and fans of the superhero genre as a whole. The superhero's personal fans are the most important to please, however, it is also important to make sure the design makes sense for the fans of the genre. It is a good outside look on your design to make sure this isn't just a selfish interest.

Friday, March 28, 2014

Week 09 Blog Assignment

Skim Chapter 6. (That is, read the chapter quickly but read slowly any section that grabs your interest.)

What do you think about HELP systems--online help, tutorials, etc.? Do they work? Are they substitutes for good design? That is, if the design were better and more "obvious," would you really need these help or tutorial systems?

Also, when you think about developing personas for Project #5, what are categories of people on whom to focus? (There is no single correct answer!)

Finally, comment on someone else's post to this blog assignment.

Tuesday, March 25, 2014

Spring Break

I went to Fort Lauderdale for Spring Break 2014.
This is my mom and I.
She's the best.



Monday, March 24, 2014

Chase Buckner - Spring Break '14

For spring break my three roommates and I went to Destin, Florida and enjoyed the sun while we could. The ocean was clear and was sunny 4/7 days we were there. Destin is only about 40 minutes away from Panama City Beach and is a little more relaxing. There's an air force base only about 30 minutes away so at least 15 times a day, we would see a fighter jet or a massive cargo plane fly over us.


Alex Li - SPRING BREAK

I went to Panama City Beach.

I like turtles

The sunsets were beautiful and the beach as absolutely amazing.

Sunday, March 23, 2014

Kalvin Greer - SB2K14

This week for spring break I traveled to the great city of Panama City Beach Florida to soak up the sun. Here is a picture of me and two of my pledge brothers on the beach when we were feeling rather confident in ourselves.

Spring Break - Hyuk Beom Kwon


I went to LA for the spring break and had fun eating lots of foods there. I had IN-N-OUT and it was awesome.

And the weather was perfect in LA. I hope I can visit there again soon. 

SB - Martin Johnson

I went to Valencia for Las Fallas. The people of the town build huge structures of art that are very detailed and beautiful. At the end of the week they burn them all at once throughout the city. It is pretty crazy; I actually saw one burning in a street that caught an apartment building on fire.

Saturday, March 22, 2014

Taylor Payne


I went on a nature walk here in Bloomington with my boyfriend! It sure was nice to be able to relax. I'll be going to the beach this summer. :)

Tuesday, March 11, 2014

8 - Chase Buckner

1)  From what I've learned so far about "playing the whole game" of HCI Design I've realized that a lot of the rules, tips, and tricks that Marty has taught us not only pertain to HCID, but are applicable to almost all aspects of life. For example, my partner and I started religiously using the team protocols throughout project 4 and even though it was a much more complex assignment, compared to the previous projects, it went smoother than all of the others. These team protocols can be applied to any team I become a part of for the rest of my life.
    One thing that I have really enjoyed about I300 are all of the mini life lessons that Marty offers up to us nearly every class. I like them because it's advice that can have a real impact, not only on your education, but your career, if you take these life lessons to heart. I always leave class thinking about something worthwhile; and I enjoy that. The mini life lesson that really stuck with me was the one about working hard. Marty spoke about how much a company values, respects, and rewards an employee who puts their whole heart into whatever they are doing and gives it their best shot. It put things into perspective for me that if you want something and work hard for it, then it's achievable. The other life lesson that I found valuable wasn't so much of a life lesson, but rather little tricks about ways to stand out when it comes to situations similar the career fair or job interviews. Saying or doing something, even if it is a small gesture, can make a big difference in prospective employers and colleagues.
    The thing that sticks out the most in my head about learning "the whole game" is the idea of iteration. It's a vital part of the design process because the first few times around, everyone is going to miss something. It's like the idea of practice makes perfect, the more you work with something, the better you get; the more you work with a certain design or idea, the better the design gets. I liked Marty's analogy of writers and how they don't just write a perfect book on their first draft when it comes to the idea of iteration. Even though HCI Design isn't what I want to do with my life, I appreciate what I have learned so far in Marty's class and look forward to consuming more valuable knowledge in the weeks to come.

Monday, March 10, 2014

7-4-RCorr

It is important as a designer to realize early that your cannot please all users. There will always be people who decide they like your competitors product more, and therefore will use it. The tools used to gain knowledge on target users such as use cases and usability tests allow designers to gain insight on the users of the product. Hoekman advocates the larger user-centered focus and stresses its importance to the design process.

In the context of Project 2, situation-centric design would refer to stepping on the elliptical machine and putting yourself in different situation. User Tests, as used in the project, also allow the designer to gain perspective on problems that arise when "playing" or "messing" around the product. On the elliptical I may have given myself different tasks to accomplish and see if I could accomplish them. If not, I would discover a flaw in the design from my perspective.

8 - Kalvin Greer


Upon beginning to play the whole game I did not understand the concept of touching on so many different aspects in such a different way than I'm used to. At first I didn't understand how to correctly conduct a usability test but after working with others I was able to better understand how much info you can truly receive from conducting them. I also learned how much it can make a difference to not design for yourself but the outside user because once you become too invested you can try and add too many unnecessary features. The idea of trimming down to the bear minimum was an eye opener to me when talking about how to design.  

8- RCorr

As I reflect on the concept of "Playing the Whole Game", the different aspects of class start becoming apparent. Evaluating the target audience using methods such as such as persona making, use cases, and usability tests sets the platform for more concrete decision making. I then think of designing by sketching and iterating the entire design process. Daily sketch-noting is an example of playing the whole game within the class room. The 7 Themes of Good Design are the lenses a designer must be considering throughout the process in order to view the design more objectively. Today, I learned the importance of willing to fail, and getting work out there to be critiqued early and often. As project 5 gets underway, the team aspect of "the game" starts becoming more and more important, and I look forward to learning more about it.

8 - Kyle Baker

For this blog assignment, I want you to do two things:

1) Reflect on what you're learning about "playing the whole game" of HCI Design. What do you know now that you didn't know even 2-3 weeks ago? Be specific; give examples. Share what you are learning (write a paragraph or so).
Compared to 2-3 weeks ago, I now have a better understanding of how design can be a specialized craft. I now understand to design a product centered around the consumer and not around the designer. In other classes where we had to come up with designs for products or Websites, I really could have used this knowledge to better improve the designs that I've implemented. Another major knowledge base that I've acquired was based around the fact that iteration improves upon a design. In other product design classes, I'd spend too much time coming up with the "perfect" design, and didn't focus on the major ideas of the product and improve upon them. If I'd simply have a major, good feature and then design the product around that central idea, I would have completed the design easier and more likely better.

6 - Kyle Baker

For this week, we turn to Chapter 5, "Support the User's Mental Models."

As you think about your work on project #3, what is the user's mental model with respect to the feature in YouTube you are redesigning / designing? 
I believe that the user's mental model with respect to the redesign of YouTube with my feature added would be correct in what it is in reality. I added Folders to channels to further organize a user's videos. I Believe that a new folder implimentation would be easy to understand because we're (as a community) used to using folders in our everyday life.
How might this mental model contrast with the implementation model of the programmers? (Don't get too involved with this one.) 
I don't think that the mental model of the consumer would differ much for the implementation model of the programmer because Programmers often use folders and such to organize their content. I believe that folders have become such a common place for organizing material on a computer that it has become common place for consumers and programmers

5 - Kyle Baker

The feature for my YouTube assignment was adding folders to channels.
The Unnecessary Quest Questions:
Is there more than one way to complete this task this feature accomplishes? I agreed that there would be.
When i asked this question about my feature, a decided that by one owner of a channel having multiple channels for each subject that they decided to talk about they could easily still accomplish the same feature that my additional feature added.
Does this feature completion directly to the completion of the task?
The task that I sought to accomplish was that of organization. I decided that in order for one channel to completely and wholly organize their channel with each of the subjects they wanted to cover, this feature would be necessary.
Is the task this feature supports vital to the activity this application supports? The application this supports is video distribution. I don't believe that organization is completely necessary in order for the application to accomplish this goal.
While completing the 60-Second Deadline, I decided that The same task can be accomplished based on the already implemented design of YT. I would not include this in the second draft of YT if we only had 60-seconds.
These questions would be answered while redesigning the product

8-Taylor Payne

This semester, I have learned a lot about playing the "whole game" of design. On of the biggest things that I have learned to use in this class is testing and redesign. I didn't realize how important it was to test you project or idea before finalizing it. This concept can be applied to many different situations. For example, writing essays, resumes, or anything else of that nature. This is definitely a skill that I will be using in other classes.

8 - Brad Van Galen

I have learned that it's actually not that difficult to play the whole game.  I think it is actually relatively easy to play the game, from creating a persona to usability testing I have had little problem playing this game.  What I have found though, is it is hard to play the game well.  I find it easy to throw something on paper that is average and may even get a decent grade but it takes time and a lot of effort to be able to go back and continually iterate and come up with fresh ideas.  There comes a time in the process that looking to enhance the design in any way just involves sitting down and staring at the problem, or even getting away from the problem to let me subconsciously try and come up with a solution.  Broken down, I feel like each part of the process can be easily followed, but doing it well, that is where the true difficulties lie.

8 - Hyuk Beom Kwon

HCI design is the concept I have never heard or seen before, so I learned many new ideas and terms for this course. For an instance, it was a shock to me that HCI design team uses persona for testing, which is not even a real person. Also, it was a shock that how much design affects our daily life with thoughts and consumptions. For an instance, design of coke can that was presented in the first lecture was quite surprised to me. From this, I learned the design could be everywhere. And learned how much effort and complex works do design teams put for final products.
Also, unanimity for team works looked interesting to me, too. I was in Quaker school for high school, and remember that they also used unanimity for voting. I always thought unanimity is the best way to vote, because going by unanimity means that everyone on the team agrees on the result in any level. Also, I believe unanimity results in obvious design faster than other ways. This course made me think a lot about whole things going on for designing.

8- Rachael Smith

This class has been a great learning experience so far. I have learned a new kind of notetaking that I have started to use in other classes as well and have learned some great life lessons. Another thing I have learned more about is "playing the whole game" being a Fine Arts minor and doing graphic design for many years I have learned a lot about the importance of each step individually. However, this class has taught me the importance of the entire cycle along with a few extra steps and parts to the "game" that I didn't know before.

I always knew sketches were very important. They let people convey what they want to their audience in a quick and free way. I never really took the time to make detailed sketches because all my sketches in the past have been for myself and maybe to show my piliminary ideas to my clients. This has always worked for me but in this class I have learned how to make my sketches more friendly to my clients so they are able to fully understand what I am thinking. I have learned to annotate and label my sketches and how to make them quickly but still look presentable. Practice makes perfect.

I didn't know about "obvious design". Every designer really wants their design to be and "obvious design" but I was unaware that there was actually a word for it and that it would fit into the "playing the whole game" cycle. Since learning about "obvious design" I have changed the way I look at different designs and along with that my style has shifted a bit as a designer. By taking a look at designs that were and weren't obvious and reading about it I have made more of an effort to make it an obvious design more myself and others rather than what I think is obvious, that idea also came from learning about persona and their importance in the whole game. They make me think of how others will see the design even before critiques and have help me make more designs for consumers rather than for myself.

7- (5) Rachael Smith

In the book it walks about dropping the nice to have feature. Although it gives multiple different ways to I use the Unnecessary Test the most. In this test you have to ask yourself, "Is there more than one way to complete the task this feature supports?" (89). While doing my redesign for the homepage for YouTube I asked myself this question a lot. I ultimately decided to delete a sidebar section of my design. Although personally I thought that it would be a good feature to have and that it looked nice in the design it really was a "nice to have feature". I found that I had created other features and easy ways to get to the same pages within the rest of the design and that I really didn't need it. Therefore, by using the Unnecessary Test I was able to get rid of it and make my design more user friendly and less cluttered.

7 - (3) Rachael Smith




http://www.sbnation.com/

This is a website called SB Nation owned by Vox Media. I wrote about it in my second blog and I talked about why I thought their website design was an obvious design.

I think the motivation behind this website was to get people caught up and engaged in the sports they love. They wanted to make it easy for sports fans to keep up because not many sites do. A lot of other sites make it complicated and hard to find the teams you really care about. I think SB Nation had a clear view in their head about making it fast and user friendly so fans were able to keep up and stay interested in sports. They didn't want users to have to struggle with having to go through teams and other sports they don't care about just to read the short segment of what they do care about. I also believe their motivation was that they wanted fans to be able to access information easily about more than one sport. Their attitude is, "it starts with the fan" they care a lot about what their fans want and prove it by only using, in their opinion, the best reporters to give the fans their stories. The company wanted to make it user friendly for the fans because that is their ultimate goal, that is what to them ultimately matters.

Sunday, March 9, 2014

8 - Alex Li

I have learned so much from this class. Learning about all the different aspects of playing the whole game has really helped me with working on group projects. Something that I have learned from these couple weeks was persona and team protocols.

I never knew how important a persona was when designing a product for a customers. It really helps with focusing your designs for a specific target group and designing for their needs. I really feel that I know the persona when I am designing something. It is always fun and interesting when our group makes a persona for our projects because you’re making a fake person but you get to know them very well.

I learned so much from team protocol as well. I know how to work in teams better now by using these team protocols such as voting on a topic. When everyone agrees, then the whole team can make progress as well as everyone on the team will have skin in the game. It really helped our team move forward on the last project (project 4) because we were stuck on what functionality that we wanted out refrigerator to have. What we did was we voted on what primary function we wanted our fridge to have and our team was able to agree upon one which allowed us to continue making progress on our project.  

Saturday, March 8, 2014

8 - James Farley

I have learned an enormous amount about HCI design and how the entire process works. Playing the whole game of HCI design has a very dynamic feel to it, and every part has a reason. I didn't really understand how using a persona could help design a product, as it isn't even a real person. However, after doing a couple projects using a persona I can begin to see how many people in the real world use them to help create the products for the users. I also didn't really understand the entire concept of usability testing. I figured if you designed something well enough, users should be able to figure it out. However after doing some usability testing I realized that is not always the case. Nobody is perfect so chances are there are going to be flaws when designing a product, and what better way to find them then having people test the product as it would actually be used. Usability testing helped me figure out design flaws in the projects 3 and 4 especially. Overall, I have a much better understanding of the complex, dynamic, and ever-changing game that is HCI design.

Friday, March 7, 2014

8 - Michael Metzler


     Playing the whole game of HCI has been fun at times. It is exciting to see and understand the process which designers go through in their tasks. The group protocols are very helpful along with the other group ideas Marty has shared with us, are really helping me in my group work. Not only in this class, but in other classes as well. I did not know anything about design really before this class, and now I should go apply at Adobe...just kidding, but maybe in the future. The life lessons are what I like most about this class because you can apply it to everything, not just design.

Thursday, March 6, 2014

8 - Kyle Hiller

"Playing the Whole Game" has a much different meaning to me now than it did the first few weeks of class. When I initially heard about it in class I assumed that it was a very black and white sort of thing in the sense that there was one specific way that was expected to get something done.  Now after completing the multiple different projects, I have realized that there are so many different ways to design something.  What works for one designer might make absolutely no sense to another designer, but they could both create something equally functional in their own unique design methods.  There are so many different aspects that go into "Playing the Whole Game" that all have a very different role each time you design something different.  One time research might be extremely important in order to have a successful design, while another time there is little research that needs to be done but instead a lot of prototyping until a successful one is found.  However, no matter how you look at it, all the steps in 'the game' are going to be intertwined with each other and all rely on each other in order to create a successful design.  I now know that the design process for something/anything can (and normally should) take many hours and many attempts at it; good design doesn't just happen.  I noticed this working on project 4 and having to go back many times and change or re-do work we had done but then realizing something else would work better.  It is something that has to develop from a solid team and trial and error.  I also now know that 'failure' in design is very important in the sense that when you are designing something, you often have to realize what isn't going to work first before you can get to a design that works well and efficiently.  The "Playing the Whole Game" concept is something that has changed greatly for me throughout this course so far and I am sure that by the end of the course I will have an even greater and different idea of it than I do now because I will continue to learn and get better the more designing I do.

7 (4) - Kyle Hiller

(Making up week 4 blog)

While it is easy to get in the mindset of "the user is always right", this can become very dangerous and hurtful if the designer(s) take this literally.  The user's wants and needs should always be kept in mind while designing, but at a certain point during a design there should be a goal to design for the general situation or population, rather than one specific user.  What one user uniquely wants will almost never completely line up with what another completely different user might want.  Designers should always be noting when a certain amount of users are asking for the same feature over and over, but it should get to a point where the general majority of users want it in order to not upset too many users.  Hoekman pushes the idea that a specific user base shouldn't be the focus of a design, but rather to design for a general situation.

Looking back on project 2, Hoekman makes very valid points for advocating situational design.  This approach doesn't focus as much on the actual user and their needs but rather looks at the whole situation as a whole and designs from that perspective.  Thinking about the machines we dealt with in project 2, I now notice that even more simplicity might have been ideal because nobody wants to be hassled by pushing too many buttons or having to set up too many programs, settings, etc. when they are using these workout machines.  

Wednesday, March 5, 2014

8 - Martin Johnson

I now know the complexity of "playing the whole game" of HCI Design. There isn't one path to take and many times, one will find themselves revisiting past destinations and making further revisions. For example, this last project 4, instead of doing everything in order, we would do a step and then revise the past step. This allowed us to truly partake in what the HCI Design process has to offer. We would continue to reference our persona, sketches, and so on after the we had completed the next step on our agenda. Any changes or new insights we discovered we would add to both parts. This is completely different from working our way through a project without much revision or changing to "finished" parts.

 
 

Weeks 07 and 08 Blog Assignments

This is a double assignment since we missed last week's blog assignment. 

For Week 07:

Take a look at blog assignments 1-6. Did you answer all of them? Each is worth 15 points. That's 90 points; and with this one, it's 130 points; that's more points than Exam #1. If you didn't answer them all, do so now and earn partial credit (10 points). After this week you will forfeit all points for these six blogs assignments. 

Similarly, if you didn't do one of the projects, please set up an appointment with Marty. This is your last opportunity to correct this problem.

That's it for Week 07 -- just catch up; you automatically will earn 15 points for this part. HOWEVER, read on for your Week 08 Assignment, due next Monday at 11:59 PM...

For Week 08: 

So you're just wrapping up Project #4 and you took your first exam.

For this blog assignment, I want you to do two things:

1) Reflect on what you're learning about "playing the whole game" of HCI Design. What do you know now that you didn't know even 2-3 weeks ago? Be specific; give examples. Share what you are learning (write a paragraph or so).

2) Find what someone else said in this blog (as a response to the week 08 assignment) and write a reply to that person, commenting on their reflection. Don't just write something like "Good job," but really comment on what the person is learning in this class. Try to comment on someone who doesn't have any comments. Of course, feel free to comment on more than one person! And return to the blog in a couple of days to see if anyone replied to your post. Feel free to reply to their comment as well!

Let's have some fun with this one... but let's be reflective about our learning too.

Sunday, March 2, 2014

6 - Kalvin Greer

In project 3 I aimed to fix the subscriptions page of YouTube that had lots of used blank space. When looking at what the user's mental model is for this page I believe that having lots of unused space on a page can be very frustrating to someone using the page, especially one who might have issues with pages that aren't aesthetically pleasing.

This idea could vary greatly when looking at the implementation model for this feature because all the page is really supposed to be used for is to see videos that people you have followed have posted. It doesn't require much space and therefor isn't actually broken just could have been done better. 

*Note: One thing that is kind of cool is that if you go to YouTube's 'My Subscriptions' page, they actually did fix it similar to what I had envisioned which is kinda neat. 

6-Taylor Payne

In our Project 3, my partner and I re-designed the layout of YouTube’s homepage. We wanted to make it less cluttered while also giving it a new look. We felt that there was a better way to display the videos and categories, and that we could also adapt some of YouTube’s current features to fit our needs.

We believed that the users’ mental model of YouTube’s homepage is a page that they can go to quickly browse through new videos and categories.

For our implementation model, we added a ‘categories’ bar, which added some organization and quick access to the different categories that the user might want. We also made the decision to display the search results into the video area (the area that typically displays the video you are watching) just to add a new feature. This helped to make the page less cluttered.

Thursday, February 27, 2014

6 - Brad Van Galen

The feature we redesign on YouTube was the Watch Later feature that allowed you to kind of archive a video so you could watch it later. The users mental model f the feature we focused on YouTube is being able to easily be able to remember the videos that they wanted to watch at one time or another.  I don't think the different mental models would differ too much.  I think that the implementation of this feature and the fact that they kept this particular feature speaks to that.  Since they put this feature in I believe that they wanted this to be able to remember user videos that they wanted to watch. 

Wednesday, February 26, 2014

6 - Chase Buckner

Our overall goal during project #3 was to clean up the main page and make it easy for people who are searching for videos, but don't know the exact video that they want to watch is, to find videos that may possibly appeal to them. We did this by switching how the categories were displayed. Our user's mental model for this part of the redesign would be similar to a user who just wants to browse videos without having any interference from the software that they are using, YouTube in this case.

This mental model contrasts with the implementation model of the programmers because in the implementation model there would be more technical interaction between the software and the user. In the mental model, the user recognizes familiar features that they have been seen before through previous experiences and is able to use the software without really even realizing that they are using it. In the mental model, the software is transparent for the user. In the implementation model, there would be technical messages that only a programmer would understand and would be confusing and meaningless to the everyday user.

6- Martin Johnson


 The feature we redesigned on YouTube was the display of the video player upon conclusion of a video. The screen shows 12 boxes with a screen shot and absolutely no other information. The mental model held by the user here is that these 12 boxes each represent a related YouTube video to play. It is that simple. We kept the same format of using the boxes (because they have this mental model), but we organized them on the side. We also had one box with a countdown. Almost everyone associates this with an automatic start made popular by video streaming sites and apps.

This mental model contrasts with the implementation model because the user doesn't have to think about any underlying issues. They see 12 relatable boxes and already know what they represent. This is because their mental model of a YouTube video lets them know that these are videos as well. If the implementation model had been used, there wouldn't have been much user-design at all. People would need to have an understanding of HTML and how to navigate for themselves. 

6- R Corr

The implementation model seems to be the most applicable to the YouTube site in its originality. The site seems to be focused on the developers ideas for how they might use the site. As my team made changes to the sites layout, based on our research of how users actually used the site, we simplified the layout in order to highlight the features most commonly used.

We used the home screen on YouTube and got rid of a lot of the "clutter" that may make sense to the people creating the site, but may not have much use to the typical user. Because we found users wanted to search and to find the most viewed videos, we highlighted these features in order to appeal to and reflect more accurately their mental model.  Additionally, we adjusted the left nav bar on the home screen by placing it horizontally below the search and YouTube emblem. This broadened the mental model and made more room for the most viewed recent videos, which replaced the "recommended" videos in the body of the home page.

6 - Kyle Hiller

For our project 3, we decided to change the layout of the default screen when a video is being played.  We moved the related video to a horizontal row on the bottom of the screen so that there are less distractions from the actual video playing.  The user's mental model towards this would definitely be slightly confused at first, because the layout of something they're so used to has changed to something more simple.  But then more clear once they realize that the only real thing to be looking at on the screen is the actual video playing and not the random distractions that are normally right on the side of the video player.

This mental model would contrast with the implementation model because the implementation model has no regards for the users.  It wouldn't have the concern of taking away distractions on the screen, it would simply do what was the most efficient way to put all the information on the screen.  

Monday, February 24, 2014

6 - Rachael Smith

For our project my partner and I chose to redo the homepage of Youtube. We were told and found that the homepage looked too cluttered and found that most of the items that were shown on that page people didn't use. Therefore, we decided to get rid of all the clutter and make it more pleasing to the eye of the user and more helpful. The book defines a mental model as, "... What we believe to be true, generally based on our experiences, and how we assimilate new things into our existing knowledge." (103) In this case the mental model would be that the user thinks that the website is cleaner and more helpful. Although it says that mental models aren't always the truth but in this case that is exactly what Youtube was trying to show to the user. They didn't have any other underlying motive such as, bringing you eye to an advertisement or making the page load faster.

In this case the implementation model isn't something different. The book defines it as something that, "... Is aimed to please the geeks" (103) meaning it really isn't there to help or please the user but something they just put in there. The only think I could think of for that is the moving search bar. We created a search bar that moved down the page with the user. This would be something fun that the programmers would add, but at the same time it is also helpful to the user.

6 - Alex Li



In project 3, our group wanted to add the actual home screen of YouTube as an option on the homepage. When you are signed in, YouTube wants to cater to their users so they show your subscriptions and not the actual YouTube homepage. The user’s mental model of features on YouTube is to go to a site that you can play video. Very basically. But for some people they want to see the homepage of YouTube but they have to sign out of their account in order to do that which we thought was a problem and could be redesigned. 

“Mental model is what people believe to be true based pretty much on their experiences and how it relates to our exciting knowledge. As for implementation model it is something that needs to be designed.”

So for programmers the implementation model would just be moving some functionality around. We would need to redesign the drop down menu. We would have the subscriptions, YouTube Homepage, and recommendations. This implementation would help people very easily navigate to the actual YouTube homepage as well as see their own personal subscriptions.