GROUP 2 UX & PACT Tutorial UX Definitions Write out a definition of each of the following usability constructs: Effectiveness: refers to the extent to which a system achieves its intended goals and purposes and how accurately and completely it enables the users to complete their tasks within a specific context. Efficiency: refers to the extent to which a system achieves its intended goals and purposes, in a timely manner and resources efficient manner and with minimal effort. Memorability: refers to the extent to which a system allows a user to remember how to use it after an initial learning period and become proficient with the system. Learnability: refers to the extent to which a system allows a user to quickly and easily learn how to use it Utility: refers to the extent to which a system provides value and usefulness to its intended users and how well it meets their needs and expectations within a specific context. Satisfaction: refers to the extent to which a system meets a user’s demand and expectations and how positively and negatively the user feels with the overall experience with the system. Look at (if possible) or think about the products identified in the grid handout. For each product indicate on the grid how you would measure each usability construct. For example if for efficiency you might record time on task. For each of the products listed in the grid identify the type of user experience the product should create (where appropriate). Think about how the user should feel when interacting with the product. For some products this effective side of use is more important than others. Focus in particular on the Royal Caribbean website – what kind of experience should a travel website engender? Does the site achieve that experience? Product Effectiveness Efficiency Learnability PowerPoint check accuracy in conveying record the time it takes to create or edit the files record the time it check the ability takes to learn to recall how to use features for basic functions. after a period of disuse information Memorability Utility Satisfaction check the check user relevance and feedback on the ease of use and usefulness of features for creating presentations overall experience. check the accuracy in Self-Checkout till in a supermarket record the time it takes to complete the checkout performing the scanning of items process. and the final transaction record the time it check on the takes to learn the ability to recall basic processes. how to scan check the relevance and items and usefulness of the features of perform self-checkout transactions after a period of disuse check the user feedback on the ease of use and overall experience. check the Royal Caribbean Website accuracy in providing information about cruises record the time it takes to find relevant information and book a cruise. and destinations. An Online game on check the accuracy in record the time it takes to complete game objectives. providing feedback on record the time it check on the takes to learn ability to recall website how to navigate the website and navigation and book a cruise booking process. after a period of disuse record the time it check on the takes to learn ability to recall game mechanics how to play the game after a and controls period of disuse. game actions and progress. University check the Website accuracy in providing information about the programs available, the courses, and resources. record the time it takes to find record the time it check on the takes to learn the ability to recall relevant website how to navigate the website and information and navigation and to find resources to complete tasks find resources. after a period of for example when time of disuse. a student is registering for classes. check the check user relevance and feedback on ease of use and usefulness of features for cruise planning and booking overall experience check the check user relevance and feedback on ease of use and usefulness of game mechanics and controls. overall experience check the check user relevance and feedback on ease of use and usefulness of features of academic planning and resource access. overall experience TYPES OF USER EXPERIENCE EXPECTED OF THE PRODUCT POWERPOINT Users should feel confident and in control when using Powerpoint. The product should create a sense of efficiency and productivity, allowing the users to easily create high quality presentations. SELF-CHECKOUT TILL IN A SUPERMARKET Users should have a feeling of independence when using the self-checkout till in a supermarket. The system should be fast to allow users to quickly complete their transactions. ROYAL CARIBBEAN WEBSITE The website should create a sense of simplicity and fun, allowing the users to easily find relevant information and book their dream vacation. AN ONLINE GAME Users should feel engaged and challenged when playing the online game. The game should give rewards appropriately to make the user satisfied and allow users to achieve game objectives and improve their skills over time. UNIVERSITY WEBSITE The product should be easily accessible, allowing users to quickly find relevant information and access to resources for academic planning and success. PACT Analysis Tutorial To complete a PACT analysis for the proposed ‘Social Media Learning Platform.’ Using the PACT sheet you should try to identify the primary user groups for the proposed learning social media platform. Think broadly about what groups of people may access this product and make a list. Once you have a long list you should prioritise that list. From high priority users through to low priority users. Now think about what tasks the top priority users will perform with the product and make a list of the most important tasks for that group Now consider where users will access this product. You should consider the physical environment (e.g. home, work); the social environment (on their own or with others?) Now identify the types of technology users are likely to use in order to gain access to the site. Think about the characteristics of the technology (input and output). Finally, identify what you think the business goal is for the product. If you are having difficulty prioritise users or tasks considering the business goals PACT (People, Activities, Contexts, Technologies) Summary Product Name: People PACT Summary Who do you think are the key users of this product? Think about the broad students user groups that can be identified. List these groups (and their characteristics) in order of priority for the product in teachers parents school administration question. Activities What are the main goals/tasks users will want to achieve with this product? Try to prioritise these. students: accessing and submitting assignments, accessing educational resources, communication with teachers. teachers: creating and sharing educational content, monitoring student performance and progress and giving back feedback. parents: monitoring and supporting student progress, communicating with teachers and the school administrators. school administration: managing and monitoring the platform and providing technical support Contexts Where will this product be used? Describe the likely environment (Physical and Social). physical environment: home, school, library. social environment: on their own, with parents, with teachers/ instructors, with their fellow students. Technologies devices:Computers, laptops What type of technology will the users have? Consider input and output. input: keyboard, mouse output: monitors and audio output Business Goals: What are the product’s primary business goals? 1.encourage students’ participation in academic activities 2.improve the communication and collaboration between students, teachers and parents. 3.provide a platform for sharing and accessing educational resources.