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UX & PACT Tutorial.docx

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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.
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