Tuesday, May 31, 2011

Final Report

Here is our final report for the course of human computer interaction. Team AnarCHI over and out!
Anarchi report
View more documents from Bart Gerard.

Wednesday, May 25, 2011

Presentations

On 24/05 every group gave presentations about their apps.
You can find our presentation on http://www.slideshare.net/BartGerard/dataminer-presentation-2011-0524-v03 The movie that shows how our application works can be found on http://www.youtube.com/watch?v=2ftsxCp-Mq0

What did we think about other groups?
Chi-Leaders
+ The new interface is much better
- Is there a way to only find articles your friends edited? If it is there, it is well hidden.


Team Geek
+ The application looks good
+ The application works smoothly
+ Finding news of a certain place is very easy this way.
- What is the value of old news? Is the timeline being used often, or are people mostly using the map?


Chimera
- There is no information anywhere in the application, or it can't be found easily if it's already there.
- Aren't users being encouraged to write junk if they receive points per posted question and not based on how good the question is?
- Why is there no highscore? This would probably make users come back more often.


Schi is the limit
+ The application looks good, which is good to attract users
+ Finding news of a certain place is very easy this way.


Team SuCHI
+ The game is fun to play
- Too bad we have to battle often against the dummy
+ But a dummy is better than not being able to play the game because there is no opponent.


The CHIli peppers
+ The game is very competitive, which makes users come back
+ Up-to-date questions


Team musiCHI
+ Stand alone app could be used everyone, even those who hate social networks.
- Why make it a downloadable app? We think this scares some users away.
- Not usable by everyone because .NET was used.
+ Achievements will make users come back (we hope you'll get more)


SachiniNews
+ Badges are a good way to make users return
- about the presentation, not the app: the graphs were very unclear
+/- Lots of functionality. This can be good, as users have lots to do and stay longer, but also bad, since it can get complicated.
- Interface doesn't look that good

Friday, May 6, 2011

Report iteration 1

In the document below, we describe our first iteration with the digital prototype.
http://www.mediafire.com/?wvbqh7mfu7xtt8x

Tuesday, May 3, 2011

Updated planning

Since we have more work with the implementation than we first expected, we adjusted our planning.


24/04 – 09/05
We add the badges at the start of this iteration and let the application run on facebook. We use the time to continue developing the non-core functionality. We will also make the icons clearer, like asked by users.
If there is time for it, we will add google analitics, otherwise it is for the next iteration.

Week of 09/05:
During the course of this week we will gather and interpret the feedback from our first 'real' release on facebook. We will improve our core-functionality based on this feedback and add the extra functionality. We will then release the application a second time on facebook.

Week of 16/05:
We will review the release, improve, and release a final time.

20/05 and further:
We will use this week to work on our final report as well as interpret the feedback from our final release.

Friday, April 22, 2011

First Release

On Friday 8 April, we launched the Data Miner app on facebook.
The app can be found on http://apps.facebook.com/datamineralpha/.

Only the core feature was available at that time.
Users could mine using the mouse or keyboard and could read articles once mined.
Till now these articles were selected from a predefined set of articles.

Also included in the application was a link to a google form.
This form can be found on link.
It is based on the CSUQ test.

With the questionnaire, we hoped to find out how much users like the application and if it is interesting enough.
Of course the app isn't that interesting right now, because we use dummy articles.
Also the reward system isn't there yet, so it is quite difficult to attract people day after day.
After a full week and active pushing friends and family to the app, we got 10 responses on the questionnaire.

We conclude the following after this first iteration:
- The users weren't pleased with the graphics.
- The icons were to small.
- Users with Safari can see through the article making it very difficult to read.
- Users asked for a legend for the different materials.

+ Most users are medium satisfied with the application and hope to see more soon.
+ Most users find it simple to use the app.
- Because there aren't that many different social news games, it was difficult for most users to compare it with something else.
Also they didn't know if it had all the functionalities they expect it to have, cause they didn't expect that much.
- We score neutral on the effectiveness of our app. This because we still use dummy articles. The test users know what we want to do and think this can be effective, but right now they rather watch the monkey out of the tree. (English with hair on it)
+ Except for the Safari 5 tester, all other testers felt comfortable with the app.
+/- The opinions about the concept are divided.

We also noticed that most users reach their articles within an acceptable amount of clicks or keystrokes. Some users also try to dig as much ground as possible without getting to an article. This is not really the point of the application, but as long as they like doing it, it's fine for us. We can't ban them for doing it. We will have to find some way of removing these users from the usage statistics, as they raise the average amount of clicks/buttons pressed by a large amount.

That's it for right now.
During the second iteration we will:
+ Update the graphics for a more pleasant experience.
+ We will add the reward system to lure users back to the app.
+ We will widen our test group.

On hold:
- The Safari problem.
- The legenda.

Till next time!

Team AnarCHI

Thursday, April 7, 2011

Planning & first iteration

First iteration/release

We decided to skip the tests we planned for previous weekend and decided to directly test on our digital prototype. The tasks our users have to perform changed, but the questionnaire stays the same.

What will we test?
During our first release we will test our core-functionality: the mining and rating of articles. We would like to know if users:

1. find it easy to navigate.
2. enjoy mining and rating articles. (do they like the idea? Would they prefer it differently?)
3. actually want to rate articles.

How will we test this?
We will test the core-functionality of our application in two ways.
We will first conduct an offline test using a dummy flash application (the weekend of april 9th). The offline test will allow us to present test-users with a questionnaire. (We will use a slightly modified version of the given questionnaires, more on that in a next post). The questionnaire will help us determine whether or not the users actually enjoyed our application and of the general usability of our application.
The second part of the test will come as a first release on facebook (the week of 17/04).

During both parts we will keep track of the number of mouseclicks and keystrokes the user uses. We expect about 25 keystrokes between mining articles and an average of 1.1 mouseclicks between mining articles (since mining an article simply involves clicking it). Rating articles involves an 'interesting', 'meh' and 'boring' button in addition to a close button. We expect each of these buttons to be pressed roughly the same amount of times. Should the close button be used more than we hoped, this could indicate that the user isn't interested in rating articles or he/she doesn't understand it.

Who will we test on?
The offline part of the test will be conducted on 6 people in total. These people will be chosen at random from our own social circles. The second part of our test will be on facebook. We will post the application on our facebook wall.

Planning

09/04:
Working flash application consisting of dummy-sprites. It should be possible to move the miner and to mine/rate articles. Rating an articles will have no actual impact whatsoever.
We will test this bareskin flash application the weekend of april 9th. This will happen offline with people from our own environment (6 in total).

17/04:
First 'real' release on facebook using the bareskin flash application developped earlier. We will review the feedback received during the weekend of april 9th before the release, as well as add some better looking sprites.

24/04
Between april 17th and april 24th we will let the application run its course on facebook. We will gather feedback (using the method described above) and will use this time to develop the non-core-functionality (invite a friend, statistics, etc.).

Week of 25/04:
During the course of this week we will gather and interpret the feedback from our first 'real' release on facebook. We will improve our core-functionality based on this feedback and add the extra functionality developped between april 17th and april 24th. We will then release the application a second time on facebook.

Week of 02/05:
We will let our second release run its course on facebook and gather feedback.

Week van 09/05:
We will review the second release, improve, and release a third and final time.

Week of 16/05:
We will use this week to work on our final report as well as interpret the feedback from our third and final release.

Tuesday, March 29, 2011

Further testing

For the next evaluation of our application, we will use the paper prototype for the last time. We will now describe how this testing will happen.


What will we test?
We have 3 core functionalities in our application: mining and rating articles, adding friends and getting statistics of a user compared to his friends. This is why we made 3 special tasks to test the usability of these features.
We also wonder if the detailed statistics can be found by the users. The screen is not accessible in a single click, so we added a fourth task to test if our users can find it.
In addition to these detailed information, we also want to know the overall feeling our users have of the application.

How will we test it?
The users will perform these tasks in the order below. They get the next task as soon as the previous one is finished.
We will measure both the time it takes to perform a task, as the amount of clicks needed to perform it.
  1. add a friend
  2. compare your statistics to those of your friend "Drill Bill"
  3. mine and rate an article
  4. find the detailed statistics of the category "sport".
Once the users are finished with the prototype, we will ask them to fill in an additional questionnaire. This should help us measuring the overall usability of the application and the feeling users have of the application. We want to keep the amount of questions lower than 20. Otherwise our users would get bored with the questions and might give the application a worse rating, just because they are getting bored.
We have chosen to use the CSUQ test. This seems the best one to represent what we want to know. Other tests are more focussed on the job of a person or the errors the application gives. We also don't want a too short question list, as that doesn't provide enough information. The 19 questions of CSUQ seemed like the best way to go.

Who will we test on?
As our application is designed for adolescents, we will try to test this on adolescents. This means people between 14 and 22 years old, both boys and girls. It is best if these people don't know too much of informatics. Everyone in our group will test 2 people, so we have 8 testpersons in total. For the ease of finding people, we will ask people in our direct surroudings during the weekend. In Leuven we don't have access to many people in our testing range.