 
  
|
| Unit 3 - User Base and Usability |
| Main Topic: | Unit III User Base and Usability |
Created by: |
Leanne C Boyd on 22-Apr-00 at 2:02 am |
| For: | Unit 3 Assignments |
Unit 3 Assignments
USER
BASE AND SOME GOALS FOR USABILITY
FINAL PROJECT COMPLETION
OF A GOAL
My project in ED722 is to continue
the development of an online learning environment (web-based course)
that I initiated in another Capella class, ED7690/Critical Skills for
Facilitating Online Learning. My project was the initial creation of
a web-based learning environment, Space Artists: Prophets of the
Stars. It is located at:
http://www.refuge-earth.hispeed.com/pages/palebluedot/SpaceArt2000/SpArt2000-intro.htm
For my final project, I would
like to bring the course to completion, or as nearly so as possible.
There are many areas that have not been developed due to the quarter's
12-week time frame: Course schedule/timeline, Class Projects, a sample
exam, Course Resource page, Contacts page, Course evaluaton page (which
would have elements of this study in usability). Even the study pages
for U.S. and Russian artists, although they show very well ... I have
many, many more artists and readings that will eventually be added to
this.
One of my goals with this web-based
course is once it is complete to place it on Blackboard.com. Their
"shell" and many of their organizational tools will expand
on the usability of my design. The very early beginning structure of
Space Artists has been there since July 1999. My previous class,
ED7690, was the opportunity to see it come alive and give it actual
structure as an educational tool. My larger goal is to have a series
of similar courses at Blackboard.com, which are linked to my web site
Refuge_Earth, and the CyberSchool I am implementing, Refuge_Earth:Academy.
The purpose of this web-based
course is identical to the purpose of my CyberSchool: to provide life
changing options for young people, primarily in at-risk areas, and especially
young women seeking to enter career areas in math, science and technology.
USER BASE TARGETING THE
USER
To
work with young women and men who, by nature of our culture, have been
convinced by family, mentors, peers, and even the Media, that they "cannot
achieve" in the areas of math, science, computer technology, and
other technologies
Provide
methods, such as this web-based course, and resources for reversing
this gender-biased and/or socio-economic message
Recognition
that no one can change social structures without changing the self —
and the community around self — and vice versa
Learners
are enabled in their inquiry into higher math, science and technology
in a personal and social manner - as well as the academic and professional
Invite
students to inspect their gendered conceptions and/or socio-economic
conceptions about traditional science, math or technology curricula
Encourage
young people to think critically about their own roles of recording
and describing their stories
This
becomes part of the bonding and commitment to the community. The learner
learns to become an expert in the culture of the content, in dissembling
and reassembling the meanings, and making layers of the interpretations
of events, as their experiences become richer. Encouraging learners
to layer their knowledge and view events from various perspectives is,
perhaps, the most important offering of the RE:Academy approach, in
bringing together mentors, professionals, and other societal segments,
in the learning process. Space Artists learning environment is
the first of the planned environments that will accomplish these ends.
This [modified] excerpt from
my proposal for the CyberSchool, best describes the Target User.
The proposal can be found at:
http://www.refuge-earth.hispeed.com/BoydZoo/campus/Novaweb/DCTE/OLEweb/final-pt-1.htm
"The initial establishment of
the CyberSchool will be within existing programs of inner-city Public
Schools, and courses will be designed to reach certain "at-risk"
populations in those school districts. These "at-risk" targeted
groups are especially sensitive to the offerings of a CyberSchool such
as this, as they will be allowed to re-discover and re-learn wrong messages
that have heavily influenced prior academic choices. This web-based
course, and others to come, will provide resources, opportunities for
mentoring, partnership, or internship, and coursework to supplement
the central courses of study at the late high school or early college
levels (grades 11 through 14). My course design is intended to SUPPLEMENT
(not replace) the curriculum for girls and boys in late high school
(11th and 12th grades, primarily college- or technical school-bound),
as well as for postsecondary, undergraduate women and men who are making
academic choices for career paths in these topic areas.
The offerings of the CyberSchool
will provide this segment of students with a pathway that will allow
them to recapture an enjoyment of learning. At the same time, these
young women and men will learn to improve their level of productivity,
as well as elevating their feelings of self-worth and capability in
more difficult subject areas.
One distinct benefit of this
structure, which I see as a "constructionist digital environment,"
the environment becomes an integration of media, text, teacher, content,
and learner. This then becomes a mirror of the very media used one
contiguous and overlapping web. In this way, the Academy helps young
people to knit together the bits and pieces of their experiences and
the experiences of others, into meaningful aggregates unique to them
and to the communities they represent. They become partners in layering
their personalized understanding and descriptions of events, as juxtaposed
or enhancing previously constructed interpretations.
They also gain a larger view,
in seeing their contributions to the interpretations that are being
created by the general community of inquiry. It is my strongest belief
that one of the most important aspects to consider in revealing the
possibility of overcoming gender and socio-economic biases, is to provide
the learner with the sense of being a part of the greater community.
One of the success factors
in my proposed approach is that new technologies propose alternative
ways for the learner to explore topics. For so long, the learner has
been bound by conventions designed for a paper-based classroom headed
by a solitary teacher. By breaking out of these conventions, one of
the first benefits to the student is that of a sense of freedom, a breaking
of bonds that have held them "in their place" in the learning
ladder.
From concept to course design
there is nothing "ordinary" about my online learning environment,
Space Artists."
... Leanne Boyd, July 1999
USABILITY STUDY FOR SPACE ARTISTS: PROPHETS OF THE STARS
Task Support |
Principle:
The interface should meet user expectations and support the tasks users
need to get done. |
Issue |
Focus |
What
To Ask |
Who
is the tool for? |
Audience |
Is this tool
a good fit for users' levels of expertise and the job at hand?
The course is designed to mimic
or emulate a stimulating Game environment. Today's youth are much experienced
in the manipulation of a variety of game tools, including the computer.
Many elements of this course are in keeping with game navigation. |
| |
Young women
and men, grades 11 through 14 (late high school through community college),
with a focus on women entering science, math and computer careers |
Is there design
flexibility to accommodate both inexperienced and experienced users?
Yes. I have a fewer-than-4-click
policy, which means that any given destination will never take more
than 4 clicks. Most take 2 or 3. The only computer skills needed are
basic use of the mouse, and a beginner's experience with traditional
Internet navigation, such as links or buttons. |
| |
|
Does the interface's
model of what it is and how it works come close to users' own perceptions?
Yes. Because of the game-like
setting, I believe it will exceed usability, and the user will quickly
pick up on the comparison to the game setting. |
What
do users want to accomplish? |
User Goals |
What kind of
work does the interface support?
Reading, writing, research,
group projects and chat, interviews. |
| |
|
Is this the
kind of work users will regularly use the interface for?
Yes. The system of research
links will enhance the internal links and interface, also. |
| |
|
Is productivity
enhanced by using this tool?
The intention of this course
is to SUPPLEMENT or enhance, traditional curricula. |
| |
|
How much time
does it take to complete a task?
This is a variable. Many items
are linked writings that will take a longer time. Some of the internal
info pages can be navigated more quickly. |
What
can users do? |
Functionality |
Do users have
any idea from the opening screens what the interface can do?
The basic button scheme and
links are visible in a modified form on the entry page. Within the first
three pages, which comprise the introduction, all navigation schemes
have been introduced. They consist of very intuitive buttons, as well
as text links that mirror the action of the buttons, but are labeled
for usability. |
| |
|
If the interface
has a searching function:
Boolean, Search status, Search history display. This course will
have a Search function that will provide at least these three things.
This will be developed with the online web tool, Atomz.com. |
| |
|
Can users download
in a few easy steps?
Download of pages is fairly
speedy, due to the extreme care I've taken in the design of graphics
and multimedia. There are no steps, other than regular navigation. |
| |
|
Are other formats
supported?
At some point, my plans are
for making this course CD-based, but in a hybrid manner. This is where
the CD will work in tandem with web-based links. The bandwidth problem
will be mostly solved, as multimedia on a CD is very quick to load. |
| |
|
How thorough
is the record display?
This is an item that will be
provided within the shell of Blackboard.com, but is not a part of the
existing web-only design. |
| |
|
Can users customize
the display to meet their needs?
Very little actual customization
can be done. However, the options are many, so that a user will never
be "stuck" in a section they don't like. |
Who
is in charge? |
Control |
Who does most
of the work users or the interface?
This is about evenly divided.
The interface does most of the actual moving-parts work. The user of
course, must activate links! |
| |
|
How flexible
is the interface?
Extreme flexibility is built
in, with options for traveling to any portion of the course, from any
page in the course. A links list is available with a "mouseover"
event. |
| |
|
Do users get
to choose when to do what or does the interface exert control over users?
The interface is only a guide.
The user is free to choose the actual page and activity. |
| |
|
Does the interface
help users crystallize their thoughts?
The purpose of the elements
of this course is to create new thought patterns about learning and
about one's self. The goal of the learning environment is to focus latent
abilities and desires within the learner, into a more realistic pattern
of goals for their lives. |
| |
|
Are users'
next requests or needs anticipated?
Only in the sense that whatever
the need, it is easy to find the page/location, and easy to navigate
to that information. |
| |
|
Who do the
design trade-offs favor?
Quite frankly, I designed this
to fit what I would have liked at this age. I believe, in the overview,
the tradeoffs (such as a bit longer downloads for superior graphical
interface, and for some exciting navigational offerings) are in favor
of a young person who is looking for science and computers to PROVE
themselves to be desirable and attainable goals. |
Usability |
Principle:
The interface should be easy to learn, easy to remember, pleasant to
use, and cause few errors. |
Issue |
Focus |
What
to Ask |
Is
there an ease of use? |
Learnability |
Is the interface
intuitive?
Extremely. Labeling is clear,
and there are two forms of navigation: buttons and links. |
| |
|
Is there a
consistency in layout, graphic vocabulary, and commands?
All pages are built around
a template I hand coded in HTML and Javascript. The elements are identical,
as are the look and feel of the graphics used. |
| |
|
Are the functions
that users need the most displayed prominently?
Yes, on every page. |
| |
|
Does the interface
deliver any immediate rewards?
This is part of the concept
… to provide a game-like environment. This means that on certain pages,
there are surprise elements that will delight the user. Once the site
has quizzes in place, it will be part of the design to provide instant
feedback. The chatroom will be synchronous, with immediate response
between participants. |
| |
|
Does the interface
avoid frustrating users?
Yes, the design is intended
to be intuitive. However, there are places in the design where it IS
the purpose to frustrate the user! These are the pages with hidden activities,
and the user will navigate the page much like a puzzle. |
Can
users find their way around? |
Navigation |
How complex
is the navigational system?
Quite simple. Buttons and links.
Every page has a link to every other major page, as well as links back
to the very beginning. |
| |
|
Can users get
through the system quickly?
It can be done, but users will
not want to rush. |
| |
|
Is the navigational
layout obvious?
Yes. |
| |
|
Are there visual
cues showing what is operational?
Yes. In fact, on certain pages,
again in the name of taking advantage of a game-like environment, the
cursor changes to pertinent icons. |
| |
|
Are users'
steps retraceable?
Absolutely. Every page has
a link that leads to the immediate previous page, all the way back to
the Gateway to the course. |
| |
|
Are there too
many repetitive steps to move through to get a task done?
Not in the existing pages.
Repetitive steps syndrome will be carefully scrutinized at every step. |
| |
|
Can users customize
to eliminate steps?
No. Except for instant choice
in changing the section of the software. There really are no steps that
can be eliminated. They are bare-bones, to start with. |
How
helpful is help? |
Assistance |
Does the interface
help users solve problems and cope with mistakes?
The main "problem"
the user is facing, is her/his own self-image. The course is actually
an information-based setting, with many options for viewing science,
math, and computers in the real and Web worlds. Once quizzes are in
place, and the option for submitting writings … there will be feedback
to help the learner prepare for a better product. |
| |
|
Is there a
break or stop button?
Every page allows the user
to quit the program. |
| |
|
Is there a
help system that is continuously available?
Not presently. Once inside
the Blackboard shell, however, there will be a help file. Under construction
right now, in a help authoring software. |
| |
|
If so, can
it help answer questions: directly and simply; about what the program
does?
Future ability. |
| |
|
Describe what
something is for?
Future ability. |
| |
|
Tell how an
action is carried out?
Future ability. |
| |
|
Explain why
something happened?
Limited. Most inside links
are self-explanatory. Links to outside sources will have to rely on
those sites' help, if any. The internal help is primarily to explain
different aspects of navigation, etc. |
| |
|
Help users
navigate if their mental mapping breaks down?
This really won't be necessary,
other than to explain the moving text link that appears on the right
side of each page, and pops up a list of all major pages, upon mouseover. |
| |
|
Is help proactive,
warning users against potential problems?
There will be a section for
this, which will include a brief explanation of Javascript and system
resources. It will explain about possible crashes, in general, and how
to deal with these types of problems. |
Aesthetics |
Principle:
The interface should communicate visually, helping users absorb information
and carry out the tasks they need to do while minimizing information
overload. |
Issue |
Focus |
What
to Ask |
How
does the interface look? |
Appearance |
Is the design
a good match with the medium?
Absolutely. It utilizes most
of the interactive offerings currently available on the Internet. |
| |
|
Is the attention
of users focused or splintered by the use of color and layout?
This is so subjective. Teen
users will find this fun, entertaining, and then find themselves learning
something. Many adults may be irritated by the game-like conventions. |
| |
|
Is the screen
uncluttered?
Mostly, yes. Lots of activity
and elements, but uncluttered. Some people may take a different stance,
as this is NOT a white-spaces-are-prominent-type-of-site. |
| |
|
How many windows
can be opened at once and does this cause any overload?
Many windows can be opened.
Using Javascript, this is actually part of the design. Pages layer on
top of pages, and with a touch of a button, may be closed. The other
navigational trick is that the page underneath may be touched, and the
upper page disappears. |
| |
|
Is the typography
(size and font) effectively used?
I chose Arial/Helvetica, as
it is my belief that it is a stronger font. Fonts with serifs are harder
to read, online. I only used Times/Roman when the background was white
or very light. |
| |
|
Is it readable?
Extremely. |
| |
|
Is color evenly
used to prevent clutter and confusion?
Color and SEVERE artwork are
the backbone of this site. It is not cluttered or confusing … it is
colorful and artful. |
| |
|
Can the interface
be customized for users with disabilities?
Not presently. However, it
is the goal of my general shopping/Community site, Refuge_Earth, to
provide a separate site for ease of use for those with disabilities.
I am in the process right now, of beginning to develop that separate
site. For the CyberSchool and this web-based course, this is also in
future plans. |
What
is the interface like to use? |
Interaction |
As users improve
at using the interface, are more advanced options available?
Advanced options are not built
into this course. However, many of the resource links provide more advanced
levels in navigating the projects outlined in my course. |
| |
|
Do users feel
directly engaged when they interact with the tool or is it slow and
dragging?
I believe they feel very engaged.
There are spots where a multimedia element can cause a bit of impatience.
But the end result is worth it. |
| |
|
Does the processing
speed match that of users?
Especially for newcomers to
a site like this, the speed matches. For advanced users, those same
slow spots may be irritating. If the user returns often to the site,
and the elements are cached on their machine, the download times are
very speedy. |
| |
|
If there is
sound, is it irritating and, if so, can it be turned off?
Many pages have sound elements
in the form of pertinent midi files. These pages are constructed in
Javascript so that the page appears and the music begins. If the user
shuts the page, or moves the mouse off of the direct page, both the
page and the sound quit. |
| |
|
How many keystrokes
does it take to carry out a task?
This is variable. See comment
above on no-more-than-4 (clicks). |
| |
|
Is the processing
time worth it?
Absolutely. |
Are
we having fun yet? |
Enjoyment |
Does the tool
delight?
Absolutely. That was one of
the basic premises of this concept. |
| |
|
Is a level
of interest maintained?
I believe so, even over time.
The external links are multiple and exciting, with ever-changing content. |
| |
|
Do users get
what they want, done now?
Yes, I believe so. Many users
will come for the art and info pages. Many will stay to try out a project
or a conversation. Each element is, or will be, designed to have very
timely results. |
| |
|
Does the tool
encourage users to jump ahead, rather than click on the same path?
Absolutely. Each page will
take the user whereever they wish to go within the course. |
| |
|
Is this
a tool worth having?
This is so subjective. Of course, I am going to say yes. Let me
say this: all feedback on Space Artists: Prophets of the Stars
has been stellar. J |
Download this document in Word '97 format.
Let's talk!! Write to:
WebSpinner@refuge-earth.org
( that's me Leanne! )
Search this Web Site:

|