Wednesday, April 28, 2010

Final Blog

Thanks for the wonderful semester. I did learn lots from this class and from you. You are amazing professor who want his students to not just walk out with knowledge but also with how they can use this knowledge in their life. You are very understanding. Who understand student’s problem and know that they have not only one class but also other class work load too. You taught me that don’t think about big picture but think about that lots of small things make big pictures so think about small thing. Also always think about what users want and needs it is hard but very important.

Thanks
--- Tarana Patel

Matt Chambers - final blog

I've always felt that who we are is a sum of the experiences we've had. Every new experience is influenced by things we have done previously. For example; I'm in another class in which we had to design a solution to a problem. We had to sketch and prototype and address all the different aspects of the problem. Being in this class simultaneously helped me to know in what ways to go about tackling the problem. I knew how to sketch, how to prototype, how to make a concept for users and not for ourselves. So yes, I have learned a lot from this class, and I feel that no matter what I do in the future, I will be able to apply the concepts here, there.

As far as changing myself, my whole life has been a period of slow change, I feel. Changing in different ways, but always slowly changing. I don't know if I will take many risks, since I just don't seem like that is me. The time may come when I may need to take a risk and I hope that my slow change and life experiences will have prepared me for it.

Austin Frink Final Blog

Dear Marty,
   I would just like to say that I really appreciate the format and approach you took when teaching this class.  I like how you showed us cool songs every day at the beginning of class and I like how you took the time to have heart to heart(s) talks with us about life lessons.  You were a very good influence from the academic world, in sharp contrast with the systematic and impersonal teachers that I've had in the past.  In the middle of this semester, I was beginning to take school and life in general a little to seriously. I was getting upset with my life situation. I sort of felt trapped in all of the bullshit that I perceived to be the majority of what going to college to get a degree to get a good job to pay for "stuff" was all about. I was dissatisfied with how my life was going to say the least. I felt I was squandering my true potential by working so hard at school and putting my passion on the back burner.  However, after listening to a couple of your lectures about life and not getting caught up in all of the bullshit, it helped remember that opportunity is everywhere and I am not hindered by the things I thought were holding me back, but rather, I hold the key to my own happiness and my own satisfaction. It's all about living in the now. The right here, right now, and seeing the inherent beauty in the way life and the cosmos moves. The earth laughs in flowers as Ralph Waldo Emerson said. I will laugh too.   

Tuesday, April 27, 2010

Derek Schutz Final Blog

This class has probably been the most enjoyable class that I have taken so far throughout my college career. I have had fun, met new people, been entertained, and at the same time I have learned a lot of important lessons and concepts and have the feeling that I can walk away from this class with confidence. The most important thing that I have learned is that perfection is not possible, it is just the process and iteration at which you go through that leads you closer to the goal of perfection that is possible. Also, slow change takes time and effort, it is not simple. Looking at the entire and whole picture(game) is always important. Don't focus on the small things. This summer I feel as if I am taking a risk. I earned an internship at Community North hospital working with people under the category of medical anamatics. I am going to be working full time (40 to 45 hours a week) which is a big risk for me. I am still a college student and do not feel like I am ready to go out into the real world, however, I feel as if this summer I will be taking a big bite out of the real world. Working full time and having an apartment is a big step forward in my life, and this is just a little glimpse of what my life will be after I graduate from here at IU. Thank you for a great semester Marty!

Final Blog

Thanks for an entertaining semester, Marty. Not only was it entertaining, but I will walk out of the room on Wednesday a lot more knowledgeable and confident. If there is one thing you taught me, its to be yourself, do the things that you want to do and as long as those things are giving back to others, then you are living a good life. You also taught me not to dwell on the stupid, every day little things, but to realize the whole picture. Its important to understand that everything we do produces some type of result, that may not be immediate, but important in the end.

I really enjoyed the class and am very thankful for all that you have taught!

The Final Blog

First of all I am thankful for the last day of class extension, that's pretty nice. Anyway, what kind of slow change have I taken away from this?

I have learned a lot about class and life. One thing I always known, but never really understood, is the idea of slow change. I knew that nothing worth while came about quickly. But, I guess deep down I had always hoped I would just find myself in the "good" spot. After taking this class, I have learned that iteration is not just for projects, but for life. If I want something, I am going to have to be very intentional about it and work on it. If I don't get it, what went wrong, what do I need to work on, and how can I keep working towards a goal. I think these things will help me to be able to focus and move forward.

One example of a risk I am taking is my summer job. For the first time ever I am getting a technical job. I am afraid I am going to fail, but I am going to do it anyways. Even if I do fail, it will be an opportunity for me to learn, and perhaps I will succeed! Another slow change that I am taking it upon myself to work on is excercise. If my professor can go 14 consecutive days without stopping (congrats), then I should be able to as well. So, hopefully by next fall when you see me, I will be technology confident and muscular as well (I know, they don't normally go together).

Monday, April 26, 2010

L. Smith - Final Blog

I think the things we learned in class and the overall structure of the class was very beneficial in many areas. This is probably my first class since freshman year that I have not skipped any of the classes. The blogs were also a very good way to keep me motivated and up to date on the reading assignments. The weekly group projects have helped strengthen my teamwork skills which will be very valuable in future projects throughout my life. I had a great time in your class Marty, and you always kept me entertained. Best of luck with Glerb. I thought it was a great idea also.

Daniel Lee Blog 14

I’ve been sitting in front of my computer for at least 15 minutes, wondering what to write on this blog. I think this last blog topic is harder than all the ones before. Umm.. I thought the I300 class was very interesting. I really enjoyed Marty’s unique way of teaching. I really think that it was very affective to me. This is my first class at IU where I got 100% on attendance. Marty did an excellent job of designing the class so that each student is able to learn and experience what the whole playing the game is about. I was also challenged by Marty as he tried to go to the gym every day. I am trying to quit my smoking cigarette habit now. It is very difficult and very very stressful especially during the final exam period. Hopefully I’ll be successful. I would like to thank Marty for wonderful semester and best of wishes on G!erb which I think is an excellent idea.

Nick Swan (Blog 14)

It was great to be in a class where I was given the opportunity to actually learn and experience things first hand without having to respond to that with a scantron test or memorization of terms that I was going to forget after the course was over. This course was about actually learning and using everything you went over in class and I wanted to thank you for an awesome semester. The movie we have been watching in class has been great as well and has really allowed me think about my future and what journey I have ahead of me.

Sunday, April 25, 2010

Elaine Fath Blog #14

Do you know how often an undergrad course comes along where the professor is willing to stand in front of the class and suggest that maybe, just maybe, there might be something out there, in the realm of human experience, that is more important than getting a passing grade in that course?

Not usually. Almost never.

Most people have a tendency to go through the motions of college with their heads down. And I mean professors, too--the ones that don't consider life outside their classroom, either those of their students, or, in the saddest cases of all, themselves. I'm guilty of it, too. And I think that at some point throughout the course of this year I decided that pursuing ideas and interests of my own didn't have a place in going through the motions of getting a college degree. And that's what it is, a lot of the time. Pass the class and move onto the next one. Do some extracurricular stuff. Join some clubs and teams. Go out on the weekends. Try and live the "ideal" college experience. I think some of the stuff mentioned in this class (the documentary in particular) has made me ask a crucial question about who I'm trying to live that ideal for.

That's what I want to change when I leave this semester. I want to make changes that make my life more about my own goals and not about the standards that I feel like others have set up for me. This summer, I want to start a blog--I want to design one logo, every day, for the next 365 days. I want to read and write more. I want to worry less about what others are expecting from me.

Most importantly, I want to start believing that the two years I have left here at IU can include my own goals, and not just what's on the syllabus and not just what's in my planner. That's what I'm hoping to change.

Saturday, April 24, 2010

Horstman Blog 14

This class has been fun and has definitely shown me that not all group projects our bad if you have individuals that want to do well and willing to work with you. I have definitely learned that iteration is extremely important not just for this class, but everything I do. I feel that I have learned to take a risk in groups and meet individuals to come together for a common goal. Thank you for a great semester!

Thursday, April 22, 2010

The Finale

This class was a very interesting, non-traditional class. I think that, because of this, I enjoyed the class and actually didn't mind showing up everyday. This class taught me to take a more laid back approach to classes but still work hard at the same time. It also got me thinking that if I ever run into the same issue twice in my life, I will have to take a look at myself and see if there is something within my life that I can redesign. As far as the planet goes, I am trying to use reusable water bottles and recycle as much as possible. I think I might need to redesign my habits and stop drinking and smoking and become an overall healthier person.(that is something for the near future)

THANK YOU MARTY FOR A GREAT SEMESTER!

Wednesday, April 21, 2010

Week 14 Josh Roberson

I think the things Ive learned in this class along with the videos we have watched have taught me something about my life in a design perspective. I think it taught me not to worry so much about getting a job, where the economy is, what I'm gonna do after college. Instead I need to just enjoy the spot I am in and iterate on that. As for slow change and bad habits, Ive been trying to eat better and get in shape for years. Its hard to stick with, but realizing its slow change and not something that's gonna happen over night helps to keep you going, that it will pay off in the end.

EDIT: I just wanted to add that this has been one of my favorite and most enjoyable classes at IU thanks to the different style of the class and a great professor. Thanks Marty wish you the best, and if I see you around Ill be sure to say hey.

Week 12 &13 Josh Roberson

What Ive learned most from this course is how the design process works and its not as easy and straight forward as it seems. I often find myself critiquing all of the things that I use everyday, and thinking about how I think it could have been done better or more simpler using obvious design. I guess what I am taking away also has to do with the design process. That when designing something it takes many small ideas and to iterate on those. You aren't just gonna have one big bang of brilliant thinking and it solves the problem and are done.

Week 14 Blog Assignment

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 cell phone — not the high school-like chatter that occupies so many of our conversations: "she said …; he said …" Really, who cares? WTF does it really matter? 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 15 points.

Tuesday, April 20, 2010

Horstman Blog 12&13

In I300, I have learned that iteration is extremely important and I have actually used iteration not only on my projects for this class, but I have used it in my other classes from anything from sketches to writing scripts and papers. I truly understand how important iteration is and how it can make my ideas so much clearer and more professional.

Monday, April 19, 2010

Chad Jordan - Blogs 12 & 13

From this course, I have learned an understanding of design processes and how to create a design from the problem phase through research, design iterations, usability testing, prototyping and implementation.

I am taking away from this course the importance of designing with the user in mind, rather than for the technology's sake.

McColgin Blog 12 & 13

I have learned a lot from taking this course. Aside from finding my new potential passion and something to pursue in graduate school, I have actually learned what it takes to create something beneficial. I have always thought that the best things succeeded, but I never knew what made something good. I learned how easy it is to create something technology centered (which I tend to make things because they are cool) instead of doing the right thing and making it user centered. I learned what user centered actually means! I have also learned the steps for creating a solid idea, redesigning it, testing it, and iteration. My father actually is in the business of HCID, but up until now I never understood what he did or how he did it. This class has not just benefited myself and my goals in what I want to do with my life, but it gave me a new appreciation for what my father does and through this I have been able to draw closer to him. Thanks Marty and AI's for everything this semester!

Tarana Patel (blog 12 and 13)

When I register for this class I had no idea how INFO I300 class is going to be. But form very first day, when Professor Marty explained why products are design the way they are. I get really interested in the HCI Design , the way professor Marty explained every topic I never get bore in class in fact that inspired me to come to all of class. I did not realized how times pass so fast and feel like wish we had more time. When I first came to this class, I was so worry about everything, but after some time my all worries were gone. I have learned lots form this course which will help me lots in my future. I feel like I have learned very useful trough all of project we did in this course. I am taking away lots of things from this class. I really enjoy the all and each topics we learned in class. Learn that always think about what users needs, it is hard to figure out but this very important. Sketches are very important many sketches help lot, you can change and add. Thanks for the wonderful, amazing, and very helpful semester.

Thanks
Tarana Patel

L. Smith - Blog 12 & 13

I have learned a lot in this course. I was very unfamiliar with the HCI design process as a whole when the semester began. I rarely used to think about the work and effort put into an application when I was using it. Now I appreciate well-designed pages and applications more. I have also benefitted from the group experience. Majority of other classes require one large group project that places you with a bunch of strangers. This class allowed us to choose our groups and meet new students as well as strengthen our teamwork skills each week. I feel that I have become a better team member and have developed many useful design practices that will benefit me in the future.

Nathan Potts's Blog Post #12-13

When I first began this course, I was still hesitant at the applicable tasks that Informatics would teach me in the workplace. Until I took this course, I felt Informatics, while interesting, wasn't teaching me as much as I felt I should be learning.

After this course, I have learned one, of what I hope, to be many opportunities that exist for me as an Informatics major. And, most importantly, I feel as if I have learned some very powerful Information from this course as well as gained some valuable experience from the projects.


Thank You,
Nathan Potts

Derek Schutz Blog #12, 13

When I was registering for classes, I had no clue what to expect from I300. I had no idea of what to the whole game was to HCI Design. I have thoroughly enjoyed this class, and I have been able to learn and grasp the whole game of HCI Design very well. The entire process is now very clear to me. There is a lot I will be taking away from this class. I now know how to work well in group environments and lead teams. Also, I now feel like I have the tools needed to make and help create a useful and meaningful design

Daniel Lee 12 & 13

I really did not have any idea what HCI design was about and I did not know what to expect from the class. However, from the very first class when Marty explained about the coke can, I became really interested in the topic of HCI design. Through all the projects I’ve done for this class, it really opened up my mind up. Now, whenever I see things, I think about different points of views and things the designer thought about before coming up with the final product or idea. One thing that came up over and over was the iteration of the whole designing process. I did not know how reiteration was a key factor of HCI design. The last group project really helped me to understand the key themes and the whole process of playing the game of HCI design.

Blog 12 and 13

I have learned a lot this semester. When you Marty first asked us about playing the whole game, I was like "What game? What's going on?" The concept now makes perfect sense as well as the design principles. I actually have begun incorporating a lot of what I have learned in my songwriting process. In particular, I do many usability tests and many iterations of each song now. There are infinitely many directions that I can take when writing a song. Watching people's expressions while I play a new song is a great way to see which are the strongest features of the current iteration. The concept of doing multiple iterations to strengthen the overall design by maximizing the best features and eliminating features that are less useful is an extremely useful way to approach any creative pursuit, whether it be HCI, music, writing, or even martial arts. In Jun Fan Jeet Kune Do, a martial arts philosophy developed by Bruce Lee, Lee said that one must maximize what is useful and eliminate what has no use. Only through intense coninued design scrutiny can one come close to the ideal design in any creative endeavor.

Kevin Noone 12 & 13

The biggest thing that I took away from the class is that a great design is not just a great idea. A great design is sparked by a great idea, but the final design is perfected through a very involved and detailed process. When you are using something that has been designed very well, you take it for granted that someone actually spent the time to make it the way it is. This class has taught me what is included in that time, research, testing, prototyping, sketching, etc. until it is as close to perfect as it can be. I also enjoyed gaining experience in the skill of trade-offs. By knowing what is absolutely necessary and what is just a show-off feature, you really understand how to separate your design from others.

Sunday, April 18, 2010

Chambers blog 12&13

What I learned in this class is mostly how to design things. I know what to look for in a good design and what can make a good design bad. I also learned that sketches are very valuable as I have been using them in other classes too. I liked learning about the 20/80 rule how 20% of your features are all that 80% of your users will use. Interface surgery or at least cutting out superfluous features was a good idea and I believe that it's important. I also think that poka yoke is incredibly useful because it can prevent unexpected things from being input and having unforseen impacts on the system as well as just helping users to use your program more easily.

Elaine Fath Blog #12 & #13

I think when many people see a good design, whether it's on a webpage, a computer application, or a physical product, they assume that the creation of it was easy--because, by nature, good design appears effortless. Therefore when I went into this course I had no concept of what methods or process was used to create a design in which the end result is simple, well-crafted, easy to use, etc. So I suppose that is what I'm taking away from this class, primarily--it's not hard to intuitively know what a good design is, but understanding the process that goes on behind it (and the fact that it isn't just one sudden flash of brilliant inspiration) is a different matter entirely. I now feel like I have the tools I need to create good designs and understand what makes them that way.

Thursday, April 15, 2010

Nick Swan (Blog 12 & 13)

Throughout this course I have learned a lot of useful information regarding human computer interaction and design. I have learned about the game, the 7 themes of good design, and what is needed to create a product that is actually useful and meaningful. What I will be taking away from this class is that creating something is not a one step process and in all reality you are never done. This is something that I plan to incorporate in anything that I design and create by researching what the user really needs then designing it on the best media for them while continually improving on the design.

Blog 12-13

As you said,I had no idea what the whole game was or even what part of the game was. I have learned alot this semester and have enjoyed the class overall. I am glad that I now know how to play the whole game and the processes that are involved. I think one major things I will be taking away from this class would be the techniques used in the group meetings on deciding what is right for the project. At first I hated that we had so many group meetings but I now feel that this was a very good thing to help improve my skills when it comes to group meetings/projects.

Tuesday, April 13, 2010

Weeks 12 and 13 Blog Assignments

If you do this one it's worth DOUBLE points, 15 for each week, 30 points total!

And because it's being posted late, you'll have until Monday night, April 19th, to write your answer.

The last chapter of our book encourages us to “get in the game.” Read the chapter; it will take 20 minutes (at most), and it’s good reading.

So here’s what I’m curious to know: When you began this course, most of you had no clue about the “whole game” of HCI Design.

What have you learned? What are you taking away from this course?

Thursday, April 8, 2010

Derek Schutz Blog #11

1) Kaizen is comparable to the theme "Good design requires continuous redesign." It is all about the continual improvement.

2) For our group project, we are focusing on the line aspect. We have an idea to create two separate lines, one which is really long and one which is short. If you take the long one you get a great spot in line, and if you take the short one, you don't have much walking to do, but you may end up getting cut by a person that took the longer route.

3) After using Kaizen, we decided that this was not a very good idea, and we needed to completely change and mold or idea. People would get upset for being cut which can lead to not good issues.

Wednesday, April 7, 2010

Cory W. Blog 11

Long couple of weeks. Need sleep! Will have to catch up tomorrow. Once again I am an I-300 Loser!

Elaine Fath Blog #11

  1. Kaizen is the productive, continual, often small-scale adjustment and readjustment of ideas to improve the overall quality of a design or project. This coincides with the design theme "good design entails continuous redesign," or iteration.
  2. For example, one of our original ideas for project six was to give kids waiting in line some kind of prize as an incentive to participate in a simple group game or activity led by a Disney cast member.
  3. After using kaizen--that is, adjusting the idea slightly and imagining how it may change the outcome--the idea became creating a play area located alongside an adult line that would challenge kids to complete a small task, puzzle or game in order to receive a small incentive, which would allow kids to be both active as well as focused and engaged, which are all key strategies to avoiding boredom.

Nick Swan (Blog 11)

What Hoekman talks about as Kaizen can be defined simply as constant reconstruction. In doing so you should take some of the smallest aspects of your design and just simplify them. This is somethings that is directly realted to the concept of good design which can also be classified as constant reconstrcution.

One of our initial ideas project six was to reward families who exercise or take part in healthy living while spending time on vacation at Disney.

When applying this to the Kaizen aspect we could create activities invovling Disney characters that are fun and healthy, such as a safari hike with Tarzan, to get people to take part in exercise without having to be dragged or forced into doing so and instead because they want to.

Daniel Lee Blog #11

Kaizen means continuous improvement. It is the iteration part of our playing the game. Kaizen is a system that enables the designer to change and to keep improving the design. Kaizen can relate two of our seven themes. It can be related to theme 5: Good design entails continual redesign and theme 7: Good design always involves trade-offs.

To integrate health and fitness concepts, one of our concepts is to have some sort of activity related to the theme of the ride that the people waiting in line must do as part of the line. For example, a group of people can get in a big room and must complete some tasks as a group in order to continue waiting for the ride.

After applying the technique of kaizen, our group is thinking about changing the whole line system. There is set time for those group activities as a part of line which is listed on big electronic board front of the ride. People who want to ride must obtain a ticket which has a time when they can get in. By this way, the people don’t have to stand in lines all day, but they get to move around the theme park.

L. Smith - Blog 11

Kaizen, to me, is taking the time to constantly go over your design making whatever changes to make it as complete as possible. The theme it relates closely to is “Continuous Redesign”

Our group decided to focus on the restaurant issue at Disney. Before kaizen we wanted to somehow incorporate dancing or some sort of physical activity while waiting for food. The kids would have a chance a burn some energy while the parents could burn some calories.

We have not fully solidified this idea, but after applying kaizen we have realized that dancing may not be the best form of entertainment for everyone for various reasons. So we are working on focusing more on the target market and also including a rewards system of some kind.

Nathan Potts's Blog Post #10-11

Kaizen refers most closely to iterative design. Iterative design is redesigning something over and over again till you achieve a smart balance of traits through a series of trade-offs that will end up creating an easy to use device.

In one of our earlier designs was how we were going to design a pager which signified when a rider could enter the queue to ride the ride. Early on, our pager had a single touchscreen which users could use.


Through iteration we decided it was smarter to go for something more durable due to people being on these rides and the amount of abuse they may take. So we adjusted our design accordingly, making it easier to use in the process.

Blog 11 Josh Roberson

Kaizen is essentially the fifth theme, "Entails continual design." It is making a simple design that is good enough to satisfy the problem and then continually making changes through repeated iteration.

One of our groups ideas was making an interactive menu that helps people make healthy food choices by suggesting things that taste similar but are more healthy(less calories or less fattening).

Through kaizen instead we could make the menu a game. Kind of like those quiz games they have at restaurants, but could be about healthy food. It could help decide what youd like to eat through your game inputs. Then if it doesnt sound good you can change it to something you had in mind.

Matt Chambers - Blog 11

Kaizen is constantly making small improvements to something. It is very similar to the theme that good design is iterative.

One concept we had was to make a happy-meal-esque thing for children except that the food would be healthy. They would hopefully choose the healthy food because they want the toy.

After kaizen, if we then took the toy and made it something that requires physical activity such as a kite or a pedometer game, then we can incorporate exercise into our meals as well.

Tom Davidson Blog #11

Kaizen is another way to describe the theme "Good design entails continual redesign." Instead of focusing on making something perfect, focus on getting it done... Then do it again. And again. Over and over again until you run out of time.

One of our concepts for the restaurant involves introducing a long term competition. Kids who enter the competition get an instruction pamphlet and get their picture taken. After a few months, they send in their current picture, along with a log of their activities from the past few months, and the participant that's lost the most weight wins a trip for a day to Disney, or Disney merchandise. One of the biggest problems is giving kids an incentive to eat healthy and keep eating healthy and this is one way to get them to do that.

A revision for this idea would be to allow every participant to win a prize rather than just the winner. Also, we could allow the children who didn't win to participate more than once so that they could have another chance to win. We would need to give and incentive to every participant to continue eating healthy and being active, even if they didn't win the first time.

McColgin #11

Kaizen is the flushed out version of the concept that a good design is continual redesign. I had always taken it that the redesign concept meant that you would spend forever developing a product and then when you thought it was perfect, redesign it again. However, as quoted by Joe Kraus, "perfect is the enemy of the good." If you know that you are going to redesign something and make it better, then why not create a product that is good enough that benefits users and is initially simpler, then as feedback comes in, develop the product and refine it continually after it is produced. But if the product never reaches the consumers hands, there is no way to help the consumer nor is there any source of income.

My group tends to slip into the technology centered design mindset easily. One example of something we thought of was the concept of a smart table that had a built in menu. When someone clicked on a food item, it became a life size image of the food as well as vents on the edge of the table would release the smell that the food would release. Both of these were cool designs, and we kept running with the ideas trying to develop more and more technology and interaction with the users. Now, after thinking about the concept of Kaizen, I believe that a lot of these features could be stripped away. One of the first things that could be stripped away would be the smell the meal before hand feature. Now, while the restaurant was being produced the company could be doing research on how to make that easier, but if the entire restaurant is delayed in coming out due to one small feature, then potential money is being lost, as well as money for the project is burning up and the restaurant might fall under before it could even begin.

Tarana Patel (Blog 11)

1. Kaizen is used break big problem into smallest parts so this way it is very easy to process and very simple and easy to use. The theme of the seven that relates to Kaizen is “good design entails continual redesign’ I think these relate is because people can see how smallest parts work and how smallest parts related to bigger part. Kaizen tells to break down the problem into smallest parts, so first time you try you don’t need to worry about being a perfect at all you can work hard because good design is a lot of work and at the end hopefully you put all smallest part into one.

2. As a team, we decided to do the line problem at Disney World. Before Kaizen we wanted to make a waiting line for parents and kids can play games. While standing line parents look at their kids so they don’t have worry about kids’ safety. Once the time come to family to admit into ride, their kids can join them.

3. After thinking about the kaizen way of design we decided to break things into simpler and smallest part. We decided adding video games, some fun games, mystery games, Disney character for kids these things are easier and kids can enjoy.

-- Tarana Patel

Tuesday, April 6, 2010

Horstman Blog 11

1. Kraizen is iteration to make your design better each time you revise it. This is similar to the "good design entails continual redesign" theme.

2. One of our teams concepts is where we redesign the lines to where they have small hills and steps in them to create a sense of movement. From the hills and steps, this causes the individuals to burn calories going up this hills/stairs as well as when they are trying to keep their balance. This also gives something to focus their attention on as well for the children.

3. A revision for these lines at Disney is a modification to their already existing monitors that they use to display advertising about their parks and other things. To help tip off the visitors,we should place healthy tips in between the different advertising such as how much water a day different age groups on average should drink. Since their attention is toward these screens already to help pass the time for waiting in line, they receive important information about themselves and their family.

Monday, April 5, 2010

Week 10 and 11 Blog Assignment

Blog 10 is a "feebie." Everyone earned 15 points on it.
Blog 11 is this:

Chapter 8 is a great chapter to read, and it won’t take you very long. It’s called “Reduce and Refine.” It reintroduces the word “kaizen.” Does it remind you of one of our seven themes? Which one? Good design is… ?

Now think about Project #6. Think about one of the concepts you or your team recently generated. Apply the kaizen technique to it. What was it before, and what is it now? Just describe the two states: before kaizen and post kaizen. Begin your post by defining kaizen in your own words.

So, here’s how to organize your post (after reading the chapter!):
  1. define kaizen in your own words; relate it to one of the seven themes.
  2. describe a project #6 concept before you apply the technique of kaizen; and
  3. describe the revised concept after you apply the technique of kaizen.
Because I’m posting this late, you’ll have until WEDNESDAY, 11:59 PM to reply. :)

Monday, March 29, 2010

Elaine Fath Blog #9

The neat thing about the concept of "ease of learning" in the context of this book is that if you follow all of the other design tips, you will most likely be following "ease of learning" as well. This is especially true of tip #7, which says that applications should be uniform and consistent. In terms of the "game" metaphor used across the semester, look at something like basketball (or football, or tennis, or badminton...). When playing basketball, there is no circumstance of the game in which the players drop the basketball and pick up a football, or suddenly run off the court and go play in the bleachers. The existence of rules and boundaries lead to the result of a uniform, consistent game--although there are tons of different strategies that can be used in basketball, they all have to take place in the realm of a consistent court with a uniform type of ball. This is not an accident! People are wired to learn this way.

Tuesday, March 23, 2010

CMWORLAND Blog 9

Theme 4 is “providing for ease of learning.” Uniformity and consistency is essential for the new users of a product. It allows them to enjoy the application from the very start. In doing this, if they can complete one task, any other task should be easy to accomplish. Many websites follow this idea but one example of this would be ebay. They layout is uniform throughout the site.

Nathan Potts's Blog Post #9

The theme of uniformity provides ease of learning by allowing the user to be able to more accurately predict the effects that his or her future actions will have. Stereotypes, surprisingly, are an excellent example of displaying uniformity and how it provides ease of learning. One example are wild animals. Since we were little we have watched cartoons which depict tigers, lions, and other creatures being very ferocious that may attack without provocation. By these images we learn that these creatures are dangerous. Carrying this knowledge, if we were ever to confront one of these animals outside of a zoo or some similar enclosure, we would be terrified and we would not need to bitten and chewed on to realize that we may become the tiger's next meal. It isn't a large jump for one to make from the instance of the cartoon to the instance of real life, and the uniformity of the animals accent the stereotype thus showing us that Stereotypes through uniformity will give us assumptions on factors that we have already learned.

Nick Swan (Blog 9)

The message in chapter 7 relates to "ease of learning" by keeping things consistent and uniform allowing the user to have a better experience from the design. These items allow the user to get the most out of the design they are using and in turn they are not confused by lots of changes and unfamiliar items. A good example of this that I found was on the website twitter. On twitter's website everything stays proportional as you look at different pages. All of the information is located in the same location and for the most part, the size of peoples post only varies slightly depending on the length. This also applies to the alignment of the page since everything fits within a certain template of the page. The only items that do not stay uniform is the backgrounds of people pages which is actually a consistent change because really the only thing that changes are pictures and colors and it just allows the person the acknowledge whose page they are on.

Daniel Lee Blog 9

Chapter 7 entitled design for uniformity, consistency, and meaning, talks about the importance of all these as each one of them helps the user’s experience with the design. Uniformity and consistency helps the users in a way that user understand how design works easily and is able to become familiar and navigate easily through the application. Consistency can give meanings to other features by using irregularities to show the users that it has different importance level than other features that are consistent.
An example of a website that utilizes these to create an ease of learning is taylorguitars.com. The top float menu uses uniformity and consistency as it always stay in the same location and each sub-categories float below the each menu as the mouse curser hover on top. Once the user clicks on the product menu, another menu comes on the right side. This new menu is aligned right and is also consistent throughout searching of the products. Its system of navigation is very easy to learn and follow and it enables the users to find their desired information very easily.

Andy Mccolgin - Blog 9

It is important to maintain uniformity and consistency when creating something. This develops "ease of learning". One great example of this is the board game trivial pursuit. It is not a complicated game in and of itself, and there are many different versions of the game. However, between different versions of the game, the cards are all the same basic design and the boards have the same shape. The only thing that changes between styles of games are the pictures on the boards and the questions themselves. This makes the entire challenge just about answering the question and not figuring out the game.

Blog 9 Josh Roberson

The connection between Chapter 7 and the 4th theme is very obvious. If you design something to be uniform, consistent, and have meaning to the user it provides an ease of learning. Allowing for you to pick up on the layout quickly and get going with what you are there to do. A great example of this is Craigslist. It has uniform columns and rows, is consistent with its use of hierarchy, and has very little chrome.

Blog 9 Austin Frink

"Providing for ease of learning" is largely making sure that a website or application is consistent, uniform, and has meaning. This is the connection between chapter 7 and the 4th theme of good design. Check this out people http://www.caduceus.org/. This is Maynard James Keenan's wine company, Caduceus's, website. The consistency and uniformity of meaning is provided by the artistic video intro and the simple but effective book layout. Click the tabs of the book to go to different sections like "Mission" and "Wines." This is simply a badass website.

Tarana Patel (blog9)

Chapter 7 talks about the theme number four is "providing for ease of learning." If come across the web page that simple, easy to use and follow, and navigate all the way through a website than this will clearly make the ease of learning more easy, useful, and helpful. The example I chose is Indiana University bookstore website, http://www.iubookstore.com this web page is “easy of learning” type of aspect to it. This website is very easy to follow and navigate all the way through a website beautifully straightforward. When user come to the web page they can see very party and well organize web page that is very easy to follow. Web page has all useful information for users. If users want to order book online or pick up this web page easy to use. User can selected term, department, course, and class section number than user can chose either IMU or Eigenmann bookstore. These entire like simple, easy to use and follow, navigate all the way through a website than this will clearly make the “ease of learning”.
--- Tarana Patel

Horstman Blog 9

An example of Theme 4: "providing for ease of learning" is the notebooks teaching young children to write the alphabet. The line paper sets the children up for future writing on paper and giving them an understanding of what to do with lined paper. Not only does the little notebooks show lined paper, but in the beginning of these books they show light colored dotted lines that slowly form the letters it wants the children to learn to write and even can show the direction their pens or pencils are suppose to move in order to create the letters. Some of the books also will have the two versions of the letter (A & a for example) as well as an object associated with that letter like an apple. Further along in the books or series of books they will show you pictures of objects and show you how to write the word for that object. All the while, they are providing step by step instructions and ways of creating the alphabet and putting them into words to associate them with pictures of objects. These books continue with uniformity and consistency to avoid confusing the children and keep them interested as they learn.

Monday, March 22, 2010

L. Smith - Blog 9

Uniformity and consistency contribute largely to a website's "ease of learning" for a new user. If the primary purpose for a webpage was hard to determine or shifted around each time the site was visited, users would not find the site beneficial or easy to use. Dictionary.com is a website that demonstrates a consistent layout that is simple to use and catch on to. A search box is at the top of every page along with four other tabs to useful sites associated with word searching (ex. thesaurus, encyclopedia, translator, web). All of the pages are linked together and are consistent with their own color scheme which surrounds the search box atop each page. This uniformity and consistency makes it easy for a new user to navigate the webpage and makes it clear what they are searching for.

Chambers - Blog 9

Uniformity and consistency are both important for new users trying to use something. If they finally learn something and then the next task they try to do has to be done completely differently, they will get confused and frustrated. A quick and easy example for designing for meaning is how the whole Blogger site remains mostly beige, but links show as blue and buttons show as different, bright colors that stand out against the rest of the page. This way users can easily see the most important of their options and learning how to do things will be easier. Also, the uniformity of blogger helps users get used to where things are and how to do things as well as helping buttons stand out by being different.

Kevin Noone Blog #9

Chapter 7 speaks to the theme "provide for ease of learning" through multiple concepts, but the one I quickly noticed was the topic Be Consistent Across Applications. When using an application, half the time may be spent on just trying to search for some type of option that is located in one of the file or option menus. An example of something that avoids this through being consistent across applications is Mac. While on a mac, most if not all, applications are going to have a very similar set up, with similar options on the top menu bar that is always detached from the application itself. This allows for the user to easily point out important features of an application on first use.

Sunday, March 21, 2010

Derek Schutz Blog #9

Ease of use and uniformity I believe have a direct relationship to "ease of learning" described in theme 4. If it is easy to use, and if it has uniformity, than this will obviously make the ease of learning more simple, and more effective. Oncourse is a website that we all know, that has a very "easy of learning" type of aspect to it. Uniformity is the main aspect of Oncourse that I believe really make the "ease of learning," easy. The website has tabs towards the top, which are each different class, and which ever class is being looked at, that tab is highlighted in black. The rest of the tabs are white, which make it very obvious that those are not the tabs being looked at. Also, while looking at each class, all of the categories are at the left side of the page, making the website simple to use, easy to move around, and most importantly makes the "ease of learning," easy.

Wednesday, March 10, 2010

Week 09 Blog Assignment

Chapter 7 is about designing for uniformity, consistency, and meaning. Because it took me longer than anticipated to get out this assignment, and it’s spring break, I’ll make this easier for you. :) 

Some of the advice in this chapter sounds to me like one of the seven themes: Theme 4 is “providing for ease of learning.” How does the message of chapter 7 speak to this theme?

Provide an example not used in the book or in class and explain it.
 
Bonus magic point: email spring break photo(s) — on the beach or elsewhere to Marty (msiegel@indiana.edu) !

Tuesday, March 9, 2010

Derek Schutz Blog #8

Ditch anything Modal - If you are in the middle of working and you attempt to move away from the page, the website displays a pop-up warning message telling you that you will lose your unsaved work. The pop up allows you to to close the pop-up and save or to exit out.

Write helpful error messages - When i was first logging into the website and making a new login name, i purposely typed my passwords different from each other. A simple error message came up telling me that the passwords did not match. This helpful error message was extremely easy to understand, and told me exactly what needed to be changed to continue.

Create forgiving software - In a few ways this software is forgiving. An example of how this software is forgiving is allowing the user to add and delete new fields very simply. So if you had a field and feel like it is not appropriate or is not necessary, it can be easily deleted. An aspect of this website that is also forgiving is that if you haven't saved what you have changed while editing and you try to leave or move around the website, a pop up message tells you that you haven't saved yet, and gives you the chance to save.

Monday, March 8, 2010

Nathan Potts's Blog Post #8

The first error I came across was when I tried to enter user information incorrectly. I tried to enter an invalid E-Mail address, different passwords, and an invalid website. It complained. Giving me error messages below each box. Each was very simple: when I inserted a wrong E-Mail address. It returned: Invalid email address. This may be seen as a bit too simple. When I entered two different passwords it returned the error message of: Passwords do not match. Finally, when I entered an incorrect url, it returned: Your subdomain can only consist of letters and numbers. Nowhere on the other page am I given the knowledge of what a subdomain is. As it refers to that text field as one's Wufoo Name / URL. Furthermore all of these sign ups do not use inline invalidation as was specified in designing the obvious.

Elaine Fath Blog #8

Prevent and Catch Errors with Poka-yoke Devices:

There's a really cool feature when creating forms where, if I am trying to insert a new element but am just clicking "new element," the buttons on the left will shake to "get my attention" and notify me that these are my options.


Ditch Anything Modal:
This application sort of gets away from this by showing a modal warning message when you try to navigate away from a page without saving. It could be argued, however, that if the choice is between losing all content and putting up with a modal element, possibly something modal is a better choice.

Write Error Messages That Help Instead of Hurt:

All of the error messages I encountered were very helpful--the signup form, in particular, not only stated helpful things like "Your subdomain can only consist of letters and numbers." (easy, quick, to the point!) But it also highlighted the "problem" area so I can easily go back through and correct.

Also, as I was clicking around before I had a form, all pages told me what steps I needed to take before having the ability to utilize the more advanced features ("You need a form before you can make a report!")

Create Forgiving Software:

Obviously, the nature of Wufoo is such that no one mistake will bring down the entirety of your work. Just because I flub one sign-up attempt doesn't prevent me from trying again. If I make a mistake on a form, I can always go back and redo just that single element instead of the whole form.

Blog 8 Austin Frink

After creating a form, I returned to the main page. I then wanted to edit my form. Neglecting to see the "edit" button underneath, I clicked on the name of the form. I was then presented with the finished form as if I were to fill it out. I entered random letters in for each field and submitted the form. After a confirmation message was displayed, I returned to the home page. I then pressed edit. I proceeded to delete the existing name fields. When I pressed delete, a nice little detection device revealed itself as the following message:

Are you sure you want to delete this field?

Deleting a field means that all data collected by the field will be deleted immediately. Because this action cannot be undone, you might want to consider exporting your data first. When you're ready to delete, let us know.

Yes, I am sure or Cancel.

Honestly at this point I was unaware that I had any data. But I know now.

The next error message that I came accross was a poka-yoke that totally turned error into opportunity.

Payment Integration is a Paid Feature
Wufoo's Payment Integration is only available to $29.95/month Bona Fide plans and higher, however, you're welcome to take this feature for a test drive for 5 transactions. Once your account is payment enabled, you'll be able to collect donations, registrations and simple orders through PayPal, Google Checkout and Authorize.net.
Test drive it or Learn More or Cancel

This was displayed after I clicked on Payment Integration on the payment settings.

All of the error messages that I saw after doing something wrong, or trying to do something I was not allowed to do with my trial version features, were Document-modal. They all prevented me from doing anything else within my current document. Looks like Wufoo needs to get some new designers in there to clean up their act by making their application Modeless, Robert Hoekman would say. How rude!

Tom Davidson Blog 8

Poka-yoke: Immediately upon registration, the first page the user is presented with displays a large, colored text-box that says "No fields, you should add a field." This could be construed as "error-proofing" because it basically forces the user to start filling out the form rather than having them try to figure it out on their own.

Ditch anything modal: As others mentioned, while in the middle of working, if the user attempts to navigate away from the page, the website displays a pop-up informing them that they will lose any unsaved work. It prompts them to close the pop-up and save or navigate away.

Write helpful error messages: The error message mentioned above is a very simple and very helpful message. It keeps the user from losing any changes and it's not cryptic or confusing.

Create forgiving software: Wufoo makes it easy to make and edit forms. It's click and drag interface makes it quick to figure out and easy to use.

Nick Swan (Blog 8)

When I first created my Wufoo account I thought it looked a little complicated but as I started to use it things became a lot easier. One of the first thing I noticed on the site was that If you try to navigate off the page or if you accidentally click one of the navigation links, a message is displayed saying the following:

"Are you sure you want to navigate away from this page?

YOU HAVEN'T SAVED YET AND
YOU'LL BE ABANDONING YOUR CHANGES.

Press OK to continue, or Cancel to stay on the current page"

When this message is up the only options that are available on the page are to click OK or Cancel. In my opinion, I this is a good example of poka-yoke because it prevents errors from ever occurring and notifies the user of the mistake they made so they don't lose all of their data.
This is also an example of wriing helpful error messages since it clearly states what the error is that was made and how the user can easily resolve it.

- Nick Swan

Daniel Lee Blog 8

First error handing techniques I saw on wufoo site is the detection device. During the sign-up page, I purposely made mistakes in all of the fields. I put invalid email address, password that is not at least 6 characters long. When I tried to create account, all fields except the URL field was highlighted in red and there was an error message below each field explaining the reason for errors. This is an example of a detection device because it shows error to the user immediately so the user can fix it and move on.

After setting up my account, I started to make my first forum using wufoo. I just added some fields and logout and went to my own wufoo page to do my own forum. Once I logged back in and tried to delete some of the fields whole screen turned black and new message came on top of the page saying “Are you sure you want to delete this field”. It explained that “Deleting a field means that all data collected by the field will be deleted immediately. Because this action cannot be undone, you might want to consider exporting your data first. When you’re ready to delete, let us know.” This can be an example of Quality error pages described in the book. I thought this was very well done to make sure the user understand what is going on and help the user to make decisions.

Tarana Patel (Blog 8)

It took me lots of times to get familiar with Wufoo. When users create an account it has very clear step to step instruction. I forget to verify password and there is an error message came up that said that “password do not match” this is a use of a poka-yoke prevention device. I notice that there is clear short expiation if there is any error it’s easy to understand this is example of the Poka-yoka detection device. It’s very easy for users because they don’t have to waste their time think what I have to do when error message came up because it’s gives users a short and clear solutions so, users don’t have to worry about how to solve error. After browsing more with different features on the site, I think this is very well organized keep in mind what user want, and did very good at handling errors massage, but one thing I didn’t like is that there are too many features and information. New users need more times to get use to with Wufoo. But other than that I think Wufoo has most of the requirements of poka-yoke that discuss in chapter 6, organized, easy, understand, and most user friendly.
--- Tarana Patel

Chambers - Blog 8

Right off the bat, I was presented with this:




This is a document-modal style of handling the lack of javascript being allowed to run on my browser. It's a helpful error and lets me know exactly what the issue is (as well as alerting me of the issue, as some sites completely ignore the fact that they need javascript to work and I have to figure it out myself.)

The whole form creation process is very poka-yoke with buttons for each thing you might want to do as well as prompts to help the user to know what belongs where. It also has some fields where only letters or numbers can be entered. (though it was a little confusing as to what was happening.)

The software is fairly forgiving since it warns you when you do anything dangerous and offers additional options like exporting data before deleting a form.

L. Smith - Blog 8

Poka Yoke – this didn’t stand out big to me on this site, but I guess you could say that when choosing the options for a checkbox or radio buttons, the default values are set so that they are not left blank (ex. First Choice, Second Choice, etc..)

Ditch anything modal – an application modal is displayed when trying to navigate to other links while in the middle of making a form. The user can switch to other applications but are presented with an error message which prevents them from going elsewhere within that application until they select OK or Cancel.

Write error messages that help instead of hurt – the error messages (such as the one in the ditch anything modal) were easy to understand and comprehend without making the user feel like an idiot.

Create forgiving software – also couldn’t think of much here besides allowing the user to rearrange and edit their form to see what it looks like with the rest of the components of the form.

Kevin Noone Blog 8

Poka-yoke - Inline validation exists on Wufoo through their use of the settings option and the display of what the form will look like itself. As soon as you make a change in the settings, that change is shown in the form draft on the right. This allows the user to see things that they might not like on their form, before finalizing it, therefor reducing the number of times that a user messes something major up.

Document-modal message - Just like the example given in the book of redesigning rude behavior, on Wufoo if you were to attempt to navigate away from a page you have been working on before saving, it stops you and confirms that you want to leave without saving. That message box is built inside the browser, it can be moved around, but you can not proceed with what you were doing until you make a decision.

write helpful error messages - Wufoo offers very clear, well written explanations for each seperate setting in the settings tab. If the user is unsure of what that specific setting will change, they can click on the question mark. The result of clicking on the question mark is actually an example of modeless. While reading the very helpful and well written description of what that setting does, you can also change which field you are working on.

Create forgiving software - Wufoo allows the user to very easily experiment with their forms. They are able to add a field and then very easily deleting it without taking any other steps backwards in their progress. This gives the user confidence to explore the application and everything that it has to offer.

Chad Jordan Blog 8

Prevent and Catch Errors with Poka-yoke Devices: I could not find any examples poka-yoke devices within the web application.

Ditch Anything Modal: The application actually goes the other way and has several application-modal errors. If the user attempts to navigate away from the form without saving, it pops up a message saying, "

Confirm

Are you sure you want to navigate away from this page?

YOU HAVEN'T SAVED YET AND WILL BE ABANDONING YOUR CHANGES.

Press OK to continue, or CANCEL to stay on the current page."

The application also pops up an application-modal error if you try to save when there is a page break with no information on it.

Write Error Messages That Help Instead of Hurt: The error messages that do come up are written very clearly, and instruct the user how to solve the issue creating the error message. So, they are helpful error messages.

Create Forgiving Software: Unfortunately, this software is not very forgiving. If you do navigate away from the page without saving, your work is deleted and you would have to start from scratch.

Sunday, March 7, 2010

Cory Worland: Blog 8

Poka-yoke:
The first thing I noticed when I clicked on the multiple choice form, was the subtitle “This is my form. Please fill it out. It's awesome!”. I feel like this is a good form of error prevention because it gives you a little hint on what you can write for the subtitle and shows that you should have some instructions on filling out the form.

Ditch anything modal:
I noticed the same thing as Cait, if you try to do anything whether it be deleting fields or clicking on a link that would change the page, a warning message pops up saying that you haven’t saved your work and any unsaved data will be lost if you continue. They make it a type of application-modal and you can’t do anything unless you click ok or cancel which is a good thing because you wouldn’t want to lose all of the work that you did if you haven’t saved it.

Write helpful error messages:
The above mentioned error message is a very helpful error message.

Create forgiving software:
I suppose this software is forgiving by allowing the user to move the different pieces of the form around without overlapping or covering something up.

Saturday, March 6, 2010

Horstman Blog 8

Example of Poka-yoke Prevention:
WUFOO will create every multiple choice field with default values that will work even though they do not have a meaning or purpose (such as "Select a Choice" or "First Choice"). This allows the user to have a functional multiple choice field and be able to edit later once everything is placed in order.
Example of Ditch Anything Modal:
When deleting a field after saving the form once, you receive a pop-up window that acts like a document-modal to where you can't do anything until that pop-up is dealt with unless you close the browser all together.

Wednesday, March 3, 2010

Week 08 Blog Assignment

Chapter 6 is about error handling, and Hoekman (we learn in this chapter how to pronounce his name — “hook-man”) describes four strategies: use Poka-yoke devices; ditch anything modal; write helpful error messages; and create forgiving software.

WUFOO is a site that allows "making forms easy + fast + fun." Take a look at the wufoo site (you’ll need to create a login; then look at the multiple choice form) and determine if any of the Chapter 6 error handling techniques are used. If so, please describe. To find errors, make lots of mistakes and see how they’re handled.

Cory Worland

(I am not an I300 loser.)Actually I might be an I300 loser. I thought I already completed this but just realized I had not. Please forgive me.

Austin Frink Blog 7

I am without a doubt not an I300 loser. However, I have been somewhat disorganized this week due to my heavy work load.

Tuesday, March 2, 2010

Chad Jordan Blog #7

I'm only kind of an I300 loser.

Monday, March 1, 2010

Tom Davidson Blog#7

I am not an I300 loser.

Tarana Patel (Blog 7)

I am not an I300 loser.
-- Tarana Patel

Andy Mccolgin Blog #7

I am not an I300 loser. Me-ow

Daniel Lee Blog#7

I am not an I300 loser.

Sunday, February 28, 2010

Saturday, February 27, 2010

Kevin Noone Blog 7

I am not an I300 loser.

Friday, February 26, 2010

Josh Roberson Blog 7

I am not an I300 loser.

Nathan Potts's Blog Post #7

I am not an I300 Loser. Rawr

Horstman Blog 7

I am not an I300 loser.

Week 07 Blog Assignment

This is a very easy assignment.

I want you to take a look at the way points are distributed for this course. See pages 8-9 of the syllabus. Look at your grades in the Oncourse gradebook and enter them into the Personal I300 Gradebook (it's an Excel file that you can download from Oncourse resources; it's at the bottom of the resource list of files).

If you think you’re in trouble, please make an appointment to see me. I will help you recover through the “Professor Siegel’s Academic Recovery Stimulus Package!” Note, however, that the stimulus package will not be available throughout the semester. This is a mid-semester correction. So take action now if your grades in this class need a bail-out.

If you’ve calculated your personal grade and decided if you need to make an appointment with me or not, then all you need to do to get 15 points on this blog assignment is to write a post simply with the words “I am not an I300 loser.” Feel free to say more, but this assignment only requires you to do this. That’s it! :) 

Tuesday, February 23, 2010

Cory Worland - Blog 6

For project number four, my partner and I designed a new and "improved" refrigerator. The technique I think would be a good thing to use on our design would be to use Up-to-Speed aids. We put a touch screen on our fridge and with that we can install a "Getting Started" guide for new users, as well as video tour to show the user all of the features and some simple processes that the everyday user should pick up on quite quickly.

Kevin Noone Blog #6

The technique that I would go back and use for project 4 is the Choose Good defaults, specifically the integrate preferences technique. The use of a refrigerator is going to vary from user to user, by designing good defaults and allowing the user to integrate their own personal preferences into the design, it creates a design that is easily understood from the beginning of use, but also creates a design that is flexible enough to adapt to each different user.

Also the book is great. It is an easy read and gives great examples to help us further understand his theories. Great choice!

Monday, February 22, 2010

Elaine Fath Blog #6

The technique that jumped out at me immediately is the "use up-to-speed aids." This is for a variety of reasons--our project, which involved the fridge, is primarily a single touch-screen built into the fridge door, and most of the interaction is visually based. Additionally, I'm a very visual learner--once I see something done once on a screen, I can usually remember it better than someone telling me about it or reading about it. I could see an "I'm new" button where the fridge took you through some of its basic features as well as how to access them in a kind of "get acquainted" session with extra hints that can be turned off at will.

Nathan Potts's Blog Post #6

For our project 4, we designed a key fob that held keys and popped them out upon a user's request when he or she cycled through a list of locations and then pushed a button that extended the key. Thus solving the problem of people fumbling and trying each and every key as they try to unlock the door.

While reading Chapter 5, I thought the best technique that was to give tips on how to use the device. These tips would be listed on the box or as scrolling text across the LED screen when you first start the device.

Blog 6 Austin Frink

For the "ChillBox," our refrigerator from project 4, it may be useful to use the "give instructive hints" technique to help beginner users quickly become intermediate level users. To control the built-in sound system, it is necessary to manipulate the freezer touchscreen menu. It may be helpful if a prompt such as "Select your track" was displayed above the list of tracks to guide the user to touch the desired track.

Nick Swan (Blog 6)

For project 4, on of the techniques that I think could be applied would be the "offer tips" option. Our keys are already an item that are very interactive while also offering useful options, but these options may be things that the user doesn't know about or effectively know how to use. A good way to implement this would be for the keys to periodically ask the user if they want to hear about an option they have never used. If they reply back saying saying, "yes" the keys will tell them this feature and how to use it. This could also be disabled as well for the more experience user by telling the keys they do not want to be notified about tips any more.