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DESIGN

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IMPLEMENTATION

EVALUATION

Method

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This issue did not affect their ability to figure out what the buttons were for, so it was deemed cosmetic. To alleviate this issue, we could have affordances for those buttons other than a ' + '  and ' - '. For example, the button for adding a group could read ' + Group ' instead of just ' + '. 

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{html}2. <B>Minor (visibility)</B>: One user initially thought the status text field was for searching. {html}

The status text field says "your status message" when it's blank, but once a status message is submitted, there are no other hints what that text field is for.  To alleviate this issue, there is enough room on the left-hand side of the status bar to include the label "Status: "

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{html}2. <B>Minor (visibility)</B>: One user initially thought the status text field was for searching. {html}

The status text field says "your status message" when it's blank, but once a status message is submitted, there are no other hints what that text field is for.  To alleviate this issue, there is enough room on the left-hand side of the status bar to include the label "Status: "

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                       Room for a "Status" label on the left

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3. Major(visibility): Managing friends and hiding / un-hiding from a friend is delayed with no feedback.

The response time for these features are too long, and to fix this issue we would have to modify our backend. Local variables would get modified when information is submitted to the server, so that the user can see the result of their actions right away as opposed to having to wait for a response from the server before changed are made visible.

User Testing Results

User testing was conducted on three students who have never taken either course and have never been educated in user interface design through any other sources. These students were recruited simply by asking friends if they would like to participate in our user testing and letting them know what the time commitment would be and what would be expected of them before they agreed. The results of our user testing proved to be much more interesting than our pilot testing. Some of the issues our users had were unexpected, and it was surprising that each had the same exact intuitions. Our user testing brought to light the following issues.

1. Minor (learnability): When logging in, none of our three users clicked on the mood icons to login.

Our users all simply typed in the given username and password and hit enter. Our application allows this and will default the user's mood to "Adventurous" if they do not pick one. Upon being told how the login was intended to work, one user replied that she would have never thought that those icons had a purpose other than decoration. When mousing over the icons, the mouse changes from an arrow to a hand, indicating that these icons ca be clicked on and have a purpose, however this is only beneficial if the user never even thinks to mouseover the icons.

Image Removed   It is possible here to see the mood icons as decoration, as opposed to functioning buttons

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BR>{html}

3. Major(visibility): Managing friends and hiding / un-hiding from a friend is delayed with no feedback.

The response time for these features are too long, and to fix this issue we would have to modify our backend. Local variables would get modified when information is submitted to the server, so that the user can see the result of their actions right away as opposed to having to wait for a response from the server before changed are made visible.

User Testing Results

User testing was conducted on three students who have never taken either course and have never been educated in user interface design through any other sources. These students were recruited simply by asking friends if they would like to participate in our user testing and letting them know what the time commitment would be and what would be expected of them before they agreed. The results of our user testing proved to be much more interesting than our pilot testing. Some of the issues our users had were unexpected, and it was surprising that each had the same exact intuitions. Our user testing brought to light the following issues.

1. Minor (learnability): When logging in, none of our three users clicked on the mood icons to login.

Our users all simply typed in the given username and password and hit enter. Our application allows this and will default the user's mood to "Adventurous" if they do not pick one. Upon being told how the login was intended to work, one user replied that she would have never thought that those icons had a purpose other than decoration. When mousing over the icons, the mouse changes from an arrow to a hand, indicating that these icons ca be clicked on and have a purpose, however this is only beneficial if the user never even thinks to mouseover the icons.

Image Added   It is possible here to see the mood icons as decoration, as opposed to functioning buttons

A possible solution could be to leave things as is, because if the user does not select a mood upon login, they can change their mood afterwards in the status bar. Another option would be to disable the fact that clicking "Enter" will log a user in, and instead require that a mood icon be clicked on. In this case, if the user does hit "Enter" to try and login, the mood icons could be highlighted to show the user they must choose one to login. 

2Minor (learnability): When tasked with hiding from a friend, all three users initially clicked in the hiding from area, two of them specifically attempting to click within the placeholder.

When asked why that was their first intuition, two users stated that the placeholder made it look as if they could type in a name. However, when clicking in the "Hiding from" area in the bottom bar, all three users went to click on the "Hide from user" eye next to the designated friend, successfully completing the task without too much hassle. 

Image Removed   The dashed placeholder has the potential to be confused with a text area

Initially the purpose of the dashed placeholder was to be a target for dragging and dropping a friend's profile picture into a dashed square that read "Drag Photo" in order or hide from or chat with a friend. Now that we are no longer using drag and drop for this purpose, the placeholder does not hold as much significance and can be removed so that users do not confuse it with a text area.

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2Minor (learnability): When tasked with hiding from a friend, all three users initially clicked in the hiding from area, two of them specifically attempting to click within the placeholder.

When asked why that was their first intuition, two users stated that the placeholder made it look as if they could type in a name. However, when clicking in the "Hiding from" area in the bottom bar, all three users went to click on the "Hide from user" eye next to the designated friend, successfully completing the task without too much hassle. 

Image Added   The dashed placeholder has the potential to be confused with a text area

Initially the purpose of the dashed placeholder was to be a target for dragging and dropping a friend's profile picture into a dashed square that read "Drag Photo" in order or hide from or chat with a friend. Now that we are no longer using drag and drop for this purpose, the placeholder does not hold as much significance and can be removed so that users do not confuse it with a text area.

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3. Major (learnability): All three users had issues discovering how to create a group.

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