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           Figure 8                  Figure 9                  Figure 10                Figure 11                 Figure 12                Figure 13

   
The final design is composed of 3 main tasks:

  • Setting Preferences (Figures...Figure 1)
  • Betting on Preferences (Figures ...6, 7)
  • Deciding on Restaurant (Figures ...8 - 11)

Below, we provide screenshots of the final design, highlight notable design problems, and explain how they were resolved.

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However, there were some usability issues that users noticed. In HW2, some noted the lack of user control over the spinner. They suggested that impatient users be allowed to stop the wheel at any point through a tap on the spinner. In GR4, some users commented that the decisions generated by the spinner for location, price, and cuisine were not very visible, as users were focused on the center of the spinning wheel rather than the top of the screen, where the decision results were displayed.

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To make the process more efficient while still preserving the element of fun, we allowed users to tap the wheel to stop the spinning at any point. Furthermore, a pop-up message was displayed at the center of the screen (where the user's attention was focused) to display the decision for each category at the end of each spin. We also designed the wheel to be more responsive to the orientation and speed speed of the user's flick.

Implementation

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  • The betting screen was implemented by drawing texts, numbers and figures on an Android canvas. The content of texts, values of numbers and the position of figures are decided by user’s actions, which are detected by tracking the position and behavior of user’s finger.
  • The whole screen is divided into different rectangular areas (I call them boxes) that represent different alternatives in each category(location, price, cuisine) as well as the three piles of chips(5, 10 and 25). Each box keeps record of the number of each type of chips currently inside the box. The numbers (chips left, total points for a category) are updated based on the record of each box.
  • OnTouch event is used to capture user’s actions. When the user taps the screen, the app checks if the position is inside any box and changes the value of a status variable to record the starting box of current action. If the starting box has chips, when the user moves his finger, there is going to be a chip following his/her finger. At the same time, each box recalculates the number of chips in it or the total points of chips left to decide the updated number of chips to show in the box. When user’s finger leaves the screen, the position is checked and we decide based on the position whether or not it’s a effective action to put the chip in a new location(box). Then all the numbers and status are updated and redrawn.
  • To make th e the app more playable and enable all the direct manipulations that a user can expect. The betting screen enables users to “drag” chips instead of just clicking the chip and clicking one destination. Also, it enables users to move chips freely, including moving from chip piles to betting table, moving within the betting table, removing from the betting table.
  • To make clearer feedback of wrong actions, vibration is added when the user fails to put a chip in an effective place.
  • Making it more realistic by making a chip pile empty when the chips left is smaller than the face value of a pile.The betting screen was implemented by drawing texts, numbers and figures on an Android canvas. The content of texts, values of numbers and the position of figures are decided by user’s actions, which are detected by tracking the position and behavior of user’s finger.

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