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Learnability

The learnability for this model is high. Each menu button is labeled with an icon pertaining to what each button does. In addition, the timer feature mimics a stopwatch's start, stop, lap feature. However the coach is now able to assign times to each athlete immediately instead of writing down times and assigning them later. And finally, the graphic trend screen is tailored to guide the user through the process, ensuring that the user is focused on the task and understands whats going on.

Efficiency

The efficiency of the system is pretty high. There is a lot of tactile feedback from drag and drop, and is easily understandable. The only inefficiency comes from the performance page as there are many options and no quick way of selecting what you want. However, maybe adding voice functionality to filter out names may be useful (saying M brings up all the athletes who start with the letter M).

Safety

The system is rather safe. There is a dialog box that appears if you tap the graph to make sure when you're showing the team their performance it doesn't accidentally disappear. It is however difficult to edit times. This can be done from the workouts page as opposed to the timer page, as the timer page is focused on collecting times quickly. As such, it may be harder to navigate to focus on the more prioritized event such as taking times and checking performance trends over a period of time.

Storyboard 3

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This last design was designed with a tablet interface in mind. Here Coach Martin would first enter in his users, and then drag and drop them into groups that he makes. Then he would head to the workout's page where he can create a workout for his athletes. Afterwards, he goes to the timer page, where he can enter in times for each athlete. This screen would probably be better now after studio if it started a large timer and each time a runner runs by he taps their picture or name to take a time down. Finally he can use a interface much like design 1 and 2 to filter by event, then group, then axes and create a graph to display the trends the coach wants to see.

Learnability

This design is very learn-able due to the large buttons directing the users view, the tactile feedback the user receives from drag and drop, and by limiting the number of conflicting interests on screen, is able to direct the user to the tasks they want to perform.

Efficiency

This form is highly efficient, though keyboard interactivity is not available for power users. The difficulty of this program is getting the initial setup. After that, it is increasingly easier for the coach as there is usually very little group and member maintenance. Mostly just making workouts and taking times, which are straightforward and easy tasks.

Safety

There is very little error correction as this program is made to be very quick. There are no dialogue boxes to confirm or check if information is right, and its up to the coach to find and fix errors.