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  1. Put his team into the Forward Strides system
  2. Enter a workout and assign members to workout
  3. Take times during workout on this device
  4. Disply results in a nice visual representation

Design Sketches

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Stephen Zhang

Design 1:

Goal: Designed with a focus on workouts

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The final screenshot is the graphical trends interface. First idea is that the user can pick which athletes to include (multiple is allowed), what distance, and what x axis to run it along. When one of each field is selected, the graph will update, and clicking on the graph brings it to full screen. This is cluttered and needs to be refined as to how to get the best looking graph. maybe make the graphical trends interface multiple screens, selecting first event, then members, then axis. This allows you to filter down the available athletes to the pertinent event.

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Design 3:

Goal: Tablet usage

Design: Focus on efficiency and ease of use during workouts

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First, it is important to keep in mind that the project will focus largely on mobile usability, particularly tablets, and that the designs below focus on the problem of coaches having an efficient means to record and recall player performances.

That is, these design focus on Task 3: inputting player workout times / scores.

Design 1:

The first design focuses on simplicity, chunking, efficiency, and feedback.  Additionally this design is robust to different training routines.

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This can be considered a central page which allows coaches quick access to each athlete and group, as well as a link to begin recording times.

Training Page:

This is the primary page that coaches will use to record times and assign them to athletes in a group.

 

Workout Page:

This page shows the current workouts for each group, and allows coaches to make last minute changes to these workouts.

Athletes Page:
This is a page with the functionality to allow Coaches to see which athletes are members of which groups, and to change those associations if necessary.

Design 2 Tablet Interface:
Design 3 Computer Interface:

Storyboards

*IMPORTANT: DUE TO SOME ISSUES LAST WEEK FOR OUR TEAM, I (STEPHEN) AM THE ONLY ONE WHO HAS FULLY UPLOADED ALL 3 DESIGNS. FOR NOW, I WILL BE STORYBOARDING MY IDEAS AND THE IDEA PRESENTED AT STUDIO. THIS WILL BE UPDATED WHEN MORE ARE UPLOADED. SORRY FOR THE INCONVENIENCE.*

Storyboard 1

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This design is probably the learnability of this design is low. Here, the design goes as follows. Martin enters the today's workout and creates an event. In the event he adds his users one by one into the event he wants them to do. This establishes them in the system as a user. On the same page, after entering in a user, he can immediately start timing by clicking on the line next to a person and writing down his time. This saves it to that user listed right there on the page and so forth till practice is over. For certain tasks such as forgotten parts of the workout, adding in a new event is easy. simply hit the + new event button on image 1, and then add the people who need to be there. Afterwards, he can review previous workouts individually at the past workouts tab, or go to the graph picture to view the performance of his runners over a period of time.

Learnability

Unfortunately the learnability of the design is not the strongest. The design of each screen is different to suit each's needs. The today's workout page is a close metaphor to the original clipboard layout. The past workouts is slightly altered to fit more information in a smaller area due to being able to collapse each event to only see the runners of a specific group if you're searching the previous workouts. Learning by doing is pretty heavily focused, as there isn't much room or place for explanations. By having fields that look clickable, they will allow the coaches to click them and write.

Efficiency

This design is designed to be efficient while at practice. As a result, it's easy to add new information into the system quickly, easy to check the most recent workouts quickly, but digging through the archives is difficult. However, it is difficult to search groups of athletes as there is no sense of grouping in this design. It is made to avoid having to create profiles for each runner or athlete and to simply be able to take times down. The only thing correlating different days of workouts is the name of the athlete used.

Safety

There is little safety designed here. There is no error prevention, as the focus is on speed during workouts. Fixing errors would have to be done at a later time. In addition, there is very little error recovery built in. Maybe by double clicking on the time entered, a coach is able to edit the time, but the emphasis again is on quickly taking down numbers and fixing them later not during practice.

Storyboard 2

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This design was developed to encourage mobile device usage. The feedback and use case most likely for coaches is taking times and stats down at the workout location. As such, most coaches would prefer not to bring their full laptop, especially if its at the swimming pool for swim team practice. This was designed for extremely small displays, such as an iPhone. Although I have both separate ideas here, the combined idea is what was presented during Studio. Taking the menu bar and the graphic display from the first image, and combining it with Josh's mobile phone version, this version was created. The storyboard works like this: First, Coach Martin will open up his iPhone and press on the members button on the menubar. This opens up the Edit Athletes page, where Martin can create users and drag and drop them into groups he creates. Then he can create workouts for specific groups of people. This includes what event and how many reps. Then Martin will click on the timer button, which brings up the stopwatch. Here, we considered both a large button at the bottom for starting and stopping the timer as well as adding the stop and start functionality to the volume rockers on mobile phones. After starting the timer, tapping an athlete would save that time for that specific person. Tapping multiple times would save multiple times for that athlete. After the timing is done, he presses stop and can move onto timing another group or event. Finally, he can tap the performance tab to bring up a series of screens. First he picks which event he wants to look at. Then Martin taps which groups or individual athletes he wants to see. Then he taps which axes to generate the graph around, and finally a full screen graph is shown. Tapping the graph will bring up a dialog box asking if the coach is done looking at this graph and would like to generate a new one or return to dashboard. If he returns to dashboard, he'll be left on the edit team page. If not, he will be brought to the event selection screen again.

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 is the primary page which shows a quick overview of the weeks workouts.

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This page is the workouts page, allowing the user to sort by groups as well as by date for easier editing of workouts.

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This page allows an all in one input for all the workout groups.  For the ease of the user, the user can prefer to enter all of the results by group, or all of the results by date.

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This page is the performance page that lets coaches and scouts see trends in their athletes performance.
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Design 3 Computer Interface:

The computer interface, unlike the two mobile interfaces, focuses more on reading and manipulating data that has been entered into the system rather than the efficient input of data and quick workout and group changes.

The main page here has a global search at the top, a menu pane to the left, and recently viewed and favorites list of charts and diagnostics.

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This page is for coaches and scouts to search for workouts based on groups and/or athletes, and then compare the selections in the bottom two panes.
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This page is more of a graphical representation of the data.  Users here will want to select filters such as time frame, groups, athletes, and even tags for specific workouts.  The chart segment in the page would allow overlays of multiple selections for an easier visual representation and comparison.

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Storyboards

*IMPORTANT: DUE TO SOME ISSUES LAST WEEK FOR OUR TEAM, I (STEPHEN) AM THE ONLY ONE WHO HAS FULLY UPLOADED ALL 3 DESIGNS. FOR NOW, I WILL BE STORYBOARDING MY IDEAS AND THE IDEA PRESENTED AT STUDIO. THIS WILL BE UPDATED WHEN MORE ARE UPLOADED. SORRY FOR THE INCONVENIENCE.*

Storyboard 1

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Image Added

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This design is probably the learnability of this design is low. Here, the design goes as follows. Martin enters the today's workout and creates an event. In the event he adds his users one by one into the event he wants them to do. This establishes them in the system as a user. On the same page, after entering in a user, he can immediately start timing by clicking on the line next to a person and writing down his time. This saves it to that user listed right there on the page and so forth till practice is over. For certain tasks such as forgotten parts of the workout, adding in a new event is easy. simply hit the + new event button on image 1, and then add the people who need to be there. Afterwards, he can review previous workouts individually at the past workouts tab, or go to the graph picture to view the performance of his runners over a period of time.

Learnability

Unfortunately the learnability of the design is not the strongest. The design of each screen is different to suit each's needs. The today's workout page is a close metaphor to the original clipboard layout. The past workouts is slightly altered to fit more information in a smaller area due to being able to collapse each event to only see the runners of a specific group if you're searching the previous workouts. Learning by doing is pretty heavily focused, as there isn't much room or place for explanations. By having fields that look clickable, they will allow the coaches to click them and write.

Efficiency

This design is designed to be efficient while at practice. As a result, it's easy to add new information into the system quickly, easy to check the most recent workouts quickly, but digging through the archives is difficult. However, it is difficult to search groups of athletes as there is no sense of grouping in this design. It is made to avoid having to create profiles for each runner or athlete and to simply be able to take times down. The only thing correlating different days of workouts is the name of the athlete used.

Safety

There is little safety designed here. There is no error prevention, as the focus is on speed during workouts. Fixing errors would have to be done at a later time. In addition, there is very little error recovery built in. Maybe by double clicking on the time entered, a coach is able to edit the time, but the emphasis again is on quickly taking down numbers and fixing them later not during practice.

Storyboard 2

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Image Added

Image Added

Image Added

Image Added

Image Added

This design was developed to encourage mobile device usage. The feedback and use case most likely for coaches is taking times and stats down at the workout location. As such, most coaches would prefer not to bring their full laptop, especially if its at the swimming pool for swim team practice. This was designed for extremely small displays, such as an iPhone. Although I have both separate ideas here, the combined idea is what was presented during Studio. Taking the menu bar and the graphic display from the first image, and combining it with Josh's mobile phone version, this version was created. The storyboard works like this: First, Coach Martin will open up his iPhone and press on the members button on the menubar. This opens up the Edit Athletes page, where Martin can create users and drag and drop them into groups he creates. Then he can create workouts for specific groups of people. This includes what event and how many reps. Then Martin will click on the timer button, which brings up the stopwatch. Here, we considered both a large button at the bottom for starting and stopping the timer as well as adding the stop and start functionality to the volume rockers on mobile phones. After starting the timer, tapping an athlete would save that time for that specific person. Tapping multiple times would save multiple times for that athlete. After the timing is done, he presses stop and can move onto timing another group or event. Finally, he can tap the performance tab to bring up a series of screens. First he picks which event he wants to look at. Then Martin taps which groups or individual athletes he wants to see. Then he taps which axes to generate the graph around, and finally a full screen graph is shown. Tapping the graph will bring up a dialog box asking if the coach is done looking at this graph and would like to generate a new one or return to dashboard. If he returns to dashboard, he'll be left on the edit team page. If not, he will be brought to the event selection screen again.

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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Image Added

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.