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User tests

User 1

TODO: Andrew clean this up

tasks: I told him not to pick Boston, but to pick florence.
he tried to click on a particular place shown by the map.
he looked around the map to pick places.
wants a search feature for the map where you can find restaurants.
he manually plans for walking time, though didn't include enough.
the autocomplete for places doesn't really succeed in finding things that well.
It would be good if you could click on the map to pick a place.
if they type a full name, I should search for the location with google maps
he thought of the idea that he could drag the thing to where he
wants to go. that worked well, but placing it there, it did not stay.
his loop is: seach in the map for interesting places, then type in the name.
he knows how delete works.
The tabs are pretty intuitive.
the start and end time should be shown 
"how do I save?" we should have a way to email the schedule or something at least.
the autocomplete should recognise a category name and show options for that.
the location of a specific place is not actually being selected.
It should pop to the nearest place matching that category.
clicking on the pin, the nature of the info displayed is non-obvious.
It is not obvious what the start and end times are.
took a while to discover that you can lock something.
It is hard to lock things because clicking the lock is hard (fatfingers).
redo doesn't completely reverse the operation.
selecting an event should scroll to the event.
Changing the time fucks everything up.
It removes the schedulegrid.
Undo fixes that.
And then he somehow breaks everything and cannot create activities.
"""There should be a button that just says "pick shit for me to do"
that picks the top-10 things.""" (I disagree with this.)
He did not use autoschedule.

User 2

TODO: Danica

User 3

TODO: Chris

Report

Design

Structure and flow

The final design is three-part/column and has the following structure:

  1. Left column (Add activity): user can add an activity, and change properties related to that activity such as its location, name, earliest start time and latest end time (e.g., museum closing times).  When an activity is added, it appears in the list of activities (center) column.
  2. Center column (List of Activities): A list of all activities that the user wants to do, but have not yet been scheduled.  This is conceptually a TODO list: activities in this column have a duration (which can be changed by the user), but haven't been given a specific start time.  Activities move between this and the right column as the schedule changes.
  3. Right column (Schedule): The concrete schedule of activities.  This column has an hour-by-hour calendar feel; activities placed on it have a duration and start time and abide by the following constraints. First, no activity may overlap with another activity (you can't be in two places at the same time).  Second, no activity can start before its earliest start time (specified in the left column) or after its latest end time (you can't visit a museum after it has closed).  Each activity has a "locked?" button which indicates whether the start time is flexible (this will be explained below).


The final design has the following flow.  The user adds a set of activities in the left column.  Then, the user constructs a final schedule through an iterative process of moving activities between the list of activities and schedule column.  When the user moves an activity from the list of activities to the schedule, some activity from the schedule may be displaced and moved back to the list of activities.  The application provides a "schedule these activities for me" button, which tries to schedule all of the remaining activities in the list of activities in one click.  When the user is satisfied with the state of the schedule column, the scenario is complete.  

Platform

SMak is meant to be used on the go, when the user is traveling.  The UI is currently a web browser application which has been ported to an iPad for portability reasons.

Design evolution

Our original storyboard design (GR2) was a mobile app consisting of a series of forms that allowed users to specify “constraints” such as location, duration and ordering of events. 

During our paper prototype (GR3), we quickly learned that the constraints list was very confusing and the navigating through the forms was too complicated.  In addition, users wanted to interact with the schedule once it was created. 

For our computer prototype (GR4), we decided to abandon the mobile platform due to problems with drag and drop, and instead created a web app that shows all the different views from the mobile app on one screen.  In addition, we decided to display and edit all constraints visually, such as allowing users to resize activities to change its duration or dragging activities around in the schedule to rearrange them.  We used an edit distance algorithm to move conflicting activities around if the user drops an activity into an occupied time lot.  This allowed users to rearrange their day without manually shifting each activity. 

For our final implementation (GR5), we realized we needed to make the web app work on an ipad to make it portable for traveler, so we figured out how to make drag and drop work on the ipad browser.  This new form factor meant the resize handles were very difficult to grab (since our fingers are a lot fatter than the mouse), so we created much larger round handles outside of the activity box to allow users to easily resize the activity.  We also added many features suggested in the heuristic evaluations including an auto-completing form to allow users to either pick from a list of activities or create their own activities, undo, locking activities in the schedule, optimized auto-scheduling using travelling salesman, earliest start time and latest end time, and draggable map pins.

Implementation

View

The interface was implemented using Jquery UI which included libraries to create draggable and resizable boxes, as well as the autocomplete input box in the form.  

When the page first loads, it renders the calendar grid based on the length of the schedule and the starting time.  Each time the start or end times of the day changes, the entire calendar grid and all items in the schedule get redrawn.  Each time an activity is added to the “List of Activities” either from the form or from being unscheduled, a new activity box is drawn in the “List of Activities” column.  This means that the “List of Activities” column is modified with each change, but not completely redrawn.  The one time the entire “List of Activities” is redrawn is when the undo and redo buttons are used.  On the other hand, whenever any part of the schedule column changes, the entire schedule is redrawn because often times, more than one element in the schedule is moving and it is hard to keep track of what changed.

In addition to rendering the boxes for each activity, the view also dynamically updates the activity boxes as they are moved and resized so that they show error messages, map labels and the current duration and times.  A single activity can be selected, at which point, it greys out parts of the schedule in which the selected activity cannot be done between.

Andrew: maps

Model

TODO: Andrew

- object array / uniqid

- invariant checking

- handler propegation

Scheduling algorithms (Controller)

When an activity moves from the Activities column to the Scheduling column, an important decision to make is how to "make room" for the new activity in the Scheduling column.  We implemented separate algorithms for the following operations:

  1. Moving an activity onto/within the schedule, or resizing an activity already on the schedule.
  2. Changing the schedule's start or end times.
  3. Clicking the "Schedule these activities for me" button (a.k.a. auto-scheduling).

Broadly speaking, the algorithms rely on the principle of least destruction: when adding to/resizing/etc the schedule, don't move activities already in place unless they have to be moved.  We chose this heuristic for usability reasons: if the user is planning a schedule and moves some activity A, he/she will not want the rest of the schedule to change in unnecessary ways. So, if an activity is moved into an empty space, no other activities should have to move.  If one activity A is moved on top of another activity B, activity B should "scoot" or somehow else move to make room for A.  If changing the schedule makes placing some activities impossible (due to time constraints, etc), the activities are moved to the Activities column.  The algorithms try out different possible schedule configurations based on these principles and choose the best configuration based on a weight function.

The auto-scheduling algorithm, in addition to the above heuristics, tries to minimize the average euclidean distance between each activity.  This was also done to generate better schedules: given a set of activities, the user wants to complete as many as possible in a fixed amount of time.  The algorithm internals are traveling-salesman-like: we have a set of unscheduled items which we add to the schedule in different ways (while observing the "principle of least destruction").  Then, we choose the best complete configuration based on the weight function we described above plus the distance metric.  Despite our small problem scale, the brute force approach did not work time-wise; so our algorithm is greedy, with intelligence to avoid getting stuck in bad schedules.

Evaluation

TODO user test information (volunteers?)

Reflection


- There is a fundamental problem in that in order to tell what a medium can do, we need to do a nontrivial amount of implementation with it that does not really belong in front part of a development cycle. 

It seemed that the process of  

We concentrated very heavily on constraints in the beginning, where that involved more complexity than users were prepared to deal with, so we simplified that interface. We did not get a chance to prototype the exploration and picking of activities, which was more of a problem with users. This would not really have been predictable. 

That we spent a lot of time on an issue and the users didn't have problems with it may simply reflect that we succeeded in 

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