Class 2: Evaluation Basics
Last updated
Last updated
What is the overall user experience when looked at:
Desirability: does the user want to engage fully or wants to try the experience again?
Satisfactory: is the user moving through the experience in a pleasurable way, with focus until the end?
Usability: is the experience understandable to the user, are there any faults or delays in the interaction?
Utility: is the product useful to the user and does it have a purpose that the user accepts?
Efficiency: can the user learn quickly, is it fast to use?
Effective: does it work, can I do it, does it do the job well?
Safety: is it safe for the user to use? does the user feel safe in the experience? (physical and emotionally safe(!)
Tools: User Journey - Touchpoints - Proxemic areas - Action spaces - Rapid Prototype - Play-acting & User Testing
1. Form Notion: what kind of form does the space have? You can use daily metaphors (closed): house, hut, nest, shell, cellar, shelter, temple, church, train, football field, dessert, forrest, laboratory, forest, laboratory, football field. Use daily metaphors (open-ended): infinity room, race track, beach, mountain, desert.
2. Pattern of Form: what proportion and balance does the space have? stubborn - kind - bold - soft - calculated - spiritual - framed - suprematist - topographic - fluid - organic form - parametric
3. Rhythm of the Air: imagine the wind blowing through space. What does this space do? Does it: collide? explode? shatter? fragment? abstract? distort? and deform? fold? twist? erode? melt? float? climb? walk? dive?
Navigation & Wayfinding
System Control
Selection & Manipulation
Feedback, Feedforward & Force feedback
Tools: Hierarchical Task Analysis - User Task Flow - User Testing - Heuristic Evaluation - Biometric measuring - Questionnaires - Interviews
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