# Class 2: Evaluation Basics

## I. Reality check: User Experience

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](https://youtu.be/CvZTJ-zdoLQ) and [emotionally safe(!)](https://youtu.be/DBV1pTzsevM)

> ***Tools***: User Journey - Touchpoints - Proxemic areas - Action spaces - Rapid Prototype - Play-acting & User Testing&#x20;

## II. Reality check: Spatial Representation

**1. Form Notion:** what kind of form does the space have?\
\
&#x20;You can use daily metaphors **(closed)**: *house, hut, nest, shell, cellar, shelter, temple, church, train, football field, dessert, forrest, laboratory, forest, laboratory, football field.*\
\
&#x20;Use daily metaphors **(open-ended)**: *infinity room, race track, beach, mountain, desert.*

![https://web.mit.edu/kkoile/www/papers/Koile-AIEDAM06.pdf](https://1763729276-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LiPPFFn8713gkOyphHP%2F-LnMxBwSuJSAO1mgf5IA%2F-LnN1qQlJdjuzILG--7U%2FScreen%20Shot%202019-08-28%20at%2013.44.43.png?alt=media\&token=310f5eaf-b43b-4135-86f8-ee286156855c)

**2. Pattern of Form**: what proportion and balance does the space have?\
\
&#x20;*stubborn - kind - bold - soft - calculated - spiritual - framed - suprematist - topographic - fluid - organic form - parametric*&#x20;

**3. Rhythm of the Air:** imagine the wind blowing through space. What does this space do?\
\
&#x20;Does it: *collide? explode? shatter? fragment? abstract? distort? and deform? fold? twist? erode? melt? float? climb? walk? dive?*

{% file src="<https://1763729276-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LiPPFFn8713gkOyphHP%2F-Lq-zYIhUivw3j9s4aHT%2F-Lq-zhHdra0_cierx7ky%2Fstevenholl.m4v?alt=media&token=30091f60-032d-43f2-8a48-ff0d181c16f0>" %}
Design the Air
{% endfile %}

## III. Reality Check: Interaction Techniques

#### USER TASKS: checking its quality

![A Taxonomy of Usability Characteristics in Virtual Environments, Joseph L. Gabbard (1997)](https://1763729276-files.gitbook.io/~/files/v0/b/gitbook-legacy-files/o/assets%2F-LiPPFFn8713gkOyphHP%2F-LnEDJ6cmoctreI-9hh9%2F-LnEG2LbpXv_DN5lgFps%2Foverview.jpg?alt=media\&token=5044ad0e-2e7c-4f29-bf06-f66d29c9b244)

* 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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