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INFO-H541 Interaction Design Practice Cigarette Addiction
Barsa, Deepesh, Elora
1
Cigarette Addiction
Prototype and Evaluation Report
INFO H541 Interaction Design Practice, Fall 2019
Team Charlie:
Barsa Tandukar
Deepesh Sudhakar
Elora Dutta
27 October 2019
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Barsa, Deepesh, Elora
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Table of Contents
Cigarette Addiction ........................................................................................................................ 1
1. Executive Summary ............................................................................................................... 3
1.1. Problem Summary ..................................................................................................................... 3
1.2. Key Insights and Methods used ................................................................................................ 4
1.3. Future Direction ......................................................................................................................... 5
2. Prototypes ............................................................................................................................... 5
2.1 Low Fidelity Prototype .............................................................................................................. 5
2.2 High Fidelity Prototype ............................................................................................................. 9
2.3 Description of Method used ..................................................................................................... 11
2.4 Reflections ................................................................................................................................. 12
3. Evaluations ........................................................................................................................... 12
3.1 Summary ................................................................................................................................... 12
3.2 Heuristic Evaluation ................................................................................................................ 15
3.3 Cognitive Walkthrough Report (CWR) ................................................................................. 24
3.4. Usability Aspect Report ........................................................................................................... 31
3.5 Key Problems identified from the evaluation/brief ............................................................... 35
3.6 Reflection................................................................................................................................... 35
4. Appendix ............................................................................................................................... 37
5. References ............................................................................................................................ 37
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1. Executive Summary
1.1. Problem Summary
As a part of our IU Grand Challenge Project, our team (Team Charlie) primarily focused on
“Cigarette Addiction” with a goal to help mitigate such health-hazardous consumption. Through
our research and assessing our observations and interviews, we found that cigarette addiction is
much more deep-rooted than we anticipated. Based on our findings, we identified two
predominant challenges to eradicate cigarette addiction. First, the omnipresent social smoking
makes it extremely challenging to quit smoking, and such social settings promote cigarette
smoking. Second, the majority of smokers are aware of the risks and health issues caused due to
tobacco consumption but still do it anyway. With our final design solution, we are aiming at
providing a platform to build a civic community where people support each other in their journey
of quitting cigarette smoking, discourage social/public smoking, and also make smokers aware of
their individual health risks that they are susceptible to as they smoke cigarettes.
From our interviews and observation, we found out that most people are aware of the adverse
effects of smoking. They do acknowledge that smoking is an issue, but they fail to acknowledge
the direct health deterioration caused due to smoking. We found this issue during our secondary
research as well. “The true mark of addiction, though, is that people still smoke even though they
know smoking is bad for them – affecting their lives, their health, and their families in unhealthy
ways. In fact, most people who smoke want to quit” [3]. Further, through the interviews, we
found that smokers try to quit, but they find it difficult due to the social smoking culture that is
prevalent. “2 out of 3 of smokers say they want to quit and about half try to quit each year, but
few succeed without help. This is because smokers not only become physically dependent on
nicotine but there’s also a strong emotional (psychological) dependence” [3].
Based on our findings, we identified two predominant challenges to eradicate cigarette addiction.
First, the omnipresent social smoking makes it extremely challenging to quit smoking, and such
social settings promote cigarette smoking. Second, the majority of smokers are aware of the risks
and health issues caused due to tobacco consumption but still do it anyway. Hence, we chose to
address this issue by assisting those who strive to quit. We choose to address this issue on a
Human Level to design a smartphone application as our solution to the problem. With this
solution, we are aiming at providing a platform to build a civic community where people support
each other in their journey of quitting cigarette smoking, discourage social/public smoking, and
also make smokers aware of their individual health risks that they are susceptible to as they
smoke cigarettes.
Our design solution to curb cigarette smokers has evolved since our design exploration. Though
a smart band nicotine regulator would be a great future scope for our solution, we choose to
focus on smartphone applications. From our general observation, we found that almost all
smokers have their phones along with them when they are smoking. Hence, a smartphone
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application would be a great method to directly influence the smoker when they are smoking a
cigarette. Our application is based on creating a social community for the smoker, which is like
Smokers anonymous groups, where the user can communicate with other smokers on our
platform, willing to quit and try to keep them on track and vice versa. The application integrates
data tracking to create a health progress report, which in addition to emotional support from the
social community also compliments the user to stop smoking cigarettes. Also, the application
also integrates features to get direct help from professionals for those low moments the users
face when dealing with their urges. We believe for most users who are willing to quit smoking,
the community integration, which creates accountability partners is a great reason to use the
application, but to keep them motivated and coming back to our application, we have also
integrated a reward system, where the users are incentivized through money.
At the initial stage, the application incorporated a lot of features. However, after a few
discussions, we narrowed down the features of our design solution. We decided to focus on two
major concerns: The social aspect causing the problem and the health aspect to promote a
healthy living. After finalizing the features of our application, we created a low fidelity prototype
of our design. With the help of this initial design, each of us conducted the think-aloud sessions
with different users. This session helped us find out the confusions and problems that users faced
while navigating through the low-fidelity design. In our high-fidelity design, we addressed the
problems identified after the think-aloud session.
Once we were ready with the high-fidelity prototype of our design, we conducted two methods
of evaluation: Cognitive Walkthrough and Heuristic Evaluation. Two of us conducted the
heuristic evaluation and one of us conducted the cognitive walkthrough. Each of these
evaluations helped us gauge the user experience better. Further, it helped us determine what
aspects of the application are most essential for the user and how to structure them to design the
most useful application. As a result, we found out few major usability issues and some minor
issues. The most unavoidable usability issue we identified includes the lack of documentation to
the new users. To address this issue, we could add a how-to documentation in the onboarding
section.
1.2. Key Insights and Methods used
Once we were done with our prototypes, we proceeded to conduct Heuristic evaluation,
Cognitive walkthrough, and user evaluation. Each of these methods helped us understand the
usability of the application better and gave us a window through how our users will experience
the application. We choose Jakob Nielsen’s “10 Usability Heuristics for User Interface Design”
method to conduct our Heuristic evaluation. We choose this method since, this method gives the
evaluators key aspects to verify while evaluating any user interface, which over time and
experimentation has been proven to produce good insights. We considered all the 10 usability
heuristics as questions to evaluate our application. Hence, once we conducted our evaluation, we
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found that many of the features were designed in the format to make their operation clear to the
user. The style used is generic and like most prominent applications, making it easier for the user
to understand. From our evaluation, one key feature we felt would greatly help the user is an
initial tour of the application which can also be accessed through the help option. We conducted
the cognitive walkthrough to explore the step by step flow within the application and check its
ease of use. We conducted the cognitive walkthrough using “Spencer et al” method, which is a
more streamlined walkthrough in comparison to “Wharton et al” method. As mentioned in the
evaluation, we conducted the walkthrough for four main features in our application, which we
presume would be the most used functions in our application. We found that most steps are easy
to understand, and the user should not face any difficulties performing them. And again, a tour of
the application on the first start-up would greatly help the users to clarify any confusion they
have.
1.3. Future Direction
Currently, our application’s health reports are generated based on user data input. Hence, for the
future, we would want to integrate an automatic method to read the user’s health variables from
the user, based on which the health reports are generated. We believe automatic data collection is
a very important aspect of the effectiveness of our application functionality. Since our
application’s primary focus is to help quit smoking, automatic data collection would make the
data more authentic, which helps track the user’s health progress more effectively. Also, since
our application’s reward system authenticates the users progress based on the health variables,
manual data input from the user is open to manipulation. Though, automatic data collection
would be greatly beneficial to our application, implementation of such a system would require
more in-depth research and evaluation, to access the methods to collect user data.
This application, though limited by the aforementioned feature, it is still better than any other
existing applications or solutions to help smokers quit smoking. Our applications feature such as
the social community to provide accountability partners or providing access to professional help
is not seen in any other application promoting to quit smoking cigarettes. Hence, at this stage
since most of our usability concerns seemed specific to users, our product is ready to move
towards production, we would like to validate the applications usability concerns based on
multiple user’s application usage and feedback. We would follow summative evaluation methods
to keep track of our applications functionality and based on usage make improvements.
2. Prototypes
2.1 Low Fidelity Prototype
Tools used: Invision Studio for low fidelity design and Invison for prototyping.
Link: http://bit.ly/369vICj
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2.2 High Fidelity Prototype
Tools used: Sketch for high fidelity design and Invision for prototyping.
Link: http://bit.ly/2NcOrUQ
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2.3 Description of Method used
To reach our current prototype we used four methods. We started with whiteboarding followed
by rough paper sketches. Through these, we designed a low fidelity prototype using Invision
Studio as our design tool. Each of us conducted the think-aloud session for this prototype. Using
the findings from the think-aloud session, we finally designed the high-fidelity prototype using
Sketch as our design tool. Since our app requires regular data input from user and provides
constant notifications to the user to keep them cautiously on track for quitting, our complete
solution model is based on a smartphone app since people almost always carry their phones
everywhere they go. We started with whiteboarding to formulate and understand how we could
portray each of our features efficiently to the user. We decided on what main features should be
shown, what features will be shown on the landing page, how to navigate to each page and what
each page will contain. After this process, knowing what features would be represented in each
page, we started to experiment with paper prototypes to understand the best possible placement
and representation for each of the features. After multiple iterations doing the paper prototypes,
we decided on a final prototype and took it forward to create our low-fidelity prototype using
Invision. We used the low fidelity prototype to perform our evaluations. Finally, based on our
findings, we polished our existing prototype to make it more visually appealing and also
presentable as a finished product.
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2.4 Reflections
The prototyping stage was when we were finally able to visually put down our ideas to share
with the team. It was one of the most engaging process, where each of the team member’s ideas
were exposed to interpretation and suggestions. Having been exposed to the idea of white
boarding and paper prototypes, really helped us find a venue to explore our ideas. Initially,
through whiteboarding, we were able to formulate what each team member had envisioned for
the application. Knowing this, we were able to discuss to create a rough layout of our
application. We took the layout finalized during whiteboarding to create and experiment with the
paper prototype to create the best possible flow between each screen in the application. We took
what we learned during the paper prototype to create a low-fidelity prototype and then after
evaluation took our findings to create a high-fidelity prototype.
The whiteboarding process defined and set a direction for us to proceed with our idea. But the
paper prototyping process was what surprised us the most. Where we were easily able to iterate
between many iterations of design with less effort. This process helped us structure our
application to form a working prototype of a consumer product. Which greatly gratified all our
efforts for all the work we had put into our midterm project.
Going forward, we would certainly use these methods again, since these methods helped us
efficiently structure our design and also gradually design our solution to create a user-centric
application.
3. Evaluations
For our initial low-fidelity design, each member of the team conducted a think-aloud session. We
used two methods to evaluate our final high-fidelity design. From our team, Barsa Tandukar and
Elora Dutta chose to do Heuristic Evaluation whereas Deepesh Sudhakar chose to do the
Cognitive Walkthrough.
3.1 Summary
Nielsen's 10 Usability Heuristics helped us in developing the self-evaluation perspective. Using
these Heuristics we could analyze the primary features of our applications and could self-
evaluate the App without having to recruit users.
Heuristic evaluations
From Heuristic evaluations, we concluded that as on our App has all the user input screens have
emergency exits was a good aspect which met the “User control and freedom” heuristic, The
button for Smoke Track on the dashboard is a good aspect as it meets the “Flexibility and
efficiency” heuristics, as this feature lets users quickly and efficiently perform one of the
primary tasks of the app to log cigarettes intake and craving experiences. As user logs their
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smoking the system provides system status in form of dialogue window and displays the current
number of cigarettes that has been logged for the day, this satisfies “Visibility of system status”
heuristics. We identified that the App lacks guidance about how to use the app and it violates the
“Help and Documentation” heuristic. In order to address this concern the possible solution
could be to add onboarding screens that describe the features of the app. The trade-off could be
the large number of screens that may bore the users. Although the users can navigate throughout
the application from the dashboard, the bottom navigation makes it faster for the users since they
do not need to scroll on the dashboard page. We assessed this is easy to navigate using bottom
navigation is a good feature as it meets the “ Recognition rather than recall” heuristics.
Through our Heuristics Evaluation, we also identified that our Claim Reward feature is a
problem and it violates “Consistency and standards“ heuristics. The right arrow icon is
generally leading users to the next page. Users get confused when they click the icon to claim
their rewards. Another violation of “Consistency and standards“ that we identified was the star
icon on goals. The purpose of a star icon on the goals segment is not significant to the users.
Users get confused because they think they are able to add goals to favorite.
Think-Aloud Evaluation
On our low fidelity prototype, we performed three Think-Aloud sessions by recruiting users
outside of our team. As we observed users while they used our app and also spoke aloud their
thoughts and experiences during the think-aloud sessions, we gathered insightful information
about how users actually use the app and how they navigate through various features and
accomplish their tasks. We observed that all three users could easily perform the smoke tracker
button to log their cigarette intake and also provide user input seamlessly. we noted that users
were confused at first on the claim reward section of our app but could figure out how by
exploring more icons on the screen. Through our think-aloud sessions, we observed how users
adapt to new systems, what preconceived notions they come with while using a new system and
if our system could match to that.
Cognitive walkthrough
For Cognitive walkthrough, we decided to test the usability of some of the most frequently used
features in our application. We wanted to know if the user would be able to log the number of
cigarettes smoked, set goals for accountability partner, View health reports and make
appointments to get professional help. We wanted to make sure the user will be able to log the
number of cigarettes they have smoked since this data is what will be used to generate all the
health statistics as well as the report. Since our application encourages community engagement,
being able to set goals for your accountability partner is crucial for the user to quit smoking.
And, the cigarette smoked data is used to create a health report, we wanted to make sure the user
knows how to access this information. Our application also integrates the feature to make
appointments to get professional help, we wanted to make sure that the user can perform these
steps with ease.
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Hence, after considering the importance of these features and how they go hand in hand to
complement the user to quit smoking cigarettes, we selected the following tasks to perform our
cognitive evaluation and also we followed Spencer et al to perform our evaluations:
• Log Cigarettes Smoked or Cravings
• Set goals for accountability partners
• View health reports in the app download it
• Make appointments to get professional help
For the first task, on application startup, the user is presented with a dashboard, which also has
an always-on dock style tab system. Where the center tab is relatively larger than the other tabs
and has a predominant cigarette symbol, to highlight this tab to show the users that this tab is of
higher importance than the others. On evaluation, we found that users will easily be able to learn
that this feature is for logging cigarettes smoked or cravings. However, we feel that once they log
this information, some users might not be aware as to how this information would directly help
them to stop smoking. But once the user notices the correlation between the health statistics and
logging smoked or cravings, they start to understand the effectiveness of this feature.
For the second task, on the dashboard on the first startup, the user is prompted to find an
accountability partner, then the user is taken to the accountability partner tab, where they can
search other user profiles to request them to add as their accountability partner. Once the other
user accepts request, the user can set goals for the other user to achieve. Through this process, we
realized that though this process is straight forward, some users might not understand what
accountability partner is and what exactly happens when the user sets goals for the other users.
Hence, we deduced that to make it more informative we could add a help menu option where the
user can easily under each of the variables and options and walk through a tour of the
application.
For the third task, the user has two ways to access this information, where they can either click
on the health report summary mentioned on the dashboard, which takes him to the health tab or
directly click on the health tab. Once the health tab is open the user can click on view health
report, the user is prompted with the start-end date for presenting in the report. One date is set,
the report is opened, where, the user can also choose to download it. However, we realize that
some users might realize the importance of this feature and would want to present this
information on the dashboard. But since this feature just adds to the overall process for the user
to quit smoking, we have decided to not make any changes to the placement of this feature.
For the fourth and final task, this task is for making appointments with the
doctor/therapist/consultants. The user can directly book appointments from the dashboard of the
application, where once they click on book appointments, they are listed with all available
professionals, the user can tap on any professional they are interested in getting support from and
select a time slot they are comfortable with to make an appointment. We found that most users
would find this process straightforward since most scheduling applications have the same format.
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This feature would greatly help the user in gaining emotional support, since, emotional
persuasion or support has been found to be one of the most effective methods to curb addiction.
3.2 Heuristic Evaluation
UAR Number: WQ01
Product Name: WeQuit
Date and time of study: 22nd October 2019
Experimenter’s Name: Elora Dutta
Subject ID: N/A
Subject Details: N/A
Heuristic List:
10 Usability Heuristics for User Interface Design by Neilsen and Norman Group.
Source: https://www.nngroup.com/articles/ten-usability-heuristics/
No: HE #01 Good Feature
Name: User input screens with close window buttons
Evidence:
Heuristic: User Control and Freedom
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Explanation:
Users often choose system functions by mistake and will need a clearly marked "emergency
exit" to leave the unwanted state without having to go through an extended dialogue. This has
been implemented by adding the close window buttons so the user can quickly go back to the
dashboard.
Severity: N/A
Possible solution and/or trade-offs: N/A
Relationships: N/A
No: HE #02 Good Feature
Name: Dashboard smoke tracker button
Evidence:
Heuristic: Flexibility and efficiency
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1. The dashboard with quick log cigarette button.
2. Screen that prompts to take user inputs.
Explanation:
The dashboard has a quick button using which users can log their cigarette intake just by one
click, which makes the cigarette tracker feature flexible and efficient.
Severity: N/A
Possible solution and/or trade-offs: N/A
Relationships: N/A
No: HE #03 Good Feature
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Name: Dialogue Boxes
Evidence: The app provides system status in the form of dialogue window.
Heuristic: Visibility of System Status
Explanation:
As user logs their smoking, the system provides system status in the form of dialogue window
and displays the current number of cigarettes that have been logged for the day.
Severity: N/A
Possible solution and/or trade-offs: N/A
Relationships: N/A
No: HE #04 Good Feature
Name: Help under menu
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Evidence: The app provides help documentation.
Heuristic: Help and Documentation
Explanation:
It is necessary to provide users a help documentation on how the App functions and Any such
information should be easy to search, focused on the user's task.
Severity: N/A
Possible solution and/or trade-offs: N/A
Relationships: N/A
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UAR Number: WQ02
Product Name: WeQuit
Date and time of study: 22nd October 2019
Experimenter’s Name: Barsa Tandukar
Subject ID: N/A
Subject Details: N/A
Heuristic List:
10 Usability Heuristics for User Interface Design by Neilsen and Norman Group.
Source: https://www.nngroup.com/articles/ten-usability-heuristics/
No: HE #05 Problem
Name: Lacks guidance about how to use the app
Evidence:
Heuristic: Help and Documentation
Explanation:
The application does not have proper documentation or a short tour on onboarding to explain
the users about the app.
Severity:
Rating: 3 = Major usability problem: important to fix, so should be given high priority
Justification (Frequency, Impact, Persistence, Weights):
Frequency: Common. New users will likely prefer documentation that helps them how to
use the app.
Impact: Easy for users to overcome. Once users understand the basic features of the app,
they will be able to use the app.
Persistence: One-time problem. Users will learn to use the app once they figure out the
features of the app.
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How I weighed the factors: This is a major usability problem. New users are likely to face
this problem. Once they understand the features of the app, they will get used to the app
over time.
Possible solution and/or trade-offs:
A possible solution to this problem could be to add onboarding screens that describe the
features of the app. The trade-off could be the large number of screens that may bore the users.
Relationships: N/A
No: HE #06 Problem
Name: Claim Reward is confusing.
Evidence:
Heuristic: Consistency and standards
Explanation:
The right arrow icon is generally leads users to next page. Users get confused when they click
the icon to claim their rewards.
Severity:
Rating: 3 = Major usability problem: important to fix, so should be given high priority
Justification (Frequency, Impact, Persistence, Weights):
Frequency: Common to those users who are actively focused on accomplishing their goals.
Impact: Easy for users to overcome. Once users know the purpose of the arrow button, they
don’t get confused.
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Persistence: One-time problem. Users will overcome this issue once they find out the
purpose of the right arrow icon.
How I weighed the factors: This is a major usability problem for users who want to claim
their rewards from the dashboard.
Possible solution and/or trade-offs:
A possible solution to this problem could be to use a “Claim Rewards” button exactly like in
the user profile page.
Relationships: None
No: HE #07 Problem
Name: Purpose of star icon on goals
Evidence:
Heuristic: Consistency and standards
Explanation:
The purpose of a star icon on the goals segment is not significant to the users. Users get
confused because they think they are able to add goals to favorite.
Severity:
Rating: 2 = Minor usability problem: fixing this should be given low priority
Justification (Frequency, Impact, Persistence, Weights):
Frequency: Rare. Users may confuse the star to a favorite button or a symbol of
accomplishment.
Impact: Easy for users to overcome. Once users understand the significance of the star icon,
they don’t get confused.
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Persistence: One-time problem. Users will overcome this issue once they figure out the
purpose of the star icon.
How I weighted the factors: This is a minor usability problem for users who do not know
the purpose of the star icon on the goal segment.
Possible solution and/or trade-offs:
A possible solution to this problem could be to keep the star icons as clickable favorite buttons
on all the goals. This way users can favorite or un-favorite the goals. There is no trade-off to
this solution.
Relationships: None
No: HE #08 Good Aspect
Name: Easy to navigate using bottom navigation.
Evidence:
Heuristic: Recognition rather than recall
Explanation:
Although the users can navigate throughout the application from the dashboard, the bottom
navigation makes it faster for the users since they do not need to scroll on the dashboard page.
Severity:
Rating: N/A
Possible solution and/or trade-offs:
N/A
Relationships: None
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3.3 Cognitive Walkthrough Report (CWR)
CWR Number: CWRDE1
Product Name: WeQuit
Task Name: App features usability
Date and Time of Study: 22nd October 2019
Experimenters’ Names: Deepesh Sudhakar
Task Description: 1
Log cigarettes smoked or cravings
Task Action Sequence:
1. User: Once the app is open, clicks the big cigarette button.
System: Shows buttons to track smoking and cravings.
2. User: Taps “I smoked” button.
System: Logs the smoke and shows updated number.
3. User: User clicks on the “Close” button.
System: Closes the pop-up page and shows dashboard.
Interface/tool/system description:
Interface is a smartphone, which has a touch input to select and phone display as output.
Streamlined cognitive walkthrough (Spencer et al, 2000):
1. User: Once the app is open, clicks the big cigarette button.
System: Shows buttons to track smoking and cravings.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their goal?
General Notes x This step is straight forward; the
user should understand it easily.
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2. User: Taps “I smoked” button.
System: Logs the smoke and shows updated number.
CW Question Issue? Notes
Will the user know what to do at this
step?
If the user does the right thing, will
they know that they did the right thing
and that they are making progress
towards their goal?
x Some users might not understand
where it is updated or how this
information is useful.
3. User: User clicks on the “Close” button.
System: Closes the pop-up page and shows dashboard.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their goal?
General Notes x This step is straight forward;
user should understand it easily.
Task Description 2
Set goals for accountability partners.
Task Action Sequence:
1. User: Click on “View Partners” button on the dashboard or Accountability Partner tab on the
bottom navigation for the very first time.
System: Takes him to accountability partner tab.
2. User: Searches name of friends.
System: Shows search result/friend’s profile.
3. User: Follows friend.
System: Sends requests to the friend to accept to become accountability partner.
(Once Accepted)
4. System: Pushes notification.
User: Checks friends’ profile.
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5. User: Clicks “Set new goals” button to create a goal.
System: Sends set goal to friend.
Interface/tool/system description:
Interface is a smartphone, which has a touch input to select and phone display as output
Streamlined cognitive walkthrough (Spencer et al, 2000):
1. User: Click on “View Partners” button on the dashboard or Accountability Partner tab on the
bottom navigation for the very first time.
System: Takes him to accountability partner tab.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their goal?
x User might not understand
what accountability partner
means.
2. User: Searches name of friends.
System: Shows search results/user’s profile.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their
goal?
General Notes x Since, all social media platforms
are based on a similar concept,
this should be straight forward.
3. User: Follows friends.
System: Sends requests to the friend to accept to become accountability partner.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they know
that they did the right thing and that they are
making progress towards their goal?
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General Notes x Straight forward; from
past social media
experience
4. System: Pushes Notification.
User: Checks friends’ profile.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their goal?
General Notes x This step is straight forward;
user should understand it easily.
5. User: Clicks “Set new goals” button to create a goal.
System: Sends set goal to friend.
CW Question Issue? Notes
Will the user know what to do at
this step?
If the user does the right thing,
will they know that they did the
right thing and that they are
making progress towards their
goal?
x Some users might not know what
happens once they sets goals for his
Accountability partner/friend.
Task Description: 3
View Health reports in the app and download it.
Task Action Sequence:
1. User: Taps “View full health report” button below the graph on the dashboard or clicks on the
Health Insights tab on the bottom navigation.
System: Opens the health tab and shows all the health variables.
2. User: User clicks on download health report.
System: Pop up asks the user to set start and end date.
3. User: Sets start and end date.
System: Report is generated and viewed which can be downloaded onto the phone.
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4. User: Clicks on download report.
System: The downloaded report is saved onto the smartphone.
Interface/tool/system description:
Interface is a smartphone, which has a touch input to select and phone display as output.
Streamlined cognitive walkthrough (Spencer et al, 2000):
1. User: Taps “View full health report” button below the graph on the dashboard or clicks
on the Health Insights tab on the bottom navigation.
System: Opens the health tab and shows all the health variables.
CW Question Issue? Notes
Will the user know what to do
at this step?
If the user does the right thing,
will they know that they did
the right thing and that they are
making progress towards their
goal?
x Some users would want this information
directly on the dashboard or they are
overwhelmed when all the health variables
are shown.
2. User: User clicks on download health report.
System: Pop up asks the user to set start and end date.
CW Question Issue? Notes
Will the user know what to do at this
step?
If the user does the right thing, will they
know that they did the right thing and
that they are making progress towards
their goal?
x Some users might not know what
start and end date mean to
generate a report.
3. User: Sets start and end date.
System: Report is generated and viewed which can be downloaded onto the phone.
CW Question Issue? Notes
Will the user know what to do at this step?
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If the user does the right thing, will they know
that they did the right thing and that they are
making progress towards their goal?
General Notes x This step is straight forward;
user should understand it
easily.
4. User: Clicks on download report.
System: The downloaded report is saved onto the smartphone.
CW Question Issue? Notes
Will the user know what to do at
this step?
If the user does the right thing, will
they know that they did the right
thing and that they are making
progress towards their goal?
General Notes x This step does not require the user to do
any specific task but should be straight
forward from users past experience.
Task Description: 4
Make an appointment to get professional help
Task Action Sequence:
1. User: On Dashboard, clicks on “Book an appointment” button.
System: Opens Health tab, shows available doctor/therapist.
2. User: Clicks on required doctor/therapist.
System: Shows available appointments.
3. User: Clicks on required time/date slot.
System: Books appointment with selected doctor/therapist at date/time slot.
Interface/tool/system description:
Interface is a smartphone, which has a touch input to select and phone display as output.
Streamlined cognitive walkthrough (Spencer et al, 2000):
User: On Dashboard clicks on book appointment.
System: Opens Health tab, shows available doctor/therapist.
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CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their
goal?
General Notes x This step is straight forward;
user should understand it easily.
User: Clicks on required doctor/therapist.
System: Shows available appointments.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their
goal?
General Notes x This step is straight forward;
user should understand it easily.
User: Clicks on required time/date slot.
System: Books appointment with selected doctor/therapist at date/time slot.
CW Question Issue? Notes
Will the user know what to do at this step?
If the user does the right thing, will they
know that they did the right thing and that
they are making progress towards their goal?
General Notes x This step is straight forward;
user should understand it easily.
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Potential Fixes for discovered problems:
For most of the problems the user might have performing the above tasks, the following
solutions would be able to better the usability.
• Startup tour of the different features, tabs and their functionality
• Additional information available to the user in the help tab to make it easier for their
understanding.
3.4. Usability Aspect Report
Think-Aloud 1
UAR Number: WQ0011
Product Name: WeQuit
Date and time of study: 21nd October 2019
Experimenter’s Name: Deepesh Sudhakar
No.UAR 1 Problem
Name:
Application usage
Evidence: User was able to navigate through the app smoothly; they felt all the information was easy
to understand. They felt that there are redundant was to open some tabs. Example: Health information
can be viewed by tapping on health reports on the dashboard or selecting health tab on the bottom of
the screen.
Explanation: The application is very good, but to access the information on dashboard, the user should
only have to navigate using the tabs rather than directly from the dashboard.
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Severity or Benefit: Benefit for the users; Problem limited to specific user
Rating: 1
Justification (Frequency, Impact, Persistence, Weights):
The frequency of this being a problem depends on the user, since there are sometimes multiple ways to
launch a specific feature, the user might be confused as to which method to proceed. This does not
affect the user since, he will still be able to perform his task. Since this feature is a rather a problem
with the navigation of the user interface rather than the functions, this problem persists throughout the
life cycle of the application. This issue does not weigh on the user’s ability to complete any operation.
Possible solution and/or Trade-offs:
Including an option in the settings to edit the information shown on the dashboard, hence being able to
remove access to different tabs shown on the dashboard.
Relationships:
NA
Think-Aloud 2
UAR Number: WQ0012
Product Name: WeQuit
Date and time of study: 21nd October 2019
Experimenter’s Name: Elora Dutta
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No.UAR 1 Problem
Name: Health Report elements are displayed in small boxes
Evidence:
Explanation: Upon accessing the health aspects, user said the grid view looked crowded and he did
not know if they were clickable.
Severity: 1
Justification:
This does not hinder the process although it is important to have a clean layout in terms of aesthetics
and minimalistic design.
Possible solution: We have decided to redesign the layout and put two aspects in each row of the
screen
Relationships: None
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Think-Aloud 3
UAR Number: WQ0013
Product Name: WeQuit
Date and time of study: 21nd October 2019
Experimenter’s Name: Barsa Tandukar
No.UAR 1 Good Aspect
Name: Dashboard smoke tracker button for quick user input
Evidence:
Explanation: While using the application the user was highly satisfied with the feature to track the
number of smokes
Severity: 1
Justification: Having the button present on all the screens makes it possible for all users to easily track
the cigarettes smoked
Possible solution: N/A
Relationships: None
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3.5 Key Problems identified from the evaluation/brief
After analyzing the results of the evaluation, the major usability issue we found, that every user
would experience, is the lack of onboarding pages. After installing the application, many users
expect to view a how-to document, which explains the features of the app, in the form of
understandable onboarding pages. We found some minor usability issues as well. The first minor
issue that we identified was regarding the confusion of claiming rewards from the dashboard.
Instead of having a button, a right arrow is used which confuses the users. They think that it will
lead to another page. The second issue is about the star buttons. In our design, the star buttons
are used on those goals which has a minimum time remaining to finish. However, users get
confused if the star icons are used to add goals to favorite.
Apart from the two methods of evaluation that we conducted on our final design, we also opted
for a think-aloud session with two users. The feedback received were consistent. If we had extra
time to design our solution, we would address the major usability issue first. For this, we would
create onboarding pages, that describes the features and functionality of weQuit, for the new
users. While the major usability issue is visible to all the users, minor issues are generally
difficult to identify. With additional time, we would replace the right arrow button on the
rewards section with a “Claim Rewards” button. Also, we would convert the “star icon”, used on
the rewards section on the dashboard, to a “favorite button” with two states: selected and
unselected. We are also focused on removing action buttons that are redundant to keep only that
action button that is mostly used. For example, in weQuit app, we have provided two different
ways for the users to track smoking and craving: through the bottom navigation button and
through the dashboard where users can click on the plus or minus buttons which are placed
beside the smoking and tracking count. If we had additional time, we would perform user testing
with three to five users to observe if they are able to use the application efficiently. We would
revise the designs and check for other issues after each iteration to design a product that is
productive and efficient.
3.6 Reflection
For the heuristic evaluation, we evaluated each issue using Neilsen’s 10 Usability Heuristics.
This method surfaced the major usability issue about not having the onboarding (how-to
document) in the application. Apart from this, it surfaced a few minor usability issues. Using
cognitive walkthrough by Rick Spenser, we identified a similar issue, i.e., users may not
understand what an accountability partner is. The key finding from the think-aloud session also
includes the same issue. From all the methods which we used to evaluate the final design, it was
evident that there was similarity in the issues we identified. If we solve the major usability issue
discovered in our heuristic evaluation, we will solve the problem identified through the cognitive
walkthrough as well as think-aloud protocol. Although most users can figure out the concept of
accountability partner after using it a couple of times, both the methods insisted on the need for
onboarding pages. Heuristic Evaluation helped us evaluate the overall functionality of the
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applications and identify the most critical usability issue that need to be addressed. The method
provided a wider scope to review and evaluate the user experience aspect that hindered the
efficiency of our final design application. Cognitive Walkthrough implemented a rather deeper
technique for evaluation. It helped us review each step to accomplish a goal. It provided us with
an ability to figure out issues that existed within the process. Such a step-wise evaluation is not
provided by Heuristic Evaluation. The combination of these two methods contributed to be the
most efficient way for our team to evaluate our design solution.
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4. Appendix
i. Data Collection and Problem Framing Report [Link]
ii. Design Exploration Report [Link]
5. References
[1] Current Cigarette Smoking Among Adults — United States, 2005–2015
https://www.cdc.gov/mmwr/volumes/65/wr/mm6544a2.htm
[2] The Health Consequences of smoking-50 Years of Progress: A Report of the Surgeon
General
https://www.ncbi.nlm.nih.gov/pubmed/24455788
[3] Why people start smoking and why it is hard to quit
https://www.cancer.org/cancer/cancer-causes/tobacco-and-cancer/why-people-start-using-