Evaluation
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TraveLite
 
Paper Prototyping
Heuristic Evaluation
User Testing
Final Prototype
Visual Design Experiment
Design Approach
  Our approach to the initial design process was highly collaborative. We sat down as a group to sketch out ideas with pencil and paper and came up with two different interaction flows for the TraveLite System. Once a design was sketched out, we did a walkthrough of the interaction flow using each of the three scenarios we had created in our needs assessment phase, iterating as appropriate to incorporate the needs of the persona in question. After working through each of the scenarios, we decided to record our initial ideas regarding screens and interaction flows in a form which could easily be saved and modified throughout our early design iterations. We used Visio to record these early screens.
Early Design

We initially came up with an interaction flow that was focused on a sequential, step-by-step flow through the decision process of customizing a guide. The flow could be truncated, allowing the user to skip detailed editing as needed.

While this approach has was valuable for personas who need the ability to edit content in detail, it was less than ideal for the business traveler, who is concerned with the length of time spent customizing a guide. To minimize the number of steps this user would have to take, we came up with a different interaction flow, in which the TraveLite system would make a "first cut" of the content based on the specified preferences of the user. This way, s/he could opt-out of the detailed refinements if s/he so chose. Furthermore, these preferences could be saved as "profiles" and applied later, speeding the guide building process in the future. To view these initial design sketches, please visit our IS213 writeup.

Some design issues we faced include:

  • constraining the questions used to create profiles to be sufficiently generic to apply across destinations, while still being helpful in making a cut of the content;
  • deciding which style of interactions is appropriate for the various attributes, and fitting in multiple attributes wihtout overloading the user;
  • determining whether people are likely to puchase more than one guide at a time, which requires a full shopping cart feature;
  • whether to allow people to purchase guides and postpone downoad to later, possibly through an email link to the download, or making it available from the "My Guides" page

At this stage of the process, the prototype consisted of 16 (paper) screens:

  • Home;
  • About TraveLite;
  • Frequently Asked Questions (FAQ);
  • Free trial download, including two download dialogue boxes;
  • Sign In;
  • Create Account;
  • Forget Password;
  • My Guides (personal account page);
  • Choose a Destination;
  • Choose Content (filter content categories);
  • Create/Edit a profile;
  • Guide Table of Contents;
  • View/Edit a Section;
  • Detailed information on a particular content item;
  • Checkout pages:
    • enter/edit personal information and specify download format,
    • enter credit card information,
    • confirmation & download;
  • and Log-out.

 

Testing

The first TraveLite prototype was constructed in paper. We wanted to evaluate this low-fidelity paper-based version prior to implementing a prototype in HTML. We tested the interface using three representative users. Testing was relatively informal, using a think-aloud protocol. The intent of this stage of the design process was (1) to locate major problems with the interaction flow, nomenclature, and structure of the content as it was presented and (2) to see if users generally "got" TraveLite.

The initial paper prototype was first piloted with an outside tester, as well as "tested" by the team members using the draft scenarios, and then iterated a second time in paper. As a result of these pilot tests, so many changes were necessary that it became easier to mockup the content of the screens on the computer as well, rather than erasing and rewriting by hand. The second complete iteration of the low-fi prototype was generated on the computer, using word processor and spreadsheet applications. The computer-generated content was then cut up and pasted onto the web browser window mockup to produce the various prototype screens of the "computer". See the complete writeup for a complete description of methods.

Results from testing

We divided the results of the first round of testing into five major areas. The first area consists of specific interaction details which can relatively easily be fixed in the next iteration of the system. We refer to these problems as Minor details in our Critical Incident Log. The other four areas point to serious problems in the underlying task flow and required the team to address deeper issues in the system. For this reason, incidents that have been classed as Minor details will be addressed only after the other four areas are addressed in the redesign, simply because the functionality may change so radically that they will not be an issue in the next iteration.

Perhaps the most obvious of the system's problems was a result of organizational ambiguity about what exactly (in terms of a product) TraveLite seeks to offer its customers and how and what exactly it plans to charge for that product. This is a classic usability blunder - to reveal underlying organizational issues with an unclear interface. The problems that were a result of this were classed as Pricing Model problems. To solve these issues, the TraveLite team revisited its needs assessment research and documented a decision about the pricing model behind the system.

The pricing model we decided upon is one where a user buys a guide for a particular price and can then create as many guides as they want from this content. This matches the users conceptual model around current print guides - but adds the ability to recycle the same content in myriad ways and in various formats. The current plan is to allow access to a guide's content for one year, though this time period can change as the pricing model develops. This new pricing model more closely matches the goals of users and makes the entire system much clearer.

The second major theme was that of confusion between all the content that is available for a particular destination and the part of that content that is included in a particular guide. We coded these incidents as Content Context problems. To address this issue, the redesign of TraveLite will have a simpler filtering mechanism that shows all content available and specific guide content in close proximity to one another.

A related theme was confusion about where a user was in the process of creating a guide. We called these issues Process Context problems. To address these issues, we plan to introduce a contextual map showing where the user is in the process of creating a guide.

An overarching theme which, in some respects, affects the entire interface, was that of exposing the user to entirely too much detail at once. All three users felt somewhat overwhelmed by the choices they were making and the level of detail to which they could go to customize their guides. One user did not want to choose content at a low level of detail at all. The other two users appreciated the ability to so closely tailor their content, but thought that the way the interaction was structured was too confusing.

All three users were unconvinced that the Profiles functionality offered enough value to justify the confusion they engendered. So our first solution to this problem is to eliminate entirely the Profiles functionality in the next iteration. It may be added back in a later version if it is requested by users.

The second solution is to rather dramatically limit the functionality regarding filtering content. For instance, users will no longer be able to run disjoint queries over the data to add content to their guides. This functionality will more likely be useful at the local version of the guide (on the user's PDA). We will allow filtering over the most popular metadata (as determined by our card sorting exercises) but users will not be able to refine their searches at the level of granularity provided in the first prototype.

This first evaluation phase revealed major problems with the flow of the system. Because of this, we felt that the next stage of our process should be to redo our task flow and design a new interaction based on what we learned in this phase.

Changes
  The interaction flow of the paper prototype focused on a series of steps resulting a customized guide. This flow could be truncated, allowing the user to choose only categories of interest, but the selection process within each category was relatively detailed. In addition, users were able to traverse to extremely detailed searching, filtering and information about individual listings. “Profiles” functionality allowed users to store filters and then apply them to new guides, thus allowing them to circumvent this detailed process in later interactions with the site.

Following are the major problems we encountered in the paper prototyping stage, and how we changed them for the first interactive prototype.

Organizational ambiguity about the business model of the site. (i.e. how and what do we plan to charge for content?).

Since it is outside the scope of this project to determine the best business model for a product such as TraveLite, we decided the best course was to choose one and stick with it.

To do so, we revisited our user research and recalled that users' current experience with customizing guides is buying guide content at bookstores (and collecting it from other sources) and customizing with scissors and glue. We decided to mimic this path and changed the purchasing path to use a subscription based model where users “subscribe” to content for a year. They can manipulate and recycle that content into as many guides as they like during that period.

Problems with flow

We believe that our problems with flow in the paper prototype stemmed primarily from the fact that our purchasing path was unclear. Users were also overwhelmed with detail and functionality. This cluttered the interface and made it difficult to interpret and navigate.

In response, we began by cutting the "Profiles" functionality entirely in addition to limiting the ability to perform complex queries and searches over the information. These features may be added back in a later version.

After these extraneous features were eliminated, we designed a new interaction based on the new purchase path and limiting users' exposure to detail. Since the changes we made from the paper prototype were so radical, we decided it would be wise to iterate several more times on paper before committing the interface to code. We iterated four low-fi versions (using paper and very basic printed HTML pages) before moving to our first interactive prototype.

Confusion between the content available in system and the content currently in a particular guide.

Our solution to this problem fit nicely with our decision to limit search and filtering over content. We decided that each filtering task would take place in a suite of dynamic panes. All content appears by default and is removed as the user unclicks check boxes. Since the content updates dynamically, we think it will be clear to users what represents available content and what represents content in their guide (experiments from last semester confirms this suspicion).

Problem: Uncertainty of location within the process of creating a guide.

We tried to address this problem by providing more of a path through the guide building process in this iteration. Since we want to allow users the flexibility to move between the steps of this process, however, it is still possible to leave that path and possibly get confused. We are curious to see whether the new interaction works and plan to make changes as necessary.

Problem: Exposing the users to too much detail and too many choices. Most test participants appreciated the ability to tailor content but found the interaction structure confusing.

As discussed above, we primarily addressed this by limiting functionality. We also implemented a tabbed interface which limits the content a user sees at any given moment. This is another portion of the interface that is fairly complex and will probably change in further iterations.


© copyright 2001 TraveLite. All rights reserved.
email: travelite@sims.berkeley.edu
Last modified: 02-May-2001