Public Social Interaction
The project idea was started simply by the observation that Georgia Tech campus has many busy bus stops but people seldom interact with each other while waiting for buses. The project aims to enhance the social interaction among people waiting at Geoagia Tech campus bus stops. The project won the first prize in 2016 Fall Convergence Innovation Conpetition under the category of "Smart Cities and Healthy Communities".
Regular user of Georgia Tech campus bus stops.
The team first decided to find out what people are current doing while waiting at bus stops by going to two of the busiest bus stops on campus. There, we obverved people and approached some of them to talk about their experience at the bus stops. With the observation and response, we did qualitative analysis with affinity diagram.
With the affinity map, we developed two sets of personas, traditional ones and behavioral ones.
Based on the personas and information gained from contexrual inquiry, we brainstormed and narrowed down to five design ideas. In order to get opinions on the five ideas, we conducted a design sprint with classmates from CS 8803 HCI class.
The graphic interface that the user interact with is presented below. The game's rule is simple:
1. Click the canvas to start or restart playing
2. "A", "S", and "D" as a team represent the left three tiles in physical prototype, and "J", "K", "L" as a team represent right three
3. Tap as fast as you can to make your circle grow faster. But remember, each player only controls one tile!
The following image is the CAD model of the ideal design. The tiles will be on the floor and the screen will be set up in front of the users.
The prototype uses a sensor-based system to transform a flat surface area into an interactive game. The faster you step on the tiles, the faster your circle on the screen grows. People loved to try it in the expo and had a good time trying it.
Leader of cognitive walkthrough
PhET Simulations are a collection of web-based simulations that help students understand science and math concepts. As useful as the simulations are, they are dependent on visual effects to interact with the student, and are not accessible to students with vision difficulties.
The projet aims to evaluate one current simulation - Build an Atom - and investigate how (sonification) sound design can be applied to enhance its accessibility.
Check the project reportReport
UI Wireframe Evaluation
Moderator of usability test
Compiler of design recommendations
As students of MS-HCI Program in Georgia Institute of Technology, our team of 4 decided to investigate how students in the program are handling 1. academic information gathering and 2. academic communication and then evaluate a wireframe designed to accommodate the needs.
When the project was started, MS-HCI students at Geoagia Tech relied on multiple channels for academic information. The channels include
A web portal for classes that manage assignments, resources and grades.
A web portal that handles course registration at the beginning of every semester.
An online community application for MS-HCI students and staff members to communicate among themselves.
4. Facebook groups
Facebook groups that serve as sub-channels for student groups with different purposes.
Students in the program often feel overwhelmed by the number of channels they need to check on a daily basis. After in-depth interviews and surveys with the students, an idea of "one-stop shop" was initialized to accomadate the need for a more centralized information source.
Using Axure, we created a UI Wireframe. The wireframe contains three main pages
This page plays the role of the curreng communication channels such as Slack and Facebook groups. It supports both direct messages and group messages.
This page centralize all the academic resources that MS-HCI students need, including forms and information about lab resources.
This page embeds the functionality of Buzzport but adds better usability to it by incorpprating a side view of calendar so that the user can easily arrange their weekly schedule.
The three main pages cover the majority of information that MS-HCI students need in their academic life. The next step is to evaluate the wireframe.
We first conducted heuristic evaluaion as our first method. Three second-year HCI students were recruited by in-person contact. They were considered experts because of their knowledge in UX.
We then conducted usability test with five first-year MS-HCI students. For each participant, he/she was asked to perform a list of benchmark tasks, which was followed by a list of interview questions.
The responses from heuristic Evaluation and usability test were analyzed via affinity mapping.
According to the rerults from affinity mapping, design recommendations were made. For example, the Permit Application Form is redesigned so that the note (which is important for the user to read) is presented in a clearer way.
View the full list of design recommendations here.
College students are in need for food options that are both finalcially and timely efficient. Teaching them how to cook is a good way to fulfill the need.
The educational application features case-based learning theory and aims to achieve the following learning goals.
1. Create conceptual understanding that is transferable/uncontextualized.
2. Create without looking at existing recipe- memorable knowledge.
3. Learn to work with ingredients; the why and the how of their use.
4. Become better at tasting and critiquing own food