1. Displaying Help
Help is necessary, but best when
its “just in time”
• During cognitive walkthrough, users
wanted clarification about the
function of main menu items
• But during usability testing,
participants were overwhelmed by
text on the page.
• New directions:
• Substitute text with graphics,
where it best conveys meaning
• Toggle help (on and off) so
novices can learn while
experts ignore
2. Readiness/ hesitancy to
interact
Users consistently used the
select icon first to add a new
profile (despite the “New Profile”
button to the right)
But they were hesitant to hit the
minus icon to remove food (this
is the only option)
New approaches
• Redundant code: Allow users to add
profiles via a dropdown selection,
too
• Include an undo button so users can
act confidently and recover from
slips
3. Design Evolution
HOME
Original design of the home screen was Modified design with descriptive text
very simple. However, during the for each link allowed users to more
cognitive walkthrough lot of people had readily understand the purpose of each
trouble deciding the appropriate links link.
for a given task.
4. Design Evolution
RECIPE SELECTION
First iteration
Final Design
Second iteration
5. Lessons Learned
UNDO function
• So important in a task-based application
• And easily forgotten in development
Develop on a cross-platform technology
• Agile development
• Allows for version control & more risk taking
with code
• Redundant responsibilities
Usability testing does not have to be elaborate to be
useful
• Big problems of navigation and clarity emerge early
• Additional participants confirm confusion
• User responses exhibit a long-tail pattern of issues
6. Prototyping Tools Used
EXPRESSION BLEND for
design and layout.
VISUAL STUDIO 2010
for scripting and
interaction.