This is a group project which ASTRI collaborated with Hong Kong Polytechnic University on eBooks for children education. The objective of OPUS is to design a tough and durable eBook for children 7 years of age that allows children to learn to read.
OPUS is a new generation eBook which provide individual reading and reading experience sharing at the same time. Children are having their individual experience that mirrors each other until they start reading. Once they begin reading, they share experience of the same content and they get to exchange notes and thought with each other in the process to improve each other's experience.
CONTRIBUTION:
Concept Generation, Secondary Research, Primary Research (User interview &testing), Making Physical Prototype, Rendering Final 3D Model, creating Final Flash Demo, Designing Graphic Diagram in Final Project Log
Ride the Storm: Navigating Through Unstable Periods / Katerina Rudko (Belka G...
New Generation eBook-OPUS
1. eBOOK
PROJECT REPORT
Hong Kong Polytechnic University
School of Design
2009 | Master of Interaction design
Next generation eBook - opus
Team member: Cheng Wing Yin Ellena
Shao Zhou Yi Joy
Wang Zhi Wei Eva
2. CONTENTS
Team members /02
1 Project Background /06
2 Project Objective /08
RESEARCH
3 Research Process / 12 7 Competitive Analysis / 32
7.1 Rationale /32
4 Persona / 14 7.2 Matrix of Competitor Comparison /33
4.1 Rationale /14 7.3 Advantages and Disadvantages /34
4.2 OPUS’ Persona /16
8 Design Objectives and Criteria / 36
5 Secondary Research / 18
5.1 Rationale /18 9 Design Opportunities / 40
9.1 Physical Freedom /42
6 Design Direction / 22 9.2 Pleasant Reading Experience /44
6.1 Physical /24 9.3 Communicate with Others /48
Psychological /24
Social /24 10 Visits & Interviews / 52
6.2 Design Direction /26 10.1 Rationale /52
10.2 First and Second visits /54
6.3 Ideas /30
10.3 Third visits /58
10.4 Fourth visits /62
4. ASTRI collaborated with Hong Kong
Polytechnic University on
eBooks for children education.
ere are 4 projects altogether as part of a larger collaboration between AS-
TRI and Hong Kong Polytechnic Univeristy:
1) A tough and durable “learning-to-read” eBook for children
around 7 years old
2) A tough and durable generic subject eBook for grade 3 or 4
students
3) A very tough and durable science book for children around
11-12 years old
6 Hong Kong Polytechnic University
6. PROJECT
OBJECTI
8 Hong Kong Polytechnic University
7. VE 2
The project’s objective is to design a tough and
durable eBook for children 7 years of age that
allows children to learn to read.
e workshop is designed to follow an iterative design process and have the students follow
through an entire design cycle. e workshop goes from understanding the design problem all
the way to creating a nal design.
MDes Interaction Design - Next Generation eBook 9
9. ESEARCH
MDes Interaction Design - Next Generation eBook 11
10. CO
DE
DE
DE
SE
IN
PE
TE
CO
RS
M
SI
SI
SI
GN
GN
GN
PE
RV
ON
N DA
TI
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OP
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RY
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VE
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S&
CT
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CT
AN
RT
VI
IO
SE
IV
UN
SI
AL
N
ES
AR
TS
YS
IT
AN
CH
IE
S I
S
D
CR
IT
ER
IA
Help the team understand the stakeholder’s activities
Ensure that the direction was correct
Refine the design and interactions
Make sure the design’s usability and aesthetics are well done
12 Hong Kong Polytechnic University
11. RESEARCH
PROCESS
3
The research process allows designers to start with a
vague and undetermined problem and re ning
it to the nal product and interactions.
rough the entire process, the design is re ned based on new ndings and insights. By testing it
iteratively, the design had a chance to be improved step by step.
MDes Interaction Design - Next Generation eBook 13
12. PERSONA
Rationale
A persona is a representation of a typical user that will use the system. It in-
cludes various information, such as demographics, interests, and life style, etc.
e reason to have a persona is to design for a speci c person and avoid de-
signing features that will not be used by the target users. By having a concrete
person in mind, the design team can be more focused and the design will be
more grounded on real scenarios.
14 Hong Kong Polytechnic University
14. OPUS’s Persona
Sit Read aloud Parents Teachers
Sleep Read whisper Friends Relatives
Walk around Read quite Toys Alone
WH
HOW O
Learn new knowlege
On the bus
For interesting
W H EN
W HY
Walking
Hierarch
Eating
Pleasure
Working
Engage
Bed time
Boring
Peter Spare time
7 years old Weekend
PERSONA
W
AT HE
WH RE
Textbook Fairy Home Park
Words Pictures Toilet Class
Cartoon Craftbook Library Bookstore
Reading room
HOBBY PERSONALITY PET PEEVE
16 Hong Kong Polytechnic University
Love cartoon Friendly Doing homework
Make friends Curious Being alone
Play games
15. WHO - Peter is a 7 years old who likes to read
WHAT - He enjoys reading story books workshop
WHERE- He mainly reads at home or in school, but he would like to have the option to
read anywhere
WHEN - He wants to read books that he likes during his free time
WHY - He enjoys reading and wants to share his knowledge with friends
HOW - He likes to read a traditional storybook, but sometimes he reads on the family
computer too.
MDes Interaction Design - Next Generation eBook 17
16. SECOND-
ARY
RESEARCH
18 Hong Kong Polytechnic University
17. 5
Rationale
Secondary research includes research that others have done prior to this proj-
ect. It includes resources like books, journals, internet articles, and more. It
is used to give the design team a basic understanding of the issues and what
previous work can they leverage and what areas require primary research.
With a basic understanding of issues regarding designing for children physi-
cally, psychologically, and socially, the design team can be better prepared to
exploring the details in the right areas. e secondary research gave the team
a preliminary view of the design directions.
MDes Interaction Design - Next Generation eBook 19
20. DESIGN
DIRECTI
22 Hong Kong Polytechnic University
21. 6
Based on the secondary research, the ndings were
categorized into three categories: physical,
psychological, and social.
ON
MDes Interaction Design - Next Generation eBook 23
22. ere are a total of three design directions for the eBook.
For the physical aspect, it was determined that children have very rich
movement and the physical form of the eBook must accommodate for the
children’s movements.
Psychologically, there are many di erences between children and
adults. e eBook will have to keep in mind of the persona and how he can
bene t from the design of the eBook.
For the social aspect, studies have shown that students learn much better
among peers (reference required). Reading has
raditionally been a private activity and little interaction is shared among the
children. is project wants to leverage the improved learning based on com-
munication and make reading a social
experience. With these directions determined, the design can be more fo-
cused and the initial ideas of what the eBook can be began to be shaped.
24 Hong Kong Polytechnic University
23. DESIGN DIRECTION >
MDes Interaction Design - Next Generation eBook 25
24. Encourage interaction between
parents and children
Encourage parents to
read with children
Use with different people
and environments
Encourage children to communicate
in groups and share infomation
L
IA
Encourage children to ask questions and
SOC
develop critical thinking
Relate the content of the book to the
DE
children’s social world in reality
DIRE
Teach the children rules that should
understand and follow Readi
Help the child
understand the book better
O GY
Re
di
a
ng
Easy to use, Pr
oc
or else the children won’t be ess
motivated to use it
Emot
Make the process of
reading feel like a journey
Emotionally attached
to the eBook
Allow the children to be involved in
what they are reading
Use the children’s own
Allow children to look up words views to ask questions
they are interested in learning
26 Hong Kong Polytechnic University
25. Accommodate the
children’s rich movements
Allow children
to use both hands
Maintain the child’s health
while using the eBook
P Low cost hardware
--accessibility
HY
SIC
Multi-channel feedback
(e.g. sound, touch, visual)
ESIGN
AL
Hardware is light, easy to carry,
ECTION
and durable to encourage face-to-face interaction
ing for Interest
PS
YCHO Show all options available to
s
er
the children. Don’t hide any items.
th
O
Allow the children to express themselves
through the eBook
ce
tional Experien
Provide a means to explore
new books
Design the eBook to
be suitable for
Motivate children by providing an
the child’s personality
appropriate reading level and rewards
Provide encouragements
and assistance Keep the children consistently
to children interacting with the eBook
Show to the users that
they are respected
(including children users)
MDes Interaction Design - Next Generation eBook 27
28. Encourage interaction between
parents and children
Encourage parents to
read with children
ID
Use with different people
and environments
Encourage children to communicate Setup to obtain the personality and
in groups and share infomation reading levelof the child to make the
reading material more appropriate.
Encourage children to ask questions and
develop critical thinking
Create a schedule that
the children can follow
Relate the content of the book to the to advance their reading.
children’s social world in reality
Teach the children rules that should Provide an avatar in the
understand and follow eBook that can be a
companion to the child
and provide guidance
Less information on
one page. Clear and
simple visual icons.
Allow children to write
their own stories to increase
their involvement
Help the child
understand the book better Extra resources for children to learn more.
E.g. an encyclopedia with images
and sound built in
Easy to use,
or else the children won’t be
motivated to use it
Make the process of
reading feel like a journey Emotionally attached
to the eBook
Allow the children to be involved in
what they are reading
Use the children’s own
views to ask questions
Allow children to look up words
they are interested in learning
30 Hong Kong Polytechnic University
29. Accommodate the
children’s rich movements
Allow children
DEAS
to use both hands
Maintain the child’s health
while using the eBook
Provide different modes Low cost hardware
that allow the eBook to be --accessibility
used alone, with parents,
with peers, or with teachers. Multi-channel feedback
(e.g. sound, touch, visual)
Create some accessories
with the eBook that the
children can interact with. Hardware is light, easy to carry,
and durable to encourage face-to-face interaction
Provide personalized
plastic protective cover for
durability and attractive-
ness of the eBook.
Contain speakers to
talk to the children.
Provide small games
during loading. Show
the loading progress
and option to cancel.
Show all options available to
Provide a toolbox for children the children. Don’t hide any items.
to express themselves
through dairies, pictures, etc.
Allow the children to express themselves
through the eBook
Provide a means to explore
Design the eBook to new books
be suitable for
the child’s personality
Motivate children by providing an
appropriate reading level and rewards
Provide encouragements
and assistance
to children
Keep the children consistently
interacting with the eBook
Show to the users that
they are respected
(including children users)
MDes Interaction Design - Next Generation eBook 31
30. COMPET-
ITIVE
ANALYSIS
7
Rationale
By understanding the existing competition for eBooks, it gives the team a view of which areas are
ful lled and which area requires a better design solution.
32 Hong Kong Polytechnic University
31. Matrix of Competitor Comparison
ere were two main competitors identi ed for the project. e rst group is existing eBooks that
is mainly geared towards adults. e second group is the existing learn-to-read toys for children.
It was identi ed that the eBooks can hold a high volume of content, but the fun factor is really low.
On the opposite spectrum, the toys are fun to read and suitable for children, but parents must buy
a new toy in order to teach their children new content. e solution is an eBook for children that
is more fun to use than existing toys and has a high volume of content.
MDes Interaction Design - Next Generation eBook 33
32. Advantages & Disadvantages
e advantages and disadvantages of the existing eBooks were evaluated. is provides insight
for opportunities and pitfalls that the current project should consider.
+ Light, thin, and portable (Kindle/Sony)
+ Usage with both hands (Kindle)
+ Provides highlighting and annotations (Sony)
+ Touch screen (Sony)
+ Large amount of books (K/S)
+ Books are never out of print (K/S)
+ Simulates real paper (K/S)
+ Large amount of content available (K)
+ Simple to use and add additional books(K)
+ Shop for new books anywhere (K)
+ Free wireless internet (limited to USA) (K)
+ Low book prices (K)
+ Supports PDF (S)
+ Front and back lights available (S)
+ Doesn’t need to be recharged o en (S)
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33. - Lack of touch screen (Kindle)
- Opinion of many users that is it not attractive (Kindle)
- Screen has refresh lag (1 second for each page turn).(Sony)
- ebook is only “borrowed” (K)
- ebooks cannot be read on computer (K)
- Low resolution small screen (6 in)(S)
- Cannot search book text(S)
- Cannot jump to page(S)
MDes Interaction Design - Next Generation eBook 35
34. DESIGN
OBJEC-
TIVES &
CRITERIA
8
36 Hong Kong Polytechnic University
35. Based on the previous research, we
creat the design criteria. >
MDes Interaction Design - Next Generation eBook 37
36. th ers
The eBook shall encourage interaction o
with others because children i th
learn better with peers.
w
on
ati
L
nic
IA
mu
SOC
Improve com
OBJEC
&CRITE
Improve English
& habits by readin
OLO GY
e
ing exper ienc
The design of the eBook shall co
provide motivation to
38 Hong Kong Polytechnic University
37. Giv
ec
hil
dr
en The eBook shall give the children the ability
to read an unlimited amount of content
m
at anytime, anywhere,
P
or
and with anyone they chose.
ep
HY
hys
ica
SIC
l free
CTIVE
AL
dom to use it
ERIA
reading skill
ng for pleasure
PS
YC
Ple
asan
t rea
onsider children’s emotion,
read, easy to use
MDes Interaction Design - Next Generation eBook 39
38. DESIGN
OPPORT
Current issues were identi ed and design opportunities were suggested based on the speci c is-
sue. Any new issues that can be created by the new design opportunity are also explored to avoid
creating a new problem when solving an existing one. is allowed the team to understand what
the user lacks in the present and design an eBook with an improved experience.
1 Provide Freedom
2 Pleasant Reading Experience
3 Communicate with Others
40 Hong Kong Polytechnic University
40. Provide Freedom
--Give children more physical freedom to use it
CURRENT PROBLEMS &
DESIGN OPPORTUNITIES
Can only read and write on the book
--Provide di erent interactions on the eBook
eBook issues to be addressed:
Accessory can be lost
Shortage of battery
Each book only contains one story
--Store various books on the book
eBook issues to be addressed:
Small screen space
Tired to read---- make sure they don’t read too much
Can’t modify the physical book
--Allow children to manipulate content of the eBook
eBook issues to be addressed:
Durable physical form
42 Hong Kong Polytechnic University
41. CURRENT SCENARIO NEW SCENARIO
1
Peter had an interesting class about dinosaurs in the morning. He
found the topic really interesting and wanted to nd out more
with his best friend Steve.
2
He had lunch with Steve and they wanted to
read about dinosaurs together, but they don’t
have access to any books about dino- 2
saurs.
...so Peter took out his eBook and they
read about dinosaurs and learned the names of
a dozen of dinosaurs together by the end of
lunch.
3
So they played hide and seek instead.
MDes Interaction Design - Next Generation eBook 43
42. Pleasant Reading Experience
--Consider children’s emotion,
provide motivation to read, easy to use
CURRENT PROBLEMS &
DESIGN OPPORTUNITIES
e avatar’s emotion will signify when the children should read.
Two avatars can act as the ‘angel’ and ‘devil’ exemplars.
Help create plan habitually.
Assists in re ection of the book.
Encourage children to ask questions.
• Make the text for the bottom text smaller and emphasize the “Avatar can help” instead? We
didn’t really use avatar in the nal design
• For the Current and New scenarios, can we do something similar to the above? E.g. arrows that
points sideways to the other side of the ap, and identify “current scenario” and “new scenario”
beside the arrow?
eBook issues to be addressed:
Avatar should not be intrusive.
Must be easy to use.
44 Hong Kong Polytechnic University
43. Can’t nd answers to their questions
--Built-in encyclopedia and dictionary can help nd the answer.
Bored with the content
--Switch from text to pictures or animations
eBook issues to be addressed:
Make sure that children still read
-- text follow the pictures and cartoon.
Passively absorbing the content
--Create stories using pictures and the eBook turned it into text.
At the end, there is a game for Peter to see if he learned what was in his story.
MDes Interaction Design - Next Generation eBook 45
44. 1
A er school, Peter is deciding if he should watch television,
play games or read.
2
He decides that he wants to start reading Harry Potter because his
friend said it’s interesting. However, there are too much text
and too di cult for him.
46 Hong Kong Polytechnic University
45. 3
So he gave up and went to watch TV.
CURRENT SCENARIO
NEW SCENARIO
3
He picked up his eBook and sees what his avatar, Jerry, has in store for him.
--Jerry reminded Peter that he planned to read Harry Potter today, so Peter started reading it with Jerry.
--Jerry asked questions throughout the story and looked up answers in the encyclopedia with Peter.
He turned the book into an animation that reads the story with him.
MDes Interaction Design - Next Generation eBook 47
46. Communicate with others
--Encourage interaction with others
because studies have shown that children learn better with peers
CURRENT PROBLEMS &
DESIGN OPPORTUNITIES
Di cult to nd friends to read together
--Provide a list to show friends that are available to read
Display of book(s) that friends want to read
eBook issues to be addressed:
Make sure that they are reading and not chatting
Di cult to nd a book to read
--A list of books that friends recommends
Di erent stage and speed of reading between children
--Provide mini-reading-games around 10-15 min about previous reading while the
faster friend waits
48 Hong Kong Polytechnic University
47. Can’t nd answers to the questions
--Encourage asking friends or group discussions through eBook
Can’t share book with too many people
--Provide a remote control to allow more children to view it.
Each children has one eBook and they read the same story together remotely.
Can’t communicate with friends in small screen
--Connect eBook into one big screen
MDes Interaction Design - Next Generation eBook 49
48. 1
Later that day, Peter found a book about dinosaurs and wanted to
go nd Steve to read.
2
But his mom thinks it’s too late.
50 Hong Kong Polytechnic University
49. CURRENT SCENARIO
3
So Peter stayed home and read a book about dinosaurs alone.
3
...So Peter went on his eBook to see if Steve was available to read
with him. He saw that Steve was free and also wanted to read dinosaurs,
so he contacted Steve and they read dinosaurs together.
NEW SCENARIO
MDes Interaction Design - Next Generation eBook 51
50. VISITS &
INTER-
VIEWS
Rationale
ere were 4 visits altogether.
e interviews and visits provided the chance for the team to observe the be-
havior and perspectives of the children and teachers. Being able to talk with
the users and experts gave a lot of insights. e primary research and feed-
back provided by the students and teachers greatly improved the design by
allowing the design team to make informed decisions. e visits are done
throughout the entire design process and provided more insghts during the
design iterations.
52 Hong Kong Polytechnic University
52. First visit Methodology
e rst visit was a home visit to a family and the team had the chance to interview a girl and
her parents about her reading habits and daily life. is provided a chance for the team to look at
the artifacts, understand her reading level, capabilities of a child around 7 years old, and see the
interests of the child.
During the rst visit, the child’s home life was understood. e child’s life was very busy and she
had many choices of what to learn. She showed that she was very excited in reading, which pro-
vided some more input to the persona as a child who is intrinsically interested in reading.
54 Hong Kong Polytechnic University
53. Second visit Methodology
e second visit was at the school. e team prepared questions for the stu-
dents and requested that the children draw how their dream eBook would
look. e teachers were also interviewed separately to understand how they
motivate children to learn and what materials are being taught in class.
It was obvious that the children are excited by technology, as demonstrated
by their usage of the rst generation eBooks from ASTRI. ey are also very
creative and comfortable with advanced technology such as portable game
consoles. is gave the design team con dence that more advanced technol-
ogy could be used and children are capable of learning complex interactive
designs.
MDes Interaction Design - Next Generation eBook 55
54. Insights
1 A lot of pictures in textbooks
2 All their books are di erent sizes
3 Love using their existing eBook
4 Familiar with portable game consoles
56 Hong Kong Polytechnic University
55. Solutions
1 Same amount of pictures and text
ratio in reading
2 Doesn’t need to follow standard A4 sizes
3 Acceptance of technology with learning
4 Can design more complex interactions
MDes Interaction Design - Next Generation eBook 57
57. Third visit Methodology
By the third visit, the paper prototypes and a foam model of the physical pro-
totype were tested.
e bene t of using a low delity prototype is to test the interaction model
and not be concerned with the aesthetics at the moment. Once the interac-
tion model of the eBook is con rmed, the team can go onto creating more
detailed designs. During the usability test, we tested to see how they would
interact with the eBook and if they would be able to operate and understand
the concepts.
e children were tested in pairs of two to encourage more communication
between each other, since children have the tendency to be shy and not think
aloud during a usability test. To test both the physical prototype and work ow
at the same time, the paper prototype was slotted into a clear lm attached to
the physical prototype. When the children touches the screen, the facilitator
would manually remove the appropriate screens, so that the proper screen
would be showing a er every action performed by the children. e interac-
tion model was the main area of focus during this visit. By testing the paper
prototype with the physical prototype, the design team can observe how the
children would hold onto the eBook during usage and if that changes over-
time due to fatigue or other unanticipated reasons.
e children were very capable in understanding the work ow. ey were
also highly intrigued by the game portion of the eBook. Having seen that, it
was important for the eBook to encourage the children to learn new material
rst before they go onto the games and test their knowledge.
MDes Interaction Design - Next Generation eBook 59
58. Insights
1 Reading is private activity, children
share their thoughts.
2 No concept of looking up dictionary.
3 More pro cient in Chinese
4 Ask parents if they have questions.
5 Focus on games
60 Hong Kong Polytechnic University
59. Solutions
1 Discuss after nish reading
2 Link words to pictures directly
3 Chinese in UI and explanations
4 Keep allowing children to ask questions at the end
5 Remove game from homepage
MDes Interaction Design - Next Generation eBook 61
60. Fourth visit
is was the nal visit and the work ow and features
were fairly stable. From this visit, we understood that
children do not understand tabs, and it would help if
items that they see on one screen are persisted to the next
one. While the overall work ow was understood, they
children did not understand how some of the features
were represented and required some explanation before
they can continue on their tasks.
Methodology
In the fourth visit, a high delity prototype was created and a more re ned physical form was
also available. e high delity prototype provided insight to the usability of the design and how
children understood the controls used. Once again, the children were tested in pairs and they
walked through a Flash prototype by completing some prede ned tasks. e main focus of this
visit was about the interface design and ease of use.
62 Hong Kong Polytechnic University
62. Insights
Didn’t understand why there is a book
1 beside friend
Not interested in friend’s reading
2 progress
3 Directly to games after reading
4 Hold eBook from bottom corners
5 Children pro cient in using pens
6 Didn’t understand tabs
Didn’t understand ask parents later
Didn’t understand “calling” feature
Only understood next and previous arrows
Con rmed all children understood reading aloud
Put eBook on lap or table while reading
12 Smaller sizes did not a ect task
64 Hong Kong Polytechnic University
63. Solutions
1 Allow children to select books together
Removed progress, but can talk and share
2 notes anytime
Automatically allow children to discuss book
3 before allowing them to play games
Made bottom corners larger. Earphones on
4
the bottom to avoid cables tangling
5 Provide pen to take notes and draw during
reading
6 Go to Home for navigate
Simplify wording to “ask questions”
Simplify metaphor to knocking for communication
Removed pagination
Keep reading aloud
Earphone is indented
12 Selected smaller size for physical freedom
MDes Interaction Design - Next Generation eBook 65
67. SCE-
NARIOS
Rationale
Scenarios provide an easy method to describe the eBook’s context of use.
ese are high level scenarios that provide the context but not the actual us-
age of the eBook.
MDes Interaction Design - Next Generation eBook 69
68. Peter goes home a er school.
ere are many activities that he could do and it is hard
to choose.
70 Hong Kong Polytechnic University
69. He decides to read with Steve, his best friend. ey read a
story together and discussed it. ey played some games that
are related to the story and had lots of fun. e children im-
proved their eading skills just by having fun and enjoying
themselves.
MDes Interaction Design - Next Generation eBook 71
70. BRAIN-
STORM
&
SKETCH
1 Rationale
2 Re nement of Sketches
72 Hong Kong Polytechnic University
71. ES
12
MDes Interaction Design - Next Generation eBook 73
73. Rationale
e brainstorming process provides a chance to generate design ideas. By going
through the brainstorming process, it provides a chance for creative ideas to be
born and those ideas can be re ned a er the braining storming session.
e sketches were a rough and quick means for the team to contemplate about
possible physical forms. Given the roughness and amount that was generated, the
team can openly critique all of the designs and improve those with potential.
Brainstorming sessions happened throughout the entire design process with
more general brainstorms in the beginning and more detailed idea generation at
the end.
MDes Interaction Design - Next Generation eBook 75
74. Re nement of Sketches
76 Hong Kong Polytechnic University
76. 13
TASK
ANALY-
SIS
Rationale
e task analysis involves steps that the user will have to take before reading,
during reading, and a er reading. By understanding all the steps and decisions
that a user have to take to nish the task makes the design more grounded
based on the user’s behavior.
78 Hong Kong Polytechnic University
77. Current
• Children may read alone or with di erent companions
• Books may be misplaced or not available and the child
cannot read the book
• Reading process is linear and rigid
• Questions may not be answered
Envisioned
• Simpli ed process of nding a book
• e children can decide on how to reading
• Children can read at a comfortable pace while still
sharing their experience with a friend
• Simple access to answers to understand content better
>
MDes Interaction Design - Next Generation eBook 79
78. 80
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Hong Kong Polytechnic University
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fri th adth
N
ta h nt ry, o nd en ne to d fr to d p b o lk t
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Y
Y
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N
na m he he bo t ok s w
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anad n
d ex Pa r Sc ok is to hi k o to out
lo t Re an re ch os re w
ok pa ad to ren bo ad es ad hi
clo at ge to ch t re ok thr ch
se g et
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s
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bo he Br
r
Y
ok Di ow
sc co s
us nt e
sb en
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ba t b k De Fo
ck o o to cid
to und
on k re e w re b
to ad h ad o o
sh (if ich ? k
N
el Re
f an ad ap ch
pl ap Fin
Y
Fin d ne ica te
lo xt bl r an d
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tb
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Current Reading Process
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