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AN APPRAISAL REPORT
Team Asian
INTRODUCTION ......................................................................................................................... 1
Appraisal Report ii
Opinions
OPINIONS
Team Asian
Introduction
The following report evaluates the prototype proposals presented on Tuesday
27th April 2010. Each section provides feedback on a groups design, usabil-
ity, and navigation while also providing suggestions for further improvement.
Five groups will be considered in the report.
Team TAK
DESIGN
USABILITY
The minimal effort needed for people to interact with the system is a
plus. As a projection, the ball will not injure anyone from collisions or
muscle strains. The simple interaction of the system will also allow differ-
ent age groups to interact with the ball differently hence appealing to
a wider audience.
NAVIGATION
N/A
WHAT NEEDS IMPROVEMENT (AND WHY )
DESIGN
As mentioned before, the overall design works quite well. However, the
area of playable space may need to be addressed since public trans-
port stations are often narrow and long different proportions to most
projections that are designed to replicate screens.
USABILITY
While all users can happily interact with the ball, a problem lies in the
segregation of different age groups. A study of a platform would show
that school children group together and adults tend to spread out
away from the children. If children were interacting with the ball/s it
would be highly unlikely that an adult would feel free to join. This is a
problem because typically, adults are idler than children and children
are more likely to use the ball.
NAVIGATION
N/A
DESIGN
Creating marked playing fields along the station might assist with the
proportion discrepancies between station and projector.
USABILITY
With the new GoCard system, it might be interesting if the system could
read if the players were on a Concession card or an Adult card and
separate the games so only Adult GoCard users could interact with the
Adult ball while school children could only interact with the Conces-
sion ball.
NAVIGATION
N/A
Team Freya
Opinions
DESIGN
The design of the floor pads was very well thought out. Safety was con-
sidered though the use of rubber pads, ramping, and well constructed
joins. The technology seems easy to replicate on a lager scale should
funding and time be available.
USABILITY
Since the system shows similarity to DDR, it is likely the intended audi-
ence will be familiar with the required interactions and, as a result, more
likely to participate than with an unfamiliar design. This familiarity vastly
improves usability.
NAVIGATION
The game benefits from requiring minimal interaction. This will allow us-
ers to begin and end the game effortlessly and place more focus on
being active as a result.
DESIGN
USABILITY
The glowing floor pad notifications are an interesting twist from similar
systems and, like Macintosh computers, might actually be more intui-
tive, despite users being used to the DDR system. However, further de-
velopment and consideration would improve the interaction
NAVIGATION
Little was presented on the topic of navigation.
SUGGESTIONS FOR IMPROVEMENT
DESIGN
USABILITY
Instead of reverting back to a DDR like interface for step notification, a
tetris-esque concept could be adapted where in a smaller window the
player could see the next steps.
NAVIGATION
The well-designed minimalistic navigation could be improved by plac-
ing a greater focus on creating an intuitive and ubiquitous navigation
system.
DESIGN
The overall concept has been well designed in the interaction and
concept. The game/story line has strengthened the concept well.
USABILITY
The system seems quite intuitive and simple to follow as all good iPhone
apps are.
NAVIGATION
Great care appears to have been placed in navigation, as it should be
on a web/phone based application. It appears easy to use while run-
ning or walking.
Opinions
DESIGN
USABILITY
IPhones are an excellent platform for mobile interactions but problems
may occur if the running users are holding their phones in sweaty
hands. IPhones are quite fragile devices and consideration of the
phones safety could do with being addressed.
NAVIGATION
To further pursue the game concept, different approaches to typical
iPhone interactions could be looked at to better immerse the users in
the system.
DESIGN
USABILITY
While expensive, developing a smaller wearable display could improve
the safety of the phone. Alternatively, enterprising and selling custom-
ized cases for the phone could be pursued. These cases could also
alert other runners that the user is currently participating and tag-team
paths could occur.
NAVIGATION
Perhaps less interaction and more movie clips could improve the navi-
gation of the app. This would help users follow the system, without hav-
ing to worry about pressing buttons while running.
Team Exertainment
DESIGN
USABILITY
The concept provides a simple, easy to use, interactive floor that
doesnt require intense physical exertion for interaction. It also allows
users to opt in and out effortlessly.
NAVIGATION
N/A
DESIGN
The overall design is very well thought out, however the system could
improve by implementing aesthetic modifications to ensure users are
constantly intrigued by it.
USABILITY
While the prototype has been designed well for the space available,
concerns may arise in regards to ventilation. If the project became a
popular space for students, heat and air could pose problems.
NAVIGATION
N/A
DESIGN
USABILITY
To overcome the environment concerns of usability, the project could
be moved to an upper walkway in Hawken that is less frequented and
more open. Alternatively, fans or air conditioning could be installed in
the bridge walkway.
NAVIGATION
N/A
ITEE Crowd
DESIGN
The concept and design of the project are very unique and have been
well considered. The different elements of the project should work well
to complement each other.
USABILITY
The usability of the project works well by providing ubiquitous interac-
tion. It applies the street-computing theme well by allowing anyone to
benefit. Little confusion can occur from this form of interaction.
NAVIGATION
N/A
DESIGN
While being well considered, the system could benefit from further as-
sessment of whether users will be more inclined to use the lift for the
novelty or, eventually become indifferent.
USABILITY
Providing options for users to turn off the system might improve the us-
ability aspect as problems could arise if important people visit the uni-
versity; they may not appreciate being confronted by elevators.
NAVIGATION
N/A
DESIGN
A tracking system that counts how many times a user uses the stairs
compared to the elevator might further encourage the intended audi-
ence to use the stairs more often, for example, if they use the stairs 9
times, they can catch the lift without distraction once.
USABILITY
An opt out system might undermine the concept of the system but
other options could include turning off the system at peak hours so
people who have just walked across the university can have a peace-
ful trip to their floor. Alternatively, less confronting information could be
dictated in the lift, such as how much more beneficial the stairs would
be or, perhaps an option to get out at the next floor could be spoken
so the user could then choose the stairs.
NAVIGATION
N/A