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Human Computer Interaction - Basic Design Scenario

Title: Human Computer Interaction - Basic Design Scenario

Seminar Paper , 2018 , 2 Pages , Grade: 4.0 (very good)

Autor:in: Friederike Berg (Author)

Business economics - Information Management
Excerpt & Details   Look inside the ebook
Summary Excerpt Details

I am working for a start-up developing a new real-time sports app for the Apple watch that shares automatically your score such as your number of the shot hoop when you play basketball and let you simultaneously compete with other players without being at the same physical location. It also will contain features in-app to simplify contacting other players who are in the same neighborhood to schedule a spontaneous game. The company has six employees from which one is part of my design team. The financial resources are limited that also leads to high time pressure. The problem I am trying to solve is how the app can track a player’s score without the necessary interaction or input of the player.

Excerpt


Table of Contents

1. Scenario

2. Good method of prototyping: True Programming

3. Poor method of prototyping: Storyboarding

4. Good method of evaluation: Heuristic Evaluation

5. Poor method of evaluation: Cognitive Walkthrough

Objectives and Themes

The primary goal of this reflection is to determine the most effective prototyping and evaluation methodologies for a real-time basketball tracking application for the Apple Watch, focusing on the technical challenge of automated score capture without user interaction.

  • Automated tracking of basketball scoring metrics
  • Prototyping strategy for resource-constrained start-ups
  • User interaction design for fitness applications
  • Heuristic evaluation for real-world performance validation
  • Comparative analysis of user-centric evaluation techniques

Excerpt from the Book

Good method of prototyping: True Programming

Why? - Since the user is going to use the app on its apple watch and is not going to further interact with the app while playing basketball, we need to figure out how the app tracks and displays the correct score. The core functionality we are designing for is the capture of a shot hoop. The prototype has to work almost like the actual app that we are going to sell to our customers. Furthermore, it requires tests in-person at the basketball court, because we have to think through what the optimal way is to track the score, if possible, without any additional devices, flawless, and without having the user counting and typing the result into the app. True Programming can be very expensive for a start-up with limited financial resources, but we are collecting more investments by let the investors experience our first prototype.

Summary of Chapters

Scenario: Introduces the challenge of developing a real-time basketball tracking app for the Apple Watch with limited financial resources and time pressure.

Good method of prototyping: True Programming: Discusses why high-fidelity prototyping is essential to validate core tracking functionality directly on the court.

Poor method of prototyping: Storyboarding: Argues that low-fidelity methods fail to address the technical complexity of automated score tracking.

Good method of evaluation: Heuristic Evaluation: Explains the necessity of using real users to uncover unforeseen technical and usability complications.

Poor method of evaluation: Cognitive Walkthrough: Explains why this method is insufficient for capturing the complex, real-world behaviors of users during physical activity.

Keywords

Apple Watch, Real-time tracking, Basketball, Start-up, Prototyping, True Programming, Storyboarding, Heuristic Evaluation, Cognitive Walkthrough, Usability, User Experience, Automated capture, Fitness application, Design scenario, Field testing

Frequently Asked Questions

What is the core focus of this document?

The document focuses on the design and evaluation strategy for a sports application intended to automatically track basketball scores via wearable technology.

What are the primary themes discussed?

The key themes include the selection of prototyping methods for high-stakes functionality and the identification of appropriate evaluation techniques for physical user interactions.

What is the main research objective?

The goal is to solve the problem of tracking a player's score without requiring manual input or extra interaction from the user during the game.

Which methodology is proposed for prototyping?

The author recommends "True Programming" because it allows for the high-fidelity testing of core tracking logic, which is critical for the app's success.

What does the text conclude about evaluation?

It concludes that heuristic evaluation involving real users is superior to cognitive walkthroughs, as it provides deeper insight into actual performance and usage behavior.

Which keywords characterize the work?

Essential keywords include Apple Watch, Prototyping, True Programming, Heuristic Evaluation, and Usability.

Why is storyboarding considered unsuitable in this context?

Storyboarding only addresses interface interaction rather than the critical technical challenge of tracking the interaction between the ball and the hoop.

Why is a cognitive walkthrough deemed a poor choice here?

The task of playing basketball is too complex and dynamic for a cognitive walkthrough; the method fails to reveal the spontaneous behaviors of users on the court.

Excerpt out of 2 pages  - scroll top

Details

Title
Human Computer Interaction - Basic Design Scenario
Grade
4.0 (very good)
Author
Friederike Berg (Author)
Publication Year
2018
Pages
2
Catalog Number
V505680
ISBN (eBook)
9783346058249
Language
English
Tags
human computer interaction basic design scenario human computer interaction
Product Safety
GRIN Publishing GmbH
Quote paper
Friederike Berg (Author), 2018, Human Computer Interaction - Basic Design Scenario, Munich, GRIN Verlag, https://www.grin.com/document/505680
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