Sunday, 25 March 2007

8 - "Cognitive Walkthrough" Evaluation

A - Will the users be trying to produce whatever effect the action has?

When the user selects an application by moving the slider, it accomplishes the effect the action has. We have designed a very simple application where children and parents can find it very intuitive to use and can adapt to this application very easily. We implemented a slider to correspond to this, where the user can move the slider to an application and have direct access to this without the user being located elsewhere. This has a very unlikely chance for the user to be directed to an application that is not selected.

The stylus indicates an example of effectiveness for the given action. This feature acts as a pen which allows the user to draw and select applications. At the top of the pen we have placed an eraser to assist during the colouring and drawing application to allow the user to delete and erase mistakes.

The console currently does not include an application where parents can update the console with different applications and control options associated with the application. A proposed idea put forward from us to the parents during the focus group session was to initiate a parental control device which is accessible by parents only where the different applications can be managed independently. The parents were enthusiastic on this feature so will be updated during our re-design and re-evaluation process.

B - Will users be able to notice that the correct action is available?

The physical appliances such as stylus, backward and forward buttons and the slider are all examples of tools that are obvious to the child to use.

However there are some things that the child will need to explore before understanding how it works properly. These things include the applications and how to use the touch screen to make the applications work.


C - Once users find the correct action at the interface, will they know that it is the right one for the effect they are trying to produce?

The slider proves to show that the correct action at the interface will produce what they are trying to use. For example, it is impossible for the child and parent to move the slider to an application such as drawing and end up at the colouring application. This also applies for the forward and backward buttons. This proves that the child can not be mislead into any other application.

However, when the child selects the stories and nursery rhymes application they are unaware of the length of the book and how far through the book they have gone. Hence the child does not have the ability to check their progress.

D - After the action is taken, will users understand the feedback they get?

All of the applications on the console do not have sub menus within themselves to acquire the application they want hence does not cause any complications for the user. The camera is positioned at the back of the console which can create a possibility for confusion for the child however we have incorporated an interactive demonstration to the child to illustrate how to pick up the console to take a picture and to ensure the child and parent have the ability to grasp this feature effectively. This feature has also been implemented for the drawing exercise where it shows the child to draw onto the console using the stylus.

Additionally the console will comprise of a memory limit where each application will have a certain amount of memory. This will cause problems and confusion for the child when they have reached the memory limit in the camera application as they will not be aware of what is happening. Also the current camera application does not show any indication of what to do next.

Furthermore when the drawing application is loaded and the child selects the colour in which they wish to use, there is no indication in the current drawing application of the colour they are using unless they draw onto the console.



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