Friday, October 30, 2009

Heirarchy of Needs

The hierarchy of Needs is based on Maslows Heirarchy of needs which suggests that successful design ensures that people's basic needs are met before satisfying high level needs.

Functionality is the most basic need the design needs to meet. If the Ningaloo Destination Model fails to achieve its intended purpose: to provide predictions of future tourism in the area to enable discussion about positive development, than the design itself is already unsuccessful, despite how it may look or how cool it functions. Even though this the most basic level of the Heirarchy of Needs, for this particular project, it was probably the hardest stage. "Wrapping your head" around the problem was quite a long process. The project required the categorizing and simplifying of numerous amounts of [dare I say] random data. The following wireframe is where the data was to be allocated in its most basic form. The 'model runs' actually contain multiple model runs within that area- of which they needed to be able to be compared.

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The project required not only graphs and statistics to be shown in an engaging and understandable manner, but it involved high interaction. This means giving the user the ability to click through and choose what information they wanted to compare or view. Due to lack of actual coding ability, we were required to produce a working prototype of how the system was to work if implemented. Most of inspiration for visualising complez data was derived from websites such as USA Today- http://www.usatoday.com/money/economy/2009-02-06-new-jobs-growth-graphic_N.htmPhotobucket

and Flowing Data- http://projects.flowingdata.com/.
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The user is able to interact with these small interactive information modules by clicking on things and seeing information grow and change depending on what the user was to click on. I took a similar approach to this for the Destination Model.

I think this was a successful outcome for the project. Given time constraints and the reality that our primary goal was to design the look of the system and make sure it was effective and engaging, the 'functionality' aspect of the design was actually meant to be worked on after the style was established. So I suppose once the Model as a whole is completed in the near future it will definitely meet the basic user needs, however our task as designers for this particular project, was not to meet this need.

Reliability is the next level in the hierarchy of needs. It requires establishing stable and consistent performance. The word 'longevity' comes to mind when dealing this sort of project. The system must be able to be used not just for the next year or so to come, but this basic model must have the ability to input new sets of data every year as trends continue to change. This, I believe, is extended from the coding side of things. The way the system is scripted or coded needs to be done in such a way, that making relevant changes in the future is 'do-able'.

Usability needs is the next level. This looks at how easy and forgiving the design is to use. If the difficulty of use is too great, or the consequences of simple errors to severe, usability needs are not satisfied. This required simply using noticeable buttons and icons throughout the design to ensure the user knows how to navigate their way through data. What I could have improved is inserting 'Back' buttons, so if the user accidentally clicked on a separate model run or wanted to go back to where they were before, they can. To improve usability, I would add more blurbs and help tags that can help the user when using it for the first time.

Proficiency needs empower people to do things better than how they could previously. Designs at this level are perceived to be of high value. Analyzing the Destination Model now, I think what would enhance usability is for users to be able to 'snapshot' information they have developed through the model runs or ie. save what they are looking at. The problem with flash based programs is that you cannot save the images within it. Unless they use a screen shot, which is not particularly common knowledge or appropriate. Therefore, the system I design would be enhanced by allowing the user to click on a Camera Icon for instance and automatically save their screen into a folder in their harddrive for future discussions. Whats good is that each model run has 'bread crumbs' which shows the user how they got to that particular run.

Creativity is the highest level of needs, ensuring all needs have been satisfied and people can begin to interact with the design in innovative ways. This level of needs is the least met in my project. It requires a certain level of depth in the design that is not apparent in my design. I think its something that can be achieved once all other levels of need are completely satisfied and that in itself is a hard task for this particular project atleast.

Overall the project was challenging yet encouraged me to approach design in a different way. This client needed an Information Graphics approach rather than just design for the sake of design. It required our class to think outside the box to provide successful results.

Monday, October 26, 2009

Mental Modelling

Mental Models allow users to apply previous knowledge of how to use systems, to the enable them to effectively use a system without difficulty. Tourism Destination Models are not well-known, high used models that can be understood easily. This is essentially the challenge of the project. The audience is broad, ranging from the general public, to stake holders, to businesses etc. However, there is a basic type of mental model which is applied. This involves data input and output. The destination model is known to produce possible outcomes and different sets of data, there-fore users would have a basic understanding that when they are required to select certain variables or effect change to the data-sets/graphs, they will attain different sets of outcomes. People would derive this sort of thinking from simple maths equations (1+1=2) or systems such as Microsoft Excel, where equations can be used to generate information. Without this basic mental model a person would navigate through the model with no reference as to what on earth it was producing.

In terms of interaction, my particular model is quite a unique approach. It requires the user to select up to 3 model runs to view and/or compare. Each model run (or graph may or may not have appropriate depth depending on the data and every run changes according to the information selected. Since there are very limited amount of mental models that have been made to accommodate data such as this, it was appropriate to begin investigating different approaches and ways of communicating the information.

If a users previous skills and experiences however are extremely limited, this requires the system to have adequate training and help facilities. This aspect of the Ningaloo Model does have its flaws, as their are only small amounts of information help buttons available.

Tuesday, October 13, 2009

Constraint

Constraint is the method of limiting actions on a system to make it more usable and easy to navigate. There are 6 main types of constraint, of which the Ningaloo Destination Model does exemplify some of these. The most obvious and predominantly used is the psychological constraint that applys symbols. Icons are the driving force of this Destination Model as they are more visually appealing, thus simplifying the design by eliminating more words/information. The symbols used to create the icons are forms of psychological constraint.

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Symbols creating meaning through language, people are supposed to identify with which model run they would like to view by firstly clicking on a relevant icon. This can also be seen as a 'convention' type of psychological constraint, as people in the 21st century are very familiar with computer programs and interactive software they are easily able to navigate through a program. This Destination Model however does lack sufficient descriptions as to how one is supposed to use the model.

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The slider helps the user choose an appropriate year the would like to view data on. This is a form of physical constraint. The design uses 'paths' to constrain the movements of the slider to a single line. The user cannot go over over the amount of years listed or below they are constrained to what is seen.

"Mapping' is a form of psychological constraint. It influences a users behaviour by the perceived relationships between elements. For instance, when needing to roll the window down in a car, you are automatically pre-disposed to pressing the button or using the handle closed to the window you want moved. This is how 'mapping' is used in design. This concept is used in my Destination Model in a number of ways. To make the graphs have less 'noise' and more simplified, I took out the axis lines. The value of each bar (say, on a bar graph) is then shown on top of the bar, so the user automatically knows the value of each variable. Each axis is labelled an each bit of data is shown, but due to their position within the graph, the viewer is able to immediately know what it relates to. For the graph shown below, the user knows that the first bar corresponds to 'shop' and the second to 'eat out' and so forth, while the y-axis shows the number of hours spent at the locations.
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If we look at the model as a whole:

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You can see that all parts interact with each other. Through the idea of 'mapping' the user is able to distinguish certain sections from other sections. You wouldnt click a Scenario option to move the slider up and down for example. Everything sits in its own place but also relates.

Monday, October 5, 2009

Layering

The idea of Layering is quite an important principle to be using in the Ningaloo Destination Model. It is essentially the process of organizing information into related groupings in order to manage complexity and reinforce relationships in information. The reason for it's importance in the Ningaloo Project is because of the vast range of complex data that needs to be understood by the public and used to project future predictions. In order to present the data in a logical and user friendly way it has to be organised properly. The way that I approached this problem in the project was by firstly distinguishing the four scenarios. This is because the Scenarios are each separate entities in terms of model runs and comparative data. Which means the data in one scenario did not need to relate with data to a separate scenario. Each Scenario also has its own distinctive qualities in a away. Once in a Scenario option, the user is then prompted to select a subregion. This is where the data is filtered yet again. Which means that instead of showing all the possible model runs for every possible subregion, only the data that relates to what the user has specified appears. The next layer of information the user has to go through is what type of model run they want to look at. For example: Activities or Economy etc. Then within these runs are even more specific runs within them such as What Sort of Activities: Snorkelling, Shopping, etc. These are all ways of effective layering that helps organised information more efficiently. It also makes the interface look more user-friendly and simplistic, rather than cluttered and confusing. Another proficient thing about this Destination Model is its ability to produce up to three 'runs' at a time. The 'runs' chosen are also compared against each other.

Sunday, September 27, 2009

Progressive Disclosure

Displaying information progressively is how the Ningaloo Destination Model was designed to achieve. To use the program and to then understand the data that was going to be presented to the user is a lot of information to handle. So it was designed to minimize confusion by progressively disclosing information.

For example the very frst screen introduced to the user only has the Scenario Options available to them to choose from. Looking back on this assignment however, this means that there are blank boxes surrounding the Scenario options. Coming into the program for the first time, this may be confusing as I have not labelled or explained why these boxes are left blank there. Users may try and click on the boxes etc. The idea was for them to realize that the blank sections were not workable yet until they had clicked on a Scenario, but this expectation is not clear. However it does generally follow atleast a basic understanding of progressive disclosure, by initially showinng step-by-step how the user is to use the program.
This general assumption from me that the user will 'pick-up' quite easily how they will navigate through the model does pose an unresolved design issue. It would be best to create a 'help' or 'beginners' section at the start to remove confusion and atleast give the user that option.


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Progressive Disclosure is mainly used here in the intial opening of the model. Once in and being used, the operational elements are straight-forward and controlled by the user.

Bread-crumbs below each model chosen is an excellent way of showing where the user has been to derive that model run.


Sunday, September 20, 2009

Visibility

The principal of Visibility is used in the Ningaloo Destination model using symbolic conventions that we assume the viewer already knows about. The basic aspects of being computer literate is knowing what areas are 'clickable' or what areas when clicked on will take you to a corresponding screen/page. Clickable areas are commonly known to be 'buttons' which cause the arrow mouse cursor to change to a hand.

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To enhance this, is the use of 'rollovers' or 'hovers' or in other words changing the colour or size of the button when the cursor is rolled on top of it. Thus, the first obvious step in using excellent Visibility in the model is being able to clearly know what areas are clickable and what areas are not. The next obvious consideration is using appropriate icons and labels. After navigating past the initial "Splash" Page it is not entirely clear what the user is required to do next. This screen is a bad example of visibility. There clickable areas were supposed to help the user navigate from step to step but opening this again after some time shows me that the random boxes are not defined clearly enough.

Once the user is within the program and using it how it should be, visibility is used well. Everything is within one screen and ordered strategically so that only what is necessary is shown- thus removing clutter and things that may confuse the user. Once in the program the user is able to choose a scenario, subregion and model runs all within the same page. Only the icons necessary to be shown for certain scenarios is shown. The page also emphasizes the key aspects of the model, this being the model runs. The icons are much larger than any other link and has colour. The space for the model runs to occur takes up 80% of the screen, this shows that more important things are made more visible while lesser important aspects are smaller. Such as the info button which is hidden neatly in the logo and fades in and out slowly. Other un-necessary ones are hidden.


The Ningaloo Destination Model overall presents a good understanding of the idea of Visibility.The system was design around making the data more clear and thus eliminating what did not need to be shown all at the same time. This was to create better usability and easy learning experience.