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<lastBuildDate>08/12/2009</lastBuildDate>
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<title>User Profiles for Antivirus Software UIs</title>
<link><![CDATA[http://www.bestica.com/blogdetails.aspx?bid=14]]></link>
<description><![CDATA[<div style="text-align: justify;"> <font size="3"><span style="font-weight: bold; color: rgb(39, 75, 153);">Abstract</span></font><br />Imagine that you are a lead usability researcher at a company that creates consumer antivirus software.  Your product manager has the idea coming from market research that your company's niche should be in creating a product that has a tailored UI for specific user profiles.  For instance, those who know little about antivirus software, and don't want to be bothered with specific details (basic users), would see a very simple interface; whereas those who are very interested in customization and configuration of specific details (experts) would be presented with an interface that is very technically rich and complex.  Users would select the appropriate level for them at installation. &nbsp;&nbsp; <br /><br /><font size="3"><span style="font-weight: bold; color: rgb(39, 75, 153);">Summary</span></font><br />The challenge is, what combination of UX research methods would best allow us to create and modify designs for the the appropriate interfaces for say, 3-4 different classes of users?  How can this research lead to specific targeted designs in the interface?  <br /><br /><span style="font-weight: bold; color: rgb(39, 75, 153);">Now, some real-world constraints.&nbsp;</span> <br />
<ul style="color: rgb(0, 0, 0);">
    <li>What methodologies would you propose given a 2 month timeline for giving the development team specific recommendations? </li>
    <li>What would you do with a) a budget of $2,000?  What would you do with a budget of $20,000?  You should assume a team of 2 researchers (whose salary are covered outside of the budget).</li>
    <li>Finally, this is a global product.  How would you address the issue of creating a product with global appeal?  You  can assume that the biggest markets are in Germany, France, the US, and India. &nbsp;</li>
</ul>
</div>]]></description>
<pubDate>08/12/2009</pubDate>
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<title>Researching Techniques for Collecting User Experience Feedback on a Location Based Mobile Game</title>
<link><![CDATA[http://www.bestica.com/blogdetails.aspx?bid=13]]></link>
<description><![CDATA[<div align="left" dir="ltr" style="font-family: Arial;">
<p><font size="2"><span style="font-weight: bold; font-family: Arial;"></span></font></p>
<p><font size="2"><span class="Title"> </span>
<h3 style="font-weight: normal;"><font size="2"><span style="color: rgb(39, 75, 153); font-weight: bold;">Abstract</span></font><br /></h3>
</font></p>
<p><font size="2">We are designing a location-based multi-player mobile game that aims to bridge the gap between the online and offline worlds.&nbsp; To this end, the game is embedded in the user's life to be played at different locations, times, and collaborate with other players.&nbsp; We would like to hear ideas and suggestions on how to conduct our first user testing.&nbsp; The mobile game is to be tested in its context which is any place that users can play mobile games such the street or at home.&nbsp; One major limitation is not having access to the comfort of a conventional user-testing lab.</font></p>
<p><font size="2"> </font></p>
<p style="font-family: Arial;"><font size="2"> </font></p>
<font size="2"><span style="color: rgb(39, 75, 153); font-weight: bold;">Summary</span></font><br /><font size="2">The mobile game we are developing it's currently at the design phase  where we will be doing live beta-testing with 25 students at the University of  Michigan. The pervasive nature of the game and the technology used requires novel  techniques on the design, execution, and collection of user feedback. There is wide  literature on mobile and game usability.&nbsp; However, that specifically on testing location-aware  mobile games/apps is limited. <br /><br /></font><font size="2" style="color: rgb(0, 0, 128); font-weight: bold;">There are three major constraints limiting traditional  user testing - PC based techniques we can use to do our testing:</font>
<p align="left"><font size="2">1. The game is ongoing and is played in short bursts over a long  period of time (a few days +). Users are encouraged to play the game at their own will  during those times of the day that fits them the most.</font></p>
<p align="left"><font size="2">2. The game uses mobile GPS and location-awareness capabilities.  For the game to take place users will play at different physical locations. We have  identified different situations in which our users will play our game such as walking  on the street, waiting on line for quick coffee, in-class, or at home.</font></p>
<p align="left"><font size="2">3. To accomplish some goals users need to interact and collaborate  with each other. These are quick interactions that can occur casually when two  users meet physically. The implications these constraints have on users makes it  difficult for observers to conduct user testing on a conventional manner. Because the game is  multi-player users will be playing simultaneously in different places, and at  different times of the day. Making difficult for us to be there and register every user  interaction with our product.</font></p>
<p align="left"><font size="2">We will install the game in the users mobile phones along with  some instructions and allow them to play it for 4 or 5 days.</font></p>
<p align="left"><span style="color: rgb(39, 75, 153); font-weight: bold;">Let&rsquo;s get some discussion  going right here:<br /></span><font size="2"></font></p>
<p align="left"><font size="2"><font size="2">- How can we collect user feedback in a reliable way without  observing our users? What are current field methods used in the mobile world?</font></font></p>
<p align="left"><font size="2"><font size="2">- How can we capture contextual information on the situations  users play the game and the features they choose to play?</font></font></p>
<p align="left"><font size="2"><font size="2">- Having users annotate their thoughts/comments on a form on a  daily basis versus recalling all thoughts at the end of the  experience?</font></font></p>
</div>]]></description>
<pubDate>08/07/2009</pubDate>
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<title>Are Two Ears Better Than One?</title>
<link><![CDATA[http://www.bestica.com/blogdetails.aspx?bid=12]]></link>
<description><![CDATA[<div style="text-align: justify;"> Novel interaction techniques to demonstrate the benefits of binaural hearing over monaural hearing.<br /><br /><font size="3"><span style="font-weight: bold; color: rgb(39, 75, 153);">Abstract</span></font><br />We would like brainstorming, thoughts, ideas, input, and feedback from you, our usability and user-experience experts, about developing novel interaction techniques that enable a user to experience the benefits of listening with two ears (binaural hearing) compared to just listening with one ear (monaural hearing). <br />Our goal is to generate scenarios that highlight binaural hearing benefits using these interaction techniques, harnessing modalities not limited solely to sound stimuli.&nbsp;&nbsp; <br /><br /><font size="3"><span style="font-weight: bold; color: rgb(39, 75, 153);">Summary</span></font><br />While current approaches simulate real world scenarios to demonstrate the benefits of binaural hearing over monaural hearing, these simulations still rely primarily on sound stimuli for presenting binaural hearing advantages. <br /><br /><span style="font-weight: bold; color: rgb(39, 75, 153);">An example scenario is to make a user follow a conversation in a noisy environment (such as a restaurant) where there are multiple speakers.&nbsp; In this case, the user needs to switch her attention between different speakers to follow each new speaker and conversation.&nbsp;</span> <br /><br />Although such sound-stimuli based scenarios appear adequate to present the benefits of binaural hearing, the interactivity and user-experience aspects of these simulations have not been evaluated or studied in detail.<br /><br />We believe that harnessing the latest advances in <span style="font-weight: bold;">immersive interaction techniques</span> (using different modalities) will enhance sound-stimuli focused approaches to provide a richer user experience. <br /><br />Specifically, we are interested in exploring techniques using <span style="font-weight: bold;">touch-sensitive interfaces, computer gaming interfaces, and virtual reality environments</span> to enhance user experience in a binaural setting.<br /><br style="font-weight: bold; color: rgb(39, 75, 153);" /><span style="font-weight: bold; color: rgb(39, 75, 153);">Let&rsquo;s get some discussion going right here:<br /></span>
<ul style="color: rgb(0, 0, 0);">
    <li>What are your thoughts and ideas for creating novel interactive scenarios that demonstrate the beneficial effects of binaural hearing? </li>
    <li>How are they strongly guided by usability principles?&nbsp;&nbsp; </li>
    <li>Compare your scenario ideas that will provide a richer, immersive binaural experience for a user&nbsp; to current sound-stimuli focused approaches.&nbsp; </li>
    <li>Will your scenario produce better research data?&nbsp; Why?&nbsp; What do you expect to learn?&nbsp; </li>
    <li>Who can take these ideas and springboard off of them to another scenario or a better user experience? </li>
    <li>What would you like to share with us that we didn&rsquo;t know to ask?</li>
</ul>
</div>
<div style="text-align: center;"><strong>Winners of the blog<br /><br /></strong>
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            <td height="10" width="25" valign="top" align="center">&nbsp;</td>
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            <td width="25" valign="top" align="center">5.</td>
            <td>Victoria's Secret Very Sexy Gift Certificate, $25 value - <span style="font-weight: bold;">Mike Oren 20/100</span><br /></td>
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</div>
</div>]]></description>
<pubDate>01/03/2009</pubDate>
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