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BACKGROUND

In COMM 3545: HCI + UX (the course that ignited my passion for the field!), we were presented with a challenge: to evaluate 5 interactive designs, including both physical and digital products, on the usability goals, heuristics, and other concepts we studied in class. Additionally, we were encouraged to present our evaluations in a creative and novel way. When choosing the medium for my design diary, one question I considered was:

How can I create a positive experience for the person interacting with my project while presenting my own experiences with different products?

Since I was evaluating interactive products, I decided to make my own project its own interactive form of media: a visual novel. While still telling a story like a traditional novel, visual novels allow the viewer to take control of the story and make choices. To make the project even more engaging, I communicated my evaluations through a narrative and Pokemon-like "battles" with each product.

 
 
KEY CONCEPTS
7 Usability Goals

When evaluating each product, I considered how well they did based on the heuristics we discussed in class. Many of these concepts fit under the umbrella of the 7 usability goals we discussed in class. For example, I evaluated products on functionality. How effective is the product (does it work)? And even if it works, how efficient is it (does it support the user in doing what they want to do)? And even if it works perfectly well and with perfect speed, is it actually useful - is it what the user actually wants or needs?

Along with functionality, I evaluated on:

  • Visibility - is the function clear by looking at it?
  • Consistency - is it cohesive, and does it fit what we're used to?
  • Simplicity - is it easy to learn?
  • Safety - does it prevent and help you recover from errors?
  • Accessibility - does it address barriers in ability?
  • Flexibility - what amount of user control is permitted?

In addition to usability goals and affordances, I evaluated on concepts related to interfaces, cognition, affect, and social interactions.

 
EVALUATIONS

I evaluated 5 interactive products, including mobile apps, a kitchen appliance, a game console, and an electric toothbrush.

  • BlendJet 2 blender
  • Notability
  • GrubHub
  • Steam Deck
  • Sonicare DiamondClean electric toothbrush

For each product, I evaluated on the aforementioned heuristics and also gave each a rating for overall user experience. You can read through each diary entry below:

 
 
 
FINISHED GAME

You can play the game by accessing the link below:

 
 
REFLECTION

Completing this project pushed me to think critically about some of the devices and products I encounter every day. By approaching evaluations with defined heuristics, I was able to measure and compare the performance of each through different perspectives. Additionally, by making the medium through which I presented my work interactive, I also had to consider the same concepts to deliver a fun and informative experience.

 
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