anarchi report

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Human-Computer Interaction: final report Group 1: AnarCHI http://anarchi11.blogspot.com/ http://apps.facebook.com/datamineralpha/ Sam Agten, 1st master computer sciences Bart Gerard, 1st master computer sciences Tanguy Monheim, 1st master computer sciences Steven Vermeeren, 1st master computer sciences Abstract This is the final report for the course of human-computer interaction by group 1. We have developed an application about social news called “Dataminer”. The most important challenges were finding a decent concept, attracting enough users and creating a GUI that is easy to use. From this project we have learned the importance of using an iterative process while developing a user interface and the importance of listening to user feedback rather than just pursuing our own ideas.

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Final report of the dataminer application.

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Page 1: Anarchi report

Human-Computer Interaction: final report

Group 1: AnarCHIhttp://anarchi11.blogspot.com/

http://apps.facebook.com/datamineralpha/

Sam Agten, 1st master computer sciences

Bart Gerard, 1st master computer sciences

Tanguy Monheim, 1st master computer sciences

Steven Vermeeren, 1st master computer sciences

Abstract

This is the final report for the course of human-computer interaction by group 1. We have

developed an application about social news called “Dataminer”. The most important challenges

were finding a decent concept, attracting enough users and creating a GUI that is easy to use.

From this project we have learned the importance of using an iterative process while developing

a user interface and the importance of listening to user feedback rather than just pursuing our

own ideas.

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Contents 2

Contents

1 Concept . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2 Storyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

2.1 Final Storyboard . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

2.2 Alternatives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2.3 Evolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

2.4 Thoughts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

3 Screen-transition-diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

3.1 Final screen-transition-diagram . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

3.2 Evolution and Alternatives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

4 Iterations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

4.1 Paper iteration 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

4.1.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

4.1.2 Instruments, results and conclusions . . . . . . . . . . . . . . . . . . . . 8

4.2 Paper iteration 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

4.2.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

4.2.2 Instruments, results and conclusions . . . . . . . . . . . . . . . . . . . . 10

4.3 Paper iteration 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4.3.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4.3.2 Instruments, results and conclusions . . . . . . . . . . . . . . . . . . . . 12

4.4 Digital iteration 1: 09/04 - 24/04 . . . . . . . . . . . . . . . . . . . . . . . . . . 13

4.4.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

4.4.2 Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

4.4.3 Results and observations . . . . . . . . . . . . . . . . . . . . . . . . . . 13

4.4.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

4.5 Digital iteration 2: 25/04 - 03/05 . . . . . . . . . . . . . . . . . . . . . . . . . . 16

4.5.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

4.5.2 Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

4.5.3 Results and observations . . . . . . . . . . . . . . . . . . . . . . . . . . 16

4.5.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

4.6 Digital iteration 3: 04/05 - 09/05 . . . . . . . . . . . . . . . . . . . . . . . . . . 18

4.6.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

4.6.2 Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

4.6.3 Results and observations . . . . . . . . . . . . . . . . . . . . . . . . . . 19

4.6.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

4.7 Digital iteration 4: 10/05 - 23/05 . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.7.1 Goals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.7.2 Instruments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.7.3 Results and observations . . . . . . . . . . . . . . . . . . . . . . . . . . 20

4.7.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

5 Result . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

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Contents 3

6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22

7 Appendix . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

7.1 Answers to questionnaires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

7.2 Usage statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

7.3 Amount of viewers per day . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

7.4 Time spend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

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4

1 Concept

What is dataminer? We have developed an application called “Dataminer”. Dataminer is

a facebook application in which the user is represented by an avatar and can mine minerals

containing news articles. The hardness of the mineral represents the value of the news article

behind it (e.g. A diamond mineral contains a more valuable news article than a talc mineral).

Every news articles is grouped in one or several categories (e.g. sport, politics, etc.) The value

of a news article is determined by the amount of friends who liked articles from the categories

the article hails from. This means that a player has the ability to rate an article (like/dislike/meh)

after mining it.

Why dataminer? We think Dataminer offers a fun and new way to explore the news. The

user can choose to mine articles liked by his friends (hard minerals) or has the possibility to

deviate and mine articles disliked by his friends. Dataminer also offers a reward system (badges

and high scores) to keep the user interested.

How does dataminer relate to other applications? Dataminer could be compared to

other mining games such as for example Dig It 1. But the only application we found that even

comes close to our idea is the application HearSay 2. This application is still being developed.

This application will also let people rate articles and show them which articles their friends liked.

It will also use a badge system. The difference is that HearSay does not use a “mining” concept.

Which alternatives have we considered? We also considered making a more generic

social news application, which would allow users to rate and comment on news articles gathered

from different sources. We decided to go with Dataminer instead because we believed it to be

more exciting to work on and more original.

Strong suites/weak suites? Dataminer’s biggest flaw is also it’s greatest strength. It is an

original idea and by extension, a bit of a gamble. Whether people like digging for their news or

would rather just read it without all the hassle, remains to be seen.

1 http://appadvice.com/appnn/2009/08/review-i-dig-it/2 http://www.newsgaming.de/2010/10/a-social-news-game/

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2 Storyboard

2.1 Final Storyboard

Fig. 1: Game screen Fig. 2: Article screen

To play DataMiner, the user has to login on Facebook and select the DataMiner application.

The user enters the game screen (Figure 1). He can move across the different layers in search

of new minerals. When a mineral is found, an article from a category that is as valuable as the

mineral is shown (Figure 2). The user can like, dislike or meh the article. This will result in a

different value for this category.

Fig. 3: Statistic screen Fig. 4: Badges screen

The value of the different articles can be viewed when opening the statistics screen (Figure

3). The user sees how much he likes the different categories and also the combined interests

of the user and his friends are shown. By pressing on a category, the user is able to view more

refined statistics of a certain category. To motivate the different users to return again and again to

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2.2 Alternatives 6

our application, a reward system has been built. When selecting the badge icon from the menu,

the user gets an overview of all his achievements until now (Figure 4). By hovering over a badge,

the user gets information about this reward.

2.2 Alternatives

The friend menu from an earlier storyboard did not make the final release because of our lack of

time. When a user selects the friend symbol, he now gets a Facebook invitation screen instead

of a friend overview page.

2.3 Evolution

Through the different iterations the mini game has changed quite a lot. From an initial Super

Mario idea till the current game. Early changes to a simplified concept were made because of

fear for the difficulties in implementation, but later on we changed back to a less safe concept to

broaden our horizon. The older storyboards were rough and unrefined. Just to get a quick idea.

More recent storyboards got more detail to fill in the final gaps.

2.4 Thoughts

A storyboard is a very powerful tool to visualize the different screens of an application. It makes

an idea more tangible for the different members of the group. Initial differences can be found

quickly and reorientation of the different team members to the same realization becomes possible

early on. Still there may be some disadvantages. Once a storyboard is made, it becomes really

difficult to deviate from it. This can be bad if the placement of certain components isn’t that

good and the developer does not want to return to the drawing table. Another disadvantage is the

fact that not everything can be expressed with a storyboard. For example the workflow between

the different screens, is really difficult to capture without the use of additional text or a screen-

transition-diagram. It would also be difficult to simulate a highly interactive application using a

storyboard (such as a fully fledged game).

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3 Screen-transition-diagram

3.1 Final screen-transition-diagram

Add FriendsDetailed Statistics

Help

Menu

Statistics

Badges

Article

Game

send request

friendscontains

category

contains

contains

contains

containsbadges

close

help

statistics

refresh

like/dislike/meh/close

left/right/bottom/up (with article)

left/right/bottom/up (no article)

Visual Paradigm for UML Standard Edition(K.U.Leuven)

Fig. 5: Screen-transition-diagram

Figure 5 contains our screen-transition diagram of our last iteration. Central in our appli-

cation is the game element. When starting up the application, the user enters this state. He is

able to move around either with a single mouse click or with the arrow keys. When pushing the

refresh button, the underground is regenerated and the user can start fresh. If the miner touches a

mineral, the user enters the article state. Here he can read the abstract of an article and if desired

the user is able to read the full article. Now the user can rate the article or close the article screen.

At all times the user is able to use the side-menu. When pushing the help button, the user gets

an explanation of the application and a legend of the minerals. When desired, the user can check

his badges by selecting the badge button. Also some valuable statistics about the users interests

can be checked. By selecting a certain category, the user is guided to detailed statistics about its

subcategories. From the menu, it is also possible to select the friend button. A default facebook

screen is shown. After selecting the friends he want to invite, the user returns to the previously

visited page. At all times the user can close a screen, returning him to the game screen.

3.2 Evolution and AlternativesIn the previous diagram we wanted to show an explanation pop-up with the adjustments in statis-

tics, every time an article was rated or closed. Because this could become rather annoying, it was

banned from the final iteration.

In this iteration we also had to let go the friend menu, because of the lack of time. This menu

was meant for the social interaction between the different users and would have put the social

before newsgame.

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4 Iterations

In the paper iterations we didn’t couple our conclusions in a one on one relation to our goals.

Afterwards we learned we should have done this. However, we want to show the data as we used

it to make our conclusions. For this reason we won’t indicate what conclusion matches what

goal. In the digital iterations we did link our conclusions to our goals. There we will always use

matching numbers to indicate what conclusion matches what goal.

4.1 Paper iteration 1

When we made our first paper prototype, the concept of the game was still different from what it

would end up to be. Concerning the interface however, there are many similarities, so the results

of the iteration have still been used in further iterations.

4.1.1 Goals

Due to the experimental nature of paper prototypes, we decided that for a first prototype any idea

that seemed good would be used and tested. This did cause that the goals for testing were rather

general. We wanted to see if:

• those ’first ideas’ were indeed good enough for users to use them in the intended way

• the concept had any potential.

4.1.2 Instruments, results and conclusions

We tested the prototype with only three classmates, but managed to get some results. Following

are the most important conclusions:

• about the interface:

– Navigating around in the game was unclear: people tried many different ways (such

as drag-and-drop), while we wanted them to click on a mining shaft to move there.

– The fact that a user could earn money made them believe they would also be able

to buy things, which was not the case.

– The use of tabs confused people; they were looking for a button to close windows.

• about the concept:

– This was met with a lot of negative criticism. People found it unclear what the goal

and motivation for playing were. The concept also neglected any “value” of news

items, which made it look like it shouldn’t include news at all.

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4.2 Paper iteration 2 9

4.2 Paper iteration 2

For our second paper prototype, we had revisited our concept and came up with our final concept.

Figure 6 shows how this paper prototype looked like. This new concept solved a few of the

problems with the previous interface by itself:

• We made the mining more interactive, giving the user several different options to navigate

around the mine.

• We abandoned the scoring system, so the money problem was gone.

• The issue with the tabs remained. We decided not to change this yet, because we felt it

might be an issue only due to the nature of paper prototypes.

Fig. 6: Second paper prototype

4.2.1 Goals

Once again, we didn’t have very specific goals. We mainly wanted to:

• check if the new concept was more attractive than the old one

• see which problems users experienced with the updated interface

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4.2 Paper iteration 2 10

4.2.2 Instruments, results and conclusions

We performed tests with five computer science students in their early twenties. Although this is

not our target audience, they were the easiest for us to get access to to perform the tests. These

were the results:

• About the concept:

– The concept was still vague when people first started.

– People wanted to be able to exclude friends from being taken into account when

calculating the value of articles.

• About the interface:

– It was not clear what the button to change settings of the statistics page meant.

– It was unclear what rating an article did; the user got redirected to the game without

any further information.

– We provided an option to change the avatar of the miner, but people did not easily

find it.

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4.3 Paper iteration 3 11

4.3 Paper iteration 3

With the results of the previous iteration in mind, we performed following changes:

• We added an introduction screen, to be displayed the first time a user starts the game, with

a brief explanation.

• We added a button in the friends list to be able to turn friends on and off.

• We changed the settings button to have a traditional settings icon.

• We added a screen that, after rating an article, showed its impact on the statistics.

• We did not change the avatar option, but rather decided to keep it as bonus for more

experienced players.

Additionally, we abandoned the tabs and made close buttons for all but the main application

screen. The resulting prototype can be seen in figure 7.

Fig. 7: Third paper prototype

4.3.1 Goals

We wanted to test if:

• the performed changes had had their intended effect

• there were any other, up to now unknown problems

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4.3 Paper iteration 3 12

4.3.2 Instruments, results and conclusions

This iteration was tested with housemates of the team members, which was our first input from

non computer scientists. A total of 8 people tested the prototype, ages varying from 18 to 23 and

with mixed computer and facebook experience. These were the most important conclusions:

• changes:

– The text in the introduction screen was not clear enough.

– The button to indicate which friends are taken into account for the value of articles

– a green/red “stoplight” – was causing confusion. It had to be explicitly explained

before people understood its purpose.

– One person thought the closing button for a sub-screen would close the entire ap-

plication.

• further issues:

– The button to rate an article neutral was not clear.

– Using the terms like/dislike for rating articles caused wrong usage: interesting arti-

cles about bad events were being rated negative, while for our system they should

be rated positive.

– Some people wanted more specific statistics available.

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4.4 Digital iteration 1: 09/04 - 24/04 13

4.4 Digital iteration 1: 09/04 - 24/04

In this first digital iteration we stripped down our application to the bare bone essentials: the

mining and rating of articles. The point was to release as soon as possible. Birth by fire. More

specifically, we used dummy sprites to represent the miner, left out the sidebar and used a set

amount of dummy articles instead of real-life ones. This way we were able to test the absolute

core of our application. Unfortunately we don’t have screenshots of how our application looked

in the first iteration.

4.4.1 Goals

This iteration we expected to find out whether or not:

1. The user could easily navigate the miner (by clicking somewhere on the map, or using the

keyboard).

2. The user mined and rated articles (How many articles does a user mine? Do they mine

articles at all, or just avoid the minerals? Do users just click dislike all the time? etc.).

3. What was the overall feeling the users had when using our application? Is it fun? Were

they appealed by the idea or rather appalled?

4.4.2 Instruments

We first tested our application on 6 users offline, these people are randomly chosen people we

know. Afterwards we released the application on facebook. None of the users had to go through

a scenario. Since we didn’t have control over who tests our application, we didn’t put constraints

on this. We benchmarked our goals as follows (numbers coincide with the goal numbers):

1. We expected users to navigate between articles using the mouse and/or keyboard. To

track this, we measured the average number of mouse clicks and keystrokes between

articles. We expected an average of two mouse clicks between articles and an average

of 25 keystrokes. We chose these numbers because it is possible to reach an article in 1

mouse click and the average distance between articles is 15 spaces. We give users a 70%

error margin and round up.

2. We expected an even distribution among the three possible ratings. To measure this we

kept track how many times a user clicked on like/meh/dislike after mining an article.

3. To test the overall feeling the users had when using the application we used a question-

naire based on the CSUQ test. Scores on the questionnaire range from 1 to 5. We want

that 50% of the users rate 4 or 5 on questions related to whether they like the application.

4.4.3 Results and observations

Results for the goals are listed below, with numbers coinciding with the previous sections:

1. Results show an average of 2.45 mouse clicks as evident by the graph below. The key-

board was severely underused so it is hard to speak about an average number. This is

visible in figure 8.

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4.4 Digital iteration 1: 09/04 - 24/04 14

2. The number of times users clicked on one of the four buttons displayed when rating an

article (like/meh/dislike) is shown by the graphs in figure 9. These seem to be evenly

spread. We did notice that we had more users adding the application on facebook than

users mining at least one article. This means not all users mined an article. Later on we

found this is because Safari didn’t submit the results to our database and wasn’t a problem

visible to the users.

3. General feedback and the questionnaire showed us that:

- The users weren’t pleased with the graphics.

- Users asked for a legend of the different minerals.

+ Most users were medium satisfied with the application and hope to see more soon.

+/- The opinions about the concept are still divided.

We would like to refer to appendix 7.1 for a view on how the application scored on all the

different questions and a more detailed view of the user input.

Although this is not linked to one of our goals, we did notice something strange. We noticed

that some users allowed access to our application, but didn’t use it afterwards. Later on we found

out this was a bug in our tracking system. The Safari browser didn’t submit data to our database.

As this only affects a small group of users, fixing this isn‘t one of our priorities.

Fig. 8: Amount of clicks and keystrokes each user needs to reach an article

(a) Absolute amounts per user (b) Overview of the totals

Fig. 9: What users selected after reading an article

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4.4 Digital iteration 1: 09/04 - 24/04 15

4.4.4 Conclusion

We had a small amount of test subjects. Therefore we will continue tracking what we described

in section 4.4.2. We will only mention these in the following iterations in case the findings

there vary from our conclusions here. The conclusions on each observation can be found below

(Numbers coincide with previous sections):

1. We feel an average of 2.45 mouse clicks is acceptable. The fact that the keyboard was

underused isn’t really problematic. We won’t remove the keyboard controls because we

still think of it as a nice extra.

2. It seems the ratings are rather evenly distributed, but no hard conclusions can be made

with only 9 unique users on facebook. Since it seems that users are able to rate and thus

mine articles, we think it isn’t necessary to change the interface.

3. People were generally displeased with the look of the application which didn’t really

come as a surprise as we didn’t put effort in graphics yet. We will improve these.

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4.5 Digital iteration 2: 25/04 - 03/05 16

4.5 Digital iteration 2: 25/04 - 03/05

In this iteration we released new functionality and improved the looks of the application to try

to solve the problems we saw in iteration 1. Unfortunately we don’t have a picture of how the

application looked in this iteration.

4.5.1 Goals

1. The number of users in the previous iteration was problematic. We will try to attract

more users by improving the graphics (replace the dummy sprite; add better graphics

for minerals, etc.) and by adding a badge reward system. The combination of both will

hopefully attract more users.

2. Some users commented in the previous iteration that they didn’t really understand what

mineral stands for what article. We will try to solve this by adding a legend.

4.5.2 Instruments

Again we released on Facebook. We hope that improving the application will get us enough

users and won’t use additional ways of gathering users. We benchmarked our goals as follows

(numbers coincide with the goal numbers):

1. We will simply measure success by counting the number of users that used our applica-

tion. We would like at least 25 users for this iteration.

2. We will monitor whether or not there is improvement by using the same questionnaire

from the previous iteration and see if we made any progress. We want 50% of the users

to rate 4 or 5 out of 5 on how easy it is to find information.

4.5.3 Results and observations

Results for the goals are listed below with numbers coinciding with the previous sections:

1. For this iteration we again had a total of 9 unique users.

2. 40% of the users rated 4 or 5 out of 5 for how easy it is to find information.

Fig. 10: Comparison between how easy users found information in iterations 1 and 2

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4.5 Digital iteration 2: 25/04 - 03/05 17

4.5.4 Conclusion

The numbers of our conclusions coincide with previous sections:

1. Nine users indicates no improvement whatsoever. We will have to find a better way to

attract more users.

2. The achieved 40% is not the 50% we wanted, but it is good enough. The other users rated

very low for the help function. In other words, the opinions about our new help function

are divided between extremes. We would like to know the concerns the people have who

gave us a low score for the help function. In any case, as indicated by the people who did

like the new help function, we did manage to help at least a good portion of our users. In

that respect we consider the new help function an improvement. Further improvement of

the help function is a possibility for possible next iteration but certainly not a top priority.

For now we will leave the help function as it is.

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4.6 Digital iteration 3: 04/05 - 09/05 18

4.6 Digital iteration 3: 04/05 - 09/05

In this iteration we tried again to attract more users for our application by expanding on the

existing application. You can see how the application looked in figure 11.

Fig. 11: How the application looked in iteration 3

4.6.1 Goals

1. We will try to attract more users. We will do this by further improving the graphics and

giving the users insight on how we provide their articles by showing them statistics. This

idea came from the results of Section 4.3.2.

2. We will try to make users stay longer. The improvements of 1. should also improve this.

4.6.2 Instruments

We will release another version of our application on facebook. To help with finding users,

we also asked professor Erik Duval to tweet about our application besides the other ways of

recruiting people we were already using (mouth-to-mouth advertising, posting on facebook, etc.).

We benchmarked our goals as follows (numbers coincide with the goal numbers):

1. We will measure success by measuring the number of users. We expect at least 25 users.

2. We will use Google analytics to monitor how long users are on our site. We want them

to stay 2 minutes on average on our application. We feel this is the time it takes to read

approximately 2 articles.

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4.6 Digital iteration 3: 04/05 - 09/05 19

4.6.3 Results and observations

Results for the goals are listed below with numbers coinciding with the previous sections:

1. For this iteration we had a total of 7 unique users.

2. Users stayed an average of 7.50 minutes on our application. This varied a lot per day, as

seen in figure 12

Fig. 12: Average time users spend on our site per day

4.6.4 Conclusion

Again, the numbers of our conclusions coincide with the numbers above:

1. 7 users is in fact a decline from our previous iteration. Even though this was a shorter

iteration, we will have to drastically increase this number in our next iteration. We will

do this by making it possible for users to invite their friends.

2. We were very pleased with the result of 7.50 minutes. The users that do use our applica-

tion certainly like it.

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4.7 Digital iteration 4: 10/05 - 23/05

In this iteration we tried again to attract more users for our application. We will do this by letting

our users invite more users. The layout of our application didn’t change compared to the previous

release. We only made the add-friend-button work. This can be seen in figure 13.

Fig. 13: How the application looked in iteration 4

4.7.1 Goals

1. We will add a functionality to invite friends. This will hopefully provide us more users.

2. Due to the low number of users in the previous iteration, will check if problems occurred

with the interface. We want to be certain users can mine and rate articles. If there is a

problem here, this could be a cause as to the low number of users.

4.7.2 Instruments

Again we release our new version on facebook. We benchmarked our goals as follows (numbers

coincide with the goal numbers):

1. We will measure the number of users, we expect at least 25 users.

2. We will again measure the average number of mouse clicks, the average number of

keystroke and the number of times a user clicked like/dislike/meh/close. We will use the

same benchmark as mentioned in Section 4.4.2 and will monitor if there is any significant

change.

4.7.3 Results and observations

Results for the goals are listed below with numbers coinciding with the previous sections:

1. We finally managed to achieve our goal. We had 29 users using our application.

2. The basic controls are working nicely. All users manage to read and rate articles. The

ratings are evenly spread. They do use a little more clicks, but all of them manage to read

articles. These results can be found in figures 14 and 15. The user with lots of clicks is

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the same one as in iteration 3. He probably just likes walking through the underground

without reading articles.

Fig. 14: Average amount of clicks and keystrokes each user needs to reach an article

(a) Absolute amounts per user (b) Overview of the totals

Fig. 15: What users selected after reading an article

4.7.4 Conclusion

We are pleased with the results of this iteration. Everything worked as we wanted. Since we

achieved our pre-set goals, no changes are required.

There do seem to be problems left, but these are not related to our goals. If we look at the

questionnaires, users don’t find our application effective to find articles and they don’t become

more interested in the news. This is partially because the functionality to select articles isn’t

completely working as planned. We didn’t invest time in this earlier on, because there were

more urgent matters to solve. If we had more time, we could also try to improve those parts of

the application in a new iteration.

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5 Result

The resulting application somewhat differs from our initial idea. We didn’t get to add the friend

functionality in the way we really wanted or even implement the actual relation between the min-

erals and the ratings given by users which seemed like “core functionality” at the time. Instead

we added what users wanted. We are quite pleased with the end result. We ended up with 29

users in the end who all played our game for a decent amount of time. We had a total of 49 users,

excluding ourselves. Some of these people are now starting to ask for more: more badges, the

addition of high scores, sound effects, etc. It didn’t really occur to us that some people might

actually enjoy mining articles without an added agenda. These people seem to enjoy clicking

on articles and liking or disliking them even if this doesn’t really contribute to anything (cf. the

anecdote mentioned in class about the application where users were clicking on a rubber ducky

to make it take a dive). They seem to like the simple pleasure of earning badges and chop-

ping away at nothing in particular. Even though we might not have achieved our ultimate goal

(making people more interested in news), we did succeed in creating a small game that offered

these people a simple (and short) repose from their daily lives. Between all the statistics and

questionnaires and after all is said and done, that seems like a victory in itself.

6 Conclusion

Personally we are quite satisfied with our Dataminer application. A continuous problem was

the low number of users. During all of our iterations (except the last) we had just a small num-

ber of users. We should have tried more aggressive techniques to attract more users from the

start. Working on Dataminer has taught us the importance of using an iterative process when

developing a user interface. Starting with the bare bone essentials and adding features based on

user requests and not just on what you have planned seems like the ideal way to work on an

application (however time-consuming it may be). This course has also taught us the importance

of a decent user-interface (in which “decent” is judged by the users, not the creators) and how

small changes (like adding a button to invite friends) can have a mayor impact, while big changes

(adding graphs and badges) might not. One of our fellow students commented that by blogging

about our graphics we might have set expectations a little too high. This seems like a valid point.

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7 Appendix

7.1 Answers to questionnaires

Below are what the users answered on our questionnaires. In the first iteration there were 10

people who answered to the questionnaire. In the second iteration 5 people who filled in the

questionnaire. In the third iteration only 2 people answered and in the fourth iteration 11 people

answered. We didn’t make any conclusions based on the questionnaire in the third iteration and

since not that much changed between the third and fourth iteration, we will take these 13 people

together as one group.

In the graphs we want to show the evolution of what people think about our program. To be

able to compare the different iterations, we have chosen to show what percentage of the users

answered a certain answer, instead of absolute numbers. Each graph will show how much users

aswered 1 (worst rating), 2, 3, 4 or 5 (best rating) on our questions. Iteration 1 is shown in red,

iteration 2 in green and iteration 3 in blue. The graphs can be found in figures 16 and 17.

7.2 Usage statistics

We have monitored how much clicks and keystrokes each user needs to mine an article. We also

monitored what option they select after reading the article. In the figures below you can find this

for each iteration.

In iteration 2 we left out a user that constantly clicked dislike. He read lots of articles, but

disliked all of them. This made the percentage of dislikes seem very high, but it was only caused

by one user.

All the graphs can be found in figures 18, 19, 20, 21, 22, 23, 24 and 25.

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Fig. 16: Answers to our questionnaires part 1

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Fig. 17: Answers to our questionnaires part 2

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Fig. 18: Amount of clicks and keystrokes users need to reach an article in iteration 1

(a) Absolute amounts per user (b) Overview of the totals

Fig. 19: What users selected after reading an article in iteration 1

Fig. 20: Amount of clicks and keystrokes users need to reach an article in iteration 2

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(a) Absolute amounts per user (b) Overview of the totals

Fig. 21: What users selected after reading an article in iteration 2

Fig. 22: Amount of clicks and keystrokes users need to reach an article in iteration 3

(a) Absolute amounts per user (b) Overview of the totals

Fig. 23: What users selected after reading an article in iteration 3

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Fig. 24: Amount of clicks and keystrokes users need to reach an article in iteration 4

(a) Absolute amounts per user (b) Overview of the totals

Fig. 25: What users selected after reading an article in iteration 4

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7.3 Amount of viewers per day

Since 4 may, we are tracking how much unique users visit our application per day. This can be

seen in Figure 26.

Fig. 26: Amount of unique users per day from 04/05 till 23/05

7.4 Time spend

Sam Agten Bart Gerard Tanguy Monheim Steven Vermeeren Total

Refining concept 20 20 20 20 80

Storyboard 10 15 10 10 45

Screen-transition-diagram 0 2 2 0 4

Implementation paper prototypes 5 5 12 5 27

Evaluation paper prototypes 5 4 2 5 16

Implementation digital iteration 1 1 5 20 35 61

Evaluation digital iteration 1 1 2 2 1 6

Implementation digital iteration 2 20 10 40 15 85

Evaluation digital iteration 2 1 2 2 2 7

Implementation digital iteration 3 5 10 10 5 30

Evaluation digital iteration 3 1 2 2 2 7

Implementation digital iteration 4 1 2 1 1 5

Evaluation digital iteration 4 1 1 2 1 5

Writing Reports 10 10 15 8 43

Listening to presentations 20 20 20 20 80

Total 101 110 160 130 501

Tab. 1: Time investment

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