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A summary of the biggest conclusions by Athom. Consistency of interaction with elements can be more precisely executed in the concept.

Double tapping an icon should always make you cycle through functions, or never do it.

Shortcuts are currently seen as a treat of scenes, which can be easily made by users. Although these scenes house multiple applications and the shortcut card just device specific shortcuts, it seems they are competing instead of working together.

CHAPTER

CONCEPTS AND REALISATION

3

3.7 CONCLUSION

The generated ideas have been transformed to visual concepts.

The visual concepts were transformed into functional prototype, which would be used for user testing. The right tools for the job have been chosen, and appli- cation interfaces, as well as physical interfaces have been transformed into functional prototypes.

The concepts varied on these elements:

• The navigation menu

• The way of setting the time

• Interaction expectations

The interface elements, widgets, and new menu struc- tures were tested via a user test.

This test looked between subjects and between concepts. Between subjects was not varied enough. But between concepts lead to interesting results. The carry-over was present. The amount of time needed, errors made and questions asked were decreased a lot the second time testen the prototype. The double tap interaction is learned quickly, while new. The ergonomic menus were observable less aggitat- ing than the original vertical menu, because the hand positions were changed less often.

During the questionairre however, the participants prefered the vertical menu, instead of an ergonomic menu.

The participants also prefered larger widgets to interact with, but had no problems with the smaller widgets. Redesign of elements took place to incorporate the results of the user test.

The new concepts were then tested with the design brief, which led to 30 of 45 demands to be passed in full. and raised some questions for future development. The conceptual elements were then subjected to a heuristic evaluation by Athom and myself.

3.8 DESIGN GUIDELINE FOR

DEVELOPERS

The detail phase aims to finalizing details and building the product. However the product of this assignment is a Design Guidelines for Developers, with a set of widgets and does and don’ts for the Homey applica- tion. Most of what has been researched and created is mainly conceptual, except for the Design Guide- lines which can be used by Athom for inspiration and creation of interface elements and interactions. The Design Guidelines for Developers is part of a special appendix XIII. The final result is too big and too repeating to spend many pages on. It is available

online.

The Design Guidelines for Developers consists of: Welcome Your application • Function and • Target group Layout • Structure • Type of cards • Placement • Ergonomic rules • Shortcuts Navigation

• Cycling though cards • Feedback

Content and context

• Amount of information • What goes where • Displaying text or icons • Dynamic content • Feedback

Interactions and feedback

• Prevent unwanted behavior • Dynamic feedback

• LED Ring • Audio feedback • Notifications

• First time usage help Widgets

• Standardized widgets with guidelines of usage Secondary functions

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INTRODUCTION

After the Design Guidelines for Developers was made, the concepts are finished. The elements and

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