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Honours  Project  Report  

 

Design  of  Mobile  Interface  for  Vula  

Learning  Management  System  

 

Tatenda  Shumba

Supervised  by  Professor  Sonia  Berman  

Category Min Max Chosen

1 Requirements Analysis and Design 0 20 20

2 Theoretical Analysis 0 25 0

3 Experiment Design and Execution 0 20 17

4 System Development and Implementation 0 15 3

5 Results, Findings and Conclusion 10 20 10

6 Aim Formulation and Background Work 10 15 10

7 Quality of Report Writing and Presentation 10 10

8 Adherence to Project Proposal and Quality of Deliverables 10 10

9 Overall General Project Evaluation 0 10 0

Total Marks 80 80

 

Department of Computer Science

University of Cape Town

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Abstract  

This  report  outlines  the  steps  taken  by  the  researcher  in  implementing  a  new  mobile  interface  for   access  to  the  Institutional  Learning  Management  System  at  the  University  of  Cape  Town  named   Vula.  As  the  number  of  students  with  internet  enabled  mobile  phones  grows  there  is  an  increased   interest  to  find  meaningful  ways  to  apply  them  to  education.  However,  the  mobile  platform  presents   several  challenges  which  call  for  careful  application  of  new  and  traditional  user  interface  design   techniques.    

Utilizing  user-­‐centered  design  approaches  the  researcher  aims  to  produce  an  interface  that  provides   useful  and  effective  access  to  learning  tools  that  students  may  want  to  access  on  mobiles.  The   design  starts  by  gathering  data  using  interviews  and  questionnaires  to  identify  which  learning  tools   students  would  want  to  interact  with  from  a  mobile  phone.  After  the  researcher  has  gained  insight   on  what  is  to  be  designed  he  will  use  participatory  design  techniques  and  interaction  design  

techniques  to  involve  students  in  the  design  process  as  co-­‐designers.  The  aim  is  to  work  closely  with   users’  to  produce  an  interface  with  high  usability.  

The  interface  produced  was  evaluated  using  usability  tests  that  measured  the  users’  performance  in   terms  of  error  rate  when  performing  specially  designed  tasks  the  system  was  intended  for.  User   satisfaction  interviews  were  also  used  which  gave  data  on  the  usability  of  the  system.  When  the   results  were  collected  and  analysed  it  was  found  that  the  interface  was  usable  and  useful  but   needed  more  work  to  be  considered  as  a  full  system  as  it  only  included  a  minimum  of  tools.  If  similar   design  approaches  could  be  used  with  the  Vula  SAKAI  mobile  access  portal  more  students  would  use   mobile  phones  to  access  learning  resources.    

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Acknowledgements  

 

Firstly,  I  would  like  to  thank  my  supervisor  Professor  Sonia  Berman  for  the  guidance  and  support   throughout  the  duration  of  the  project.  Mr  Stephen  Marquard  for  his  helping  us  understand  how   Vula  works.  I  would  also  like  to  thank  my  group  members  George,  Sascha  and  Don.  I  am  grateful  to   have  worked  with  such  a  group  of  enthusiastic  people  who  liked  coffee  too.  

I  would  also  like  to  thank  Samsung  for  providing  us  with  the  test  phones  for  developing  and  testing   our  project.  

Thanks  to  my  family  who  made  all  the  sacrifices  for  me  to  be  here  and  for  the  support  that  helped   me  stay  here.    Anda  for  being  Anda  and  keeping  the  ship  steady.  Last  and  most  importantly  I  would   like  to  thank  God  for  being  there  from  before  I  can  remember.  

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Table  of  Contents  

1.   Chapter  1:  Introduction  ...  1  

1.1  Introduction  ...  1  

1.2  Problem  Definition  ...  1  

1.3  Scope  and  Objectives  ...  2  

1.4  Vula  ...  2   1.5  Project  Aims  ...  3   1.6  Success  Criteria  ...  4   1.7  Project  Importance  ...  4   1.8  System  Overview  ...  5   1.9  Chapter  Summary  ...  5  

2.   Chapter  2:  Literature  Review  ...  7  

2.1  Introduction  ...  7  

2.2  Mobile  learning  ...  7  

2.2  Allure  of  mobile  technology  to  Learning  ...  7  

2.3  Mobile  Learning  Management  Systems  ...  8  

2.3.1  Moodle  ...  9  

2.3.2  Blackboard  ...  10  

2.3.3  Desire2Learn  ...  10  

2.3.4  eCollege  ...  11  

2.3.5  SAKAI  ...  11  

2.3.6  Mobile  Learning  Management  System  Summary  ...  12  

2.4  Vula  PDA  Portal  ...  12  

2.6  Chapter  Summary  ...  14  

3.   Design  Methodology  ...  15  

3.1  Introduction  ...  15  

3.2  User  Centered  Design  ...  15  

3.3  Participatory  Design  ...  15  

3.3.1  Introduction  ...  15  

3.3.2  Participatory  Design  Workshops  ...  16  

3.3.3  Why  Participatory  Design  ...  16  

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3.4.1  Introduction  ...  17  

3.4.2  The  Approach  to  Interaction  design  ...  17  

3.4.3  Why  Interaction  Design  ...  18  

3.5  Identifying  User  Needs  and  Requirement  ...  18  

3.5.1  Who  are  the  users  ...  18  

3.5.2  What  about  the  users  ...  19  

3.5.3  Requirements  Gathering  Approach  ...  20  

3.6  Prototyping  Designs  ...  21  

3.7  Evaluating  Designs  ...  21  

3.8  Chapter  Summary  ...  22  

4.  Design  Implementation  ...  23  

4.1  Introduction  ...  23  

4.2  Choosing  Design  Participants  ...  23  

4.3  Design  Goal  ...  23  

4.4  First  Design  Iteration  ...  24  

4.5  Second  Design  Iteration  ...  28  

4.5.1  Objectives  ...  28  

4.5.2  Preliminary  ...  28  

4.5.3  Results  ...  28  

4.5.4  Summary  ...  30  

4.7  Third  Design  Iteration  (Interactive  prototype)  ...  31  

4.8  Fourth  Design  Iteration  ...  33  

4.9  Chapter  Summary  ...  35   5.  Interface  Implementation  ...  36   5.1  Introduction  ...  36   5.2   First  Prototype  ...  36   5.3   Final  Design  ...  36   6.  Interface  Evaluation  ...  37   6.1  Introduction  ...  37  

6.2  Test  Platform  and  Environment  ...  37  

6.3  Test  Participants  ...  37  

6.4  Evaluation  Structure  and  Content  ...  38  

6.5  Test  Procedure  ...  39  

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7.1  Task  Completion  ...  39  

7.2  Task  Errors  ...  40  

7.3  Completion  Time  ...  41  

7.4  User  satisfaction  Feedback  ...  41  

7.5Free  Response  feedback  on  new  interface  ...  42  

7.6  Chapter  Summary  ...  42  

8.  Conclusion  and  Future  Work  ...  43  

9.  References  ...  45  

10.  Appendix  1:  Standard  Vula  Tools  ...  48  

11.  Appendix  2:  Participatory  Design  Information  Packet  ...  50  

12.  Appendix  3:  Nielsen’s  Ten  Tsability  Heuristics  ...  57  

13  Appendix  4  Interface  Usability  Testing  ...  58  

14.  Appendix  5:  Final  Interface  screenshots  ...  72    

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List  of  Figures  

Figure  1:  Vula  Home  Screen  ...  3  

Figure  2:  Sample  Tools  Available  for  a  Vula  site  ...  3  

Figure  3:  VulaMobi  System  Overview  ...  5  

Figure  4  Moodle4Iphones  two  screens  showing  sample  screens  ...  9  

Figure  5:  Official  Iphone  Mobile  app  course  display  and  gallery  function  screen  ...  10  

Figure  6:  Blackboard  Mobile  enrolled  courses  page  and  tool  site  for  a  particular  course  ...  10  

Figure  7:  Desire2learn  Event  details  page  and  course  screen  ...  11  

Figure  8:  eCollege  Welcome  page  and  Events  page  ...  11  

Figure  9:  Oxford  Mobile  showing  map  functionality(left)  and  Home  page  ...  12  

Figure  10:  Showing  how  Vula(right)  is  mapped  to  SAKAI  mobile  portal  (left)  ...  14  

Figure  11:  Interaction  Design  lifecycle  for  project  ...  18  

Figure  12:  Students’  preferred  tools  for  mobile  display  ...  25  

Figure  13:  Participants  collaborating  to  design  screens  ...  26  

Figure  14:  Paper  prototypes  showing  the  login  screen,  home  page  and  course  site  shown  from  left  to   right  ...  27  

Figure  15:  Shows  change  to  Home  screen  to  accommodate  group  member  tools  ...  29  

Figure  16:  Redesigned  home  screen  ...  30  

Figure  17:  Showing  login  screen,  Home  screen,  Courses  screen  and  Course  page  ...  31  

Figure  18:  Box  to  the  right  shows  the  information  users’  wanted  to  accompany  assignments  ...  32  

Figure  19:  Sample  screen  showing  interface  additions  ...  34  

Figure  20:  Showing  Grades  displayed  on  Vula  mobile  SAKAI(left)  and  Announcements  displayed  on   Vula  mobile  SAKAI  ...  35  

Figure  21:  Final  interface  running  on  test  phone  ...  37  

Figure  22:  Number  of  students  that  performed  errors  with  either  interface  on  a  task.  ...  40  

  List  of  Tables   Table  1:  Favourable  Characteristics  of  Mobile  devices  in  M-­‐learning  ...  8  

Table  2:  Requirements  Gathering  Techniques  used  in  this  Project  ...  19  

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1.

Chapter  1:  Introduction  

 

1.1  Introduction  

   

Electronic  resources  and  course  material  have  come  to  play  a  central  role  in  education.  Universities   the  world  over  have  started  to  provide  course  materials  and  academic  support  materials  on  the   internet.  However,  most  Universities  in  developing  countries  are  unable  to  fully  support  access  to   these  resources  on  their  campuses[1].  The  challenges  in  providing  access  can  be  attributed  to  the   high  bandwidth  costs  and  difficulty  in  attaining  space  and  funds  to  build  expensive  computer  labs.   For  instance,  at  the  University  of  Cape  Town  computer  labs  are  at  times  unable  to  cope  with  the   demand  for  students  needing  internet  access.  Mobile  phones  are  increasingly  able  to  carry  media   rich  content,  and  allow  greater  interaction  with  educational  material[2].  This  increase  in  capability,   coupled  with  the  high  global  mobile  adoption  rate[1]  presents  an  opportunity  to  solve  the  problem   of  limited  internet  access  by  using  mobile  phones  to  access  educational  resources.  This  project  aims   to  develop  a  new  mobile  interface  for  the  University  of  Cape  Town’s  Learning  Management  System   (LMS)  named  Vula.  

Learning  Management  System  (LMS)  is  a  broad  term  used  for  systems  that  organize  and  provide   access  to  online  learning  materials  to  students,  educators,  organizations  and  administrators.  These   systems  typically  support  access  control,  information  sharing,  communication  tools,  and  

administration  of  user  groups[3].  

The  interface  we  developed  for  this  project  presents  a  subset  of  the  Vula  functionality  available  on  

the  desktop  but  geared  towards  mobile  access.  This  subset  was  chosen  by  investigating  the  way   students  at  the  University  of  Cape  Town  access  or  would  envision  accessing  resources  on  mobile   devices.  The  existing  SAKAI  mobile  interface  available  is  a  ‘barebones  implementation’  which  ports   desktop  Vula  functionality  to  a  mobile  device  without  giving  significant  consideration  to  the  way   people  use  mobile  devices.    It  can  be  argued  that  the  existing  interface  focuses  on  functionality  as   opposed  to  usability.    

Studies  have  shown  that  users  are  no  longer  satisfied  with  systems  that  simply  work  but  if  long  term   adoption  and  frequent  use  is  to  be  achieved  systems  need  to  have  high  usability  and  effectiveness  in   helping  users  to  complete  tasks  of  interest  given  their  context  of  use[2].    This  project  will  try  and   produce  an  interface  that  takes  into  account  the  users  context  and  the  peculiarities  of  mobile   phones  when  accessing  information.  The  design  methodology  will  employ  an  iterative  user  centred   design  methodology  in  an  attempt  to  create  an  interface  that  has  high  usability  and  allows  users  to   act  as  co-­‐designers.          

1.2  Problem  Definition  

 

Vula  is  the  name  of  the  SAKAI[4]  LMS  currently  used  at  the  University  of  Cape  Town(UCT).  It  is  used   to  distribute  course  material  and  spread  course  information  to  students  and  staff  and  is  integral  in   every  course  offered  at  the  university.  

To  help  increase  the  availability  of  the  LMS  to  students  a  SAKAI  mobile  access  portal  allows  students   and  staff  to  access  Vula  on  mobile  devices.  This  portal  is  a  simple  implementation  which  ports   desktop  functionality  to  the  mobile  device:  only  the  very  top  level  menu  is  customised  for  mobile,   and  as  soon  as  a  top-­‐level  tool  is  selected  the  conventional  (desktop)  interface  is  presented  on  all   other  devices.  This  approach  however,  raises  issues  of  usability  and  effectiveness  as  due  

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consideration  of  the  limitations  and  peculiarities  of  mobile  phones  was  not  considered.  Issues  of   usability,  user  context,  and  effectiveness  need  to  be  taken  into  consideration  when  migrating   services  to  mobile  devices  to  ensure  adoption  and  use.  

Interface  designers  recognize  that  to  produce  interfaces  with  good  usability  it  is  important  to  have   an  understanding  of  the  ergonomics,  organisational  and  social  factors  that  determine  how  people   operate[2].  Users  want  systems  with  well-­‐designed  interfaces  and  functionality,  it  is  no  longer   sufficient  that  a  system  works  but  the  presentation  and  function  of  the  system  must  compel  people   to  want  to  use  it[5].  

This  project  outlines  steps  taken  by  the  designer  in  an  attempt  to  produce  a  mobile  interface  for   accessing  the  most  effective  subset  of  Vula  tools  on  a  mobile  device.  The  design  will  follow  

methodologies  which  have  been  shown  to  produce  systems  with  high  usability  and  that  effectively   help  support  users  in  performing  tasks  of  interest.      

1.3  Scope  and  Objectives  

 

This  project  explores  a  new  mobile  interface  for  the  Vula  system  at  UCT  to  encourage  students  to   access   educational   materials   and   LMS   services   more   frequently   from   their   mobile   devices.   The   ubiquity   of   mobile   phones   and   their   mobility   aspect   could   assist   users   to   perform   educational   functions   more   easily   and   quickly   from   their   mobile   devices[6].   The   benefits   of   increased   mobile   access  would  not  only  be  limited  to  saving  students  time  but  would  also  help  alleviate  the  crowding   problem  in  computer  labs  by  allowing  users  to  access  materials  without  needing  to  enter  a  computer   lab.  

However,  there  are  features  and  limitations  associated  with  mobile  phones  as  compared  to  desktop   computers  that  must  be  taken  into  consideration  when  designing  systems  for  these  devices.  These   features  and  limitations  limit  the  number  of  activities  users  would  want  to  engage  in  on  the  mobile   phone   and   also   constrain   the   kind   of   effective   interactions   that   are   possible   on   such   devices.   If   interfaces  to  these  systems  are  not  well  designed  no  one  may  want  to  use  the  services  available  to   them  on  the  platform.  

The   new   interface   we   aim   to   develop   will   focus   on   the   functions   and   features   of   Vula   that   users   would  most  want  to  interact  with  on  mobile  devices  and  present  them  to  the  mobile  user  in  a  way   that  has  high  usability  and  encourages  the  user  to  access  the  system  on  a  mobile  more  frequently.   The  interface  will  focus  on  the  display  of  course  related  material  only.  

Vula  is  a  system  that  is  used  extensively  by  both  students  and  staff.  The  project  seeks  to  extend  the   learning  management  system  to  incorporate  camera  functionality  and  a  student  feedback  system.   These   two   components   were   developed   by   other   group   members;   the   focus   of   this   work   is   on   determining  the  most  useful  Vula  functionalities  for  mobile  use  and  improving  student  interaction   with   those   Vula   tools   on   mobile   devices.   In   addition,   it   had   to   accommodate   the   camera   and   feedback  tools  and  ensure  that  a  single  integrated  interface  resulted.  

1.4  Vula  

 

Vula  is  the  learning  management  system  used  at  the  University  of  Cape  Town  built  on  top  of  SAKAI.   Vula  is  used  to  support  UCT  courses  as  well  as  group  and  society  based  activities.  The  system  is   intended  to  be  available  24  hours  a  day  seven  days  a  week.  The  Vula  system  is  flexible  and  has   functions  that  help  foster  collaboration  and  creation  of  learning  opportunities  in  a  networked   environment  [7].  

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Figure  1  below  shows  the  Vula  homepage  available  after  a  student  logs  into  the  system  on  a  desktop   machine.  The  courses  associated  with  that  particular  account  are  displayed  as  tabs  near  the  top  of   the  window.  

 

Figure 1: Vula Home Screen

 

The  tools  available  for  a  course  vary  depending  on  what  the  course  convenor  expects  students   enrolled  in  the  course  to  do.  The  possibilities  include  custom-­‐built  tools  (e.g.  the  automated  marker   in  Computer  Science)  and  the  standard  Sakai  tools.  There  are  over  20  tools  available  some  of  which   are  shown  in  Figure  2,  for  a  full  list  please  see  Appendix  1.  

 

Figure 2: Sample Tools Available for a Vula site

1.5  Project  Aims  

 

The  main  objectives  of  the  study  are  as  follows.    

i. To  investigate  how  students  at  UCT  would  want  to  interact  with  Vula  on  mobile  devices   and  which  Vula  tools  would  be  the  most  effective  to  provide  for  student  interaction  on   mobile  devices  

ii. To  produce  a  mobile  interface  that  facilitates  access  to  Vula  from  a  smartphone.  

The  first  aim  involves  getting  an  understanding  of  which  tools  students  interact  with  as  part  of  their   course   experience.   By   conducting   workshops   and   interviews   information   on   the   tools   students’   would  most  likely  want  to  use  was  on  mobile  devices  was  gathered.  In  this  process  we  attempt  to   identify  candidate  tools  and  functionality  to  incorporate  in  our  mobile  interface.    

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The  second  aim  is  to  capitalise  on  the  insight  gained  to  produce  an  effective  mobile  interface.  The   effectiveness   of   this   interface   will   be   measured   by   how   well   it   supports   users   in   performing   tasks   desired   tasks   on   mobiles.   The   usability   of   the   system   will   be   measured   by   how   easily   users’   can   perform  given  tasks,  measured  in  terms  of  time  taken,  number  of  errors  and  number  of  successfully   completed  steps.  

1.6  Success  Criteria  

 

The  project  will  be  deemed  successful  if    

i. Users’  performance  at  the  given  tasks  improves  when  given  the  new  interface  compared   with  the  existing  Sakai  mobile  interface,  in  terms  of  speed  and  accuracy.  

ii. Users  react  positively  to  the  design  of  the  interface  and  navigate  the  system  successfully   without  training.  

The  interface  we  present  does  not  represent  a  replacement  for  the  current  Vula  site.  It  will  only   support  a  portion  of  the  Vula  functionality  and  can  be  viewed  as  ideally  working  in  conjunction  with   existing  Vula  systems  on  desktop.  The  interface  is  meant  to  allow  users  to  perform  small  and  

frequent  tasks  quicker  than  using  the  SAKAI  mobile  portal.  This  can  also  extend  to  allowing  the  users   to  quickly  check  course  status  allowing  them  to  make  decisions  on  what  kind  of  tasks  they  may  need   to  pursue  further  in  the  full  desktop  environment.    

The  new  mobile  interface  should  be  able  to  interact  with  and  display  data  provided  by  the  existing   Vula  LMS  without  any  alterations  being  made  to  the  existing  Vula  infrastructure.  The  

implementations  of  the  screens  supporting  the  selected  tools  should  take  advantage  of  mobile   phone  features  where  applicable  and  employ  strategies  and  mechanisms  to  reduce  the  impact  of   mobile  device  inadequacies  as  compared  to  desktop  computers  when  considering  access  to  the  Vula   system.    

As  the  interface  is  being  designed  for  existing  users  who  have  already  had  some  exposure  to  the   Vula  system  on  desktop  or  on  mobile  devices,  the  interface  must  have  a  clear  pattern  of  navigation   that  is  familiar  to  current  users.      

 

1.7  Project  Importance  

 

Over  98%  of  students  at  UCT  own  cell  phones,  of  which  85%  are  smart  phones[8].  As  courses  are   moving  towards  ‘paperless’  administration  more  content  is  being  moved  to  Vula.  This  puts  a  greater   load  on  University  computer  labs  as  students’  access  various  course  related  information  and  

material  from  them.  If  mobile  phones  could  be  used  more  frequently  to  access  some  of  this   information  then  the  load  on  the  desktop  resources  on  campus  could  be  reduced.  This  would  also   allow  students  to  perform  some  tasks  faster.  The  project  does  not  necessarily  seek  to  change  the   way  people  learn  but  to  give  them  a  viable  and  quick  alternative  to  logging  on  to  a  desktop  machine   to  get  course  information.    

 

Mobile  devices  have  become  more  viable  ways  to  access  and  create  digital  information.  This  viability   warrants  a  further  investigation  into  how  usability  can  be  increased  on  these  previously  specialised   platforms.  Traditional  desktop  computer  user  interface  knowledge  is  not  sufficient  to  design   effective  and  usable  interfaces  for  mobile  devices[2].      

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Desktop  user  interface  design  approaches  must  be  adapted  to  the  mobile  context  by  addressing   peculiar  aspects  of  mobile  interaction  that  distinguish  it  from  interaction  with  the  desktop  and   design  constraints  and  issues  that  affect  visual  mobile  user  interfaces.  

If  UCT  is  to  benefit  from  the  ubiquity  of  mobile  devices  amongst  students  in  terms  of  education  the   mobile  interfaces  that  access  University  materials  must  have  high  usability  to  increase  adoption  and   frequent  use.      

1.8  System  Overview    

 

 

Figure 3: VulaMobi System Overview

Figure  3  above  shows  an  architectural  diagram  of  the  system  we  developed.  

The  interface  that  has  been  discussed  in  this  document  is  part  of  a  larger  four  member  project   aiming  to  extend  the  functionality  of  the  Vula  system  using  mobile  devices.  This  report  describes  the   task  of  providing  a  new  interface  for  students  to  have  access  to  chosen  Vula  functionality  and  tools   with  increased  usability  on  mobile  devices.  

 

 In  addition  to  the  chosen  existing  Vula  tools  and  functionality  the  interface  will  also  support  two   new  tools  that  are  being  developed  by  fellow  group  members  to  take  advantage  of  the  opportunities   mobile  phones  present  in  sharing  multimedia  and  anytime  access.  These  two  additional  tools  were   developed  independently  but  presented  to  the  users  on  one  interface.  

 

The  interface  and  additional  tools  interact  with  Vula  through  an  intermediary  server  which  then   forwards  the  request  to  the  Vula  system  and  returns  appropriately  formatted  data  to  the  mobile   interface.  This  intermediary  server  was  developed  by  the  fourth  member  of  our  group.

 

1.9  Chapter  Summary  

 

In  this  chapter  the  project  was  introduced  and  its  importance  was  discussed.  The  chapter  highlights   how  mobile  devices  have  become  ubiquitous  the  world  over  and  how  their  increase  in  functionality   has  made  them  viable  means  of  accessing  information.  

The  project  aims  to  investigate  how  mobile  phones  can  be  used  to  support  learning  activities  at  the   University  of  Cape  Town  when  applied  to  access  to  its  LMS  named  Vula.  By  designing  and  

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students  will  use  their  mobile  phones  more  frequently  to  access  Vula  functions  and  tools  where   possible.  

The  next  chapter  looks  at  why  mobile  phones  have  become  a  viable  technology  platform  in  

supporting  educational  activities.  It  also  looks  at  how  care  must  be  taken  in  designing  interfaces  for   mobile  devices  as  they  have  features,  functions  and  limitations  that  differentiate  how  people  use   them  from  the  desktop  computer.  The  chapter  will  also  look  at  other  mobile  LMS  offerings  in  use  in   Educational  Institutions  around  the  world.  The  chapter  will  end  of  by  a  discussion  on  the  current   Vula  mobile  interface  that  is  built  on  top  of  SAKAI.  

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2.

Chapter  2:  Literature  Review  

 

2.1  Introduction  

 

In  the  previous  chapter  the  project  was  introduced  and  reasons  for  its  importance  were  put  forward.   This  chapter  looks  at  related  work  that  will  help  motivate  some  of  the  approaches  followed  in  the   design  of  the  project  solution.  This  chapter  touches  on  mobile  learning  then  gives  a  summary  of  why   mobile  phones  are  suited  for  mobile  learning.  The  characteristics  that  differentiate  mobile  devices   from  desktops  are  discussed  and  examples  of  interfaces  available  for  other  LMS  systems  are   presented.  The  chapter  will  end  with  a  discussion  of  the  current  Vula  SAKAI  mobile  interface.        

2.2  Mobile  learning    

 

 It  is  widely  believed  that  innovative  applications  of  Information  Communication  Technologies  (ICTs)   can  be  employed  to  increase  the  quality  of  education  by  facilitating  information  sharing  and  

supporting  administrative  processes  [9].Learning  management  systems  (LMS)  are  one  such   innovation  that  has  been  developed  to  help  achieve  the  goal  of  increasing  quality  of  education.     Mobile  devices  have  become  ubiquitous  and  cheaper[6]  The  popularity  of  mobile  devices  has  made   people  eager  to  find  a  way  to  apply  these  portable  and  personal  handhelds  for  educational  

purposes[10].    

Mobile  learning  is  when  mobile  computing  and  electronic  learning  come  together  to  present  access   to  learning  materials  at  any  time  and  independent  of  location[11].  As  mobile  devices  have  become   more  powerful  they  can  now  be  considered  as  low  cost  internet  enabled  computing  devices  able  to   support  rich  interactions  with  educational  materials[10].The  large  mobile  phone  user  base[6],  and   presence  of  an  Institutional  LMS  give  UCT  an  opportunity  to  increase  student  access  to  educational   materials  and  reduce  load  on  existing  computer  labs.  

2.2  Allure  of  mobile  technology  to  Learning    

 

Initially  most  mobile  technologies  had  a  small  set  of  functions  –  acting  as  a  camera,  phone,  personal   digital  assistant,  et  cetera[12].  These  functions  have  now  been  merged  making  mobile  devices   platforms  for  entertainment  and  commerce  and  tools  for  information  management  and  media   consumption.    

 

According  to  Woodill  [13],  mobiles  have  the  following  affordances  which  make  them  attractive   platforms  for  education:  mobility,  ubiquity,  accessibility,  connectivity,  context  sensitivity,  

individuality  and  creativity.  Even  though  mobile  technologies  were  not  designed  as  an  educational   device,  Institutions  continue  to  try  to  use  them  to  support  institutional  learning[12].    

 

There  are  various  favourable  characteristics  of  mobile  devices  that  have  motivated  the  research  into   the  area  of  mobile  learning.  Some  of  these  are  shown  in  Table  1  shown  below  adapted  from[6].    

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Table 1: Favourable Characteristics of Mobile devices in M-learning

 

In  spite  of  all  the  potential  and  advantages  to  users  of  mobile  learning  and  the  large  number  of   projects  available,  mobile  learning  has  not  been  largely  adopted  in  the  long  term.  An  explanation  for   this  has  been  put  forward  by  Wagner[11],  she  says  the  following,  “…  complicated  key  controls  and   difficult-­‐to-­‐read  screen  presentations  will  be  tolerated  only  under  certain  very  limited  conditions.   The  rest  of  us  aren’t  willing  to  risk  having  a  bad  experience.  For  broad  and  long-­‐term  adoption,  the   experience  really  does  matter”.  

To  be  able  to  take  advantage  of  these  favourable  characteristics  mobile  learning  applications  need   to  be  designed  with  high  usability  to  compel  stakeholders  to  use  their  mobile  devices  for  learning   purposes.  Good  usability  means  that  learning  can  proceed  without  obstacles  and  might  even  be   enhanced  by  the  availability  of  certain  features[14].  

The  current  mobile  portal  for  the  Vula  system  was  designed  with  the  goal  of  making  it  functional  on   mobile  devices  with  small  screens.  This  adaptation  has  overlooked  issues  of  usability  which  are  of   great  importance  to  users  and  stakeholders.  The  concept  of  a  mobile  LMS  is  to  extend  the  current   functionality  of  the  LMS  and  provide  users  with  a  system  that  allows  them  to  access  course   information  using  a  mobile  device.    

 

If  the  University  of  Cape  Town  is  to  reap  the  full  benefit  of  mobile  devices  as  a  support  for  learning   activities,  the  usability  of  the  system  must  be  increased  and  tools  that  take  advantage  of  the   characteristics[15]  of  the  mobile  devices  must  be  added.  

   

2.3  Mobile  Learning  Management  Systems  

There  are  many  mobile  learning  management  systems  in  use  in  Universities  around  the  world.  We   will  be  focusing  on  those  we  found  to  be  most  widely  used.  We  will  discuss  Moodle[16]  Sakai[4],   Blackboard[17],  Desire2Learn[18],  and  eCollege[19].    

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The  discussion  will  be  limited  to  visual  user  interfaces  available  to  the  user  on  mobiles  and  the  aims   or  focuses  of  these  interfaces  in  terms  of  the  kind  of  tasks  they  are  meant  or  support  the  user  in   performing  successfully.    

As  these  University  implementations  need  student  credentials  to  access  the  full  functionality  the   researcher  will  only  be  able  to  report  on  features  that  are  made  publicly  available  by  the  Universities   themselves  or  the  particular  LMS  provider  in  question.    

The  goal  is  to  get  an  insight  into  how  other  Universities  around  the  world  are  using  mobile  devices  to   display  and  share  educational  material  and  to  attempt  to  get  a  reference  point  on  how  we  can   proceed  to  design,  develop  and  implement  a  new  interface  for  mobile  access  to  the  Vula  system   here  at  UCT.  

2.3.1  Moodle    

Moodle  is  a  software  package  for  producing  Internet-­‐based  courses  and  web  sites.  It  is  a  global   development  project  designed  to  support  a  social  constructionist  framework  of  education.     Moodle  is  provided  freely  under  open  source  license.  Since  its  creation  in  2002  by  Martin  

Dougiamas,  the  Moodle  community  has  grown  to  over  67000  users  who  can  interact  and  collaborate   on  courses[16]  

Moodle  is  an  open  source  community  based  LMS  there  are  a  great  number  of  attempts  at  making  a   mobile  interface  for  the  LMS.  

In  the  section  that  follows  I  will  present  the  implementations  that  seemed  representative  of  the   display  styles  or  theme  shared  by  all  the  others.  

 

Moodle4iPhones  Project  

This  application[20]  is  an  open  source  community  project  to  create  a  mobile  interface  for  the   Moodle  system.  The  project  is  still  underway  and  is  still  being  community  tested  and  adapted  based   on  user  feedback.  The  interface  is  shown  below  in  Figure  4.  

 

Figure 4 Moodle4Iphones two screens showing sample screens

Official iPhone Mobile app  

This  application  is  a  project  being  run  by  Moodle  HQ  to  produce  a  mobile  application  for  the  Moodle   LMS.  This  project  is  still  underway  and  has  not  yet  been  released  and  is  still  being  tested.  It  still  only  

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supports  the  iOs  platform.  The  interface  is  shown  below  in  Figures  5  below.  This  interface  used  icons   and  inly  shows  a  subset  of  all  the  tools  based  on  what  the  provider  has  found  to  be  more  useful  to   the  user  in  the  mobile  context.  

 

Figure 5: Official Iphone Mobile app course display and gallery function screen

 

2.3.2  Blackboard      

Blackboard  is  an  enterprise  company  mainly  dealing  in  the  LMS  field  for  both  education  and  other   applications.  Since  its  creation  in  1997  by  Michael  Chasen  and  Matthew  Pittinsky,  the  number  of   organisations  using  the  system  has  grown  to  over  9300  institutions  in  over  60  countries.  The  Figure  6   below  shows  the  interface  for  blackboard.  

 

Figure 6: Blackboard Mobile enrolled courses page and tool site for a particular course

2.3.3  Desire2Learn      

Desire2learn  is  an  enterprise  company  involved  in  e-­‐learning  dealing  in  the  LMS  field  for  education.   Since  its  creation  in  1999  by  John  Baker,  the  number  of  institutions  using  the  system  has  grown  to   over  450[18].  The  interface  is  shown  in  Figure  7  below.    

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Figure 7: Desire2learn Event details page and course screen

2.3.4  eCollege    

eCollege[19]  is  an  on-­‐demand,  provider  of  eLearning  software  and  to  learning  institutions.  Founded   in  1996,  It  is  used  in  prominent  Universities  in  the  USA.  Figure  8  show  a  sample  of  the  interface.    

   

Figure 8: eCollege Welcome page and Events page

2.3.5  SAKAI  

In  the  early  2000s  several  major  institutions  in  the  USA  most  prominent  amongst  these  being  the   University  of  Michigan,  Indiana  University,  MIT,  Stanford,  the  uPortal  Consortium  chose  to  release   their  LMS  under  open  source  rather  than  commercial  licenses.  These  were  where  gathered  together   to  form  the  SAKAI  Project[4].  There  are  now  more  than  350  organisations  and  Institutions  worldwide   using  SAKAI  to  support  teaching,  learning  research  and  collaboration.    

 

Since  its  formation  the  SAKAI  Project  has  been  managed  by  the  SAKAI  foundation.  The  SAKAI   foundation  is  in  place  to  facilitate  the  success  of  the  community  and  the  software.  This  is  done  by   coordinating  software  development,  quality  assurance  and  distribution  activities  for  the  community.   Sakai’s  goal  is  to  develop  and  distribute  a  “complete  course  management  system  that  incorporates   the  best  features  of  the  participants’  existing  systems  and  experiences.”  

 

Oxford  Mobile  

Oxford  University[21]  has  released  a  new  interface  that  works  on  top  of  the  SAKAI  platform.  Their   interface  tries  to  bring  all  the  tools  that  the  user  would  want  to  use  closer  to  the  user.  The  

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represented  by  icons  that  give  affordances  to  their  function.  Figure  9  contains  pictures  of  the   interface  presented  to  users.  

     

Figure 9: Oxford Mobile showing map functionality(left) and Home page

2.3.6  Mobile  Learning  Management  System  Summary    

Various  institutions  have  shown  great  interest  in  adapting  their  learning  Management  Systems  to   work  better  on  mobile  devices.  The  SAKAI  community[4]  that  UCT  is  a  part  of  is  aware  of  the  

importance  of  mobile  devices  in  education.  This  awareness  started  the  “Mobile  SAKAI”  Collaboration   Project[4]  which  is  actively  working  to  expand  upon  current,  limited  mobile  functionality  and  to   develop  frameworks  usable  by  institutions  to  integrate  Sakai  into  their  own  mobile  initiatives.      

All  these  recent  developments  show  the  importance  of  mobile  support  and  in  the  case  of  the  SAKAI   based  systems  can  act  as  points  of  reference  in  designing  the  UCT  mobile  Vula  experience.  Oxford   mobile[21]  which  was  launched  recently  is  built  on  top  of  the  SAKAI  architecture  and  extends  the   functionality  of  the  underlying  LMS  by  adding  support  for  more  functions  for  example  bus  schedules,   library  searches  webcams,  et  cetera.      

This  move  by  Oxford  shows  that  the  Vula  mobile  portal  that  comes  packaged  with  SAKAI  may  not  be   able  to  fully  utilize  the  power  of  available  mobile  technology  and  this  may  warrant  an  investigation   into  steps  that  can  be  taken  to  improve  and  extend  the  functionality  of  the  Vula  mobile  interface   available  here  at  school.  

The  researcher  did  note  that  most  mobile  LMS  adaptations  made  added  support  for  cameras(upload   function  with  iPhone  Moodle  app)  and  location  based  information  (with  Oxford  mobile).  The  layout   of  the  tools  was  either  in  lists  or  using  icons  or  a  combination  of  both.  It  was  also  noticed  that  most   of  the  course  related  tools  were  a  subset  of  the  full  system  tools  available.  The  researcher  will  aim  to   make  use  of  these  observations  as  a  starting  point  when  pursuing  the  design  for  this  project.    

2.4  Vula  PDA  Portal  

 

Vula  is  UCT's  online  collaboration  and  learning  environment,  used  to  support  UCT  courses  as  well  as   other  UCT-­‐related  groups  and  communities[22].  Vula  is  built  on  the  SAKAI  framework  and  is  part  of   the  SAKAI  project.  

 

Vula  mobile  access  is  made  possible  through  the  SAKAI  mobile  access  portal  which  is  part  of  the   SAKAI  framework.  It  was  first  incorporated  into  SAKAI  at  version  2.4.  This  PDA  portal  has  since  been  

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improved  but  still  works  on  the  same  premise  of  porting  as  much  of  the  full  desktop  functionality  as   possible  onto  the  mobile  device.  

 

In  the  next  few  sections  we  will  explain  how  the  SAKAI  mobile  access  portal  is  structured.  The  goal  is   to  attain  an  understanding  of  the  limitations  and  constraints  associated  with  mobile  technology  at   the  time  when  the  first  mobile  access  portal  for  the  SAKAI  service  was  first  proposed.  This  may  help   explain  why  the  interface  presents  information  in  the  way  it  currently  does.  

2.4.1  Sakai  Mobile  Support  

 

When  the  Sakai  project  began  the  Learning  Management  System  produced  from  this  collaboration   was  only  accessible  from  desktop  computers.  As  mobile  devices  became  more  prevalent  an  initiative   was  begun  to  start  offering  support  for  mobile  devices.  This  initiative  developed  into  what  is  now  the   SAKAI  mobile  access  portal.  

At  the  time  of  development  mobile  market  was  predominantly  PDAs  and  PocketPCs  that  were   limited  in  functionality  and  processing  power.  The  challenges  associated  with  displaying  learning   management  systems  on  the  mobile  devices  were  as  follows  [23]:  

Limited  screen  size:  The  240x320  display  presented  a  challenge  for  displaying  static  web  elements   without  resizing.  Users  were  then  required  to  do  a  lot  of  scrolling  to  the  view  a  page.      

Limited  functionality:  Mobile  devices  did  not  support  Cascading  Style  Sheets[24]  and  iFrame  

tags[25],  which  are  commonly  used  in  LMS  technology.  If  a  tool  was  displayed  using  an  iFrame  tag,  it   could  not  be  viewed  on  the  mobile  devices  which  also  only  had  limited  support  for  Javascript[26].   Interoperation  between  desktop  web  browsers  and  mobile  browser:  Web  applications  written  for   mobile  devices  were  not  fully  functional  on  desktop  machines  and  vice  versa.  The  user  needed  to   remember  two  different  URLs  to  access  two  different  versions  of  the  web  portal.  

 

2.4.2  SAKAI  Solution  for  Displaying  Web  Portal  on  PDA  

 

This  mobile  Sakai  access  portal  ports  desktop  functionality  to  the  mobile  device  by  flattening  iframes   and  presenting  only  their  titles  in  a  list  on  mobile  devices.  Figure  10  below  shows  a  sample  course  on   Desktop  (right)  being  mapped  to  the  mobile  portal  (left).  As  soon  as  a  user  selects  an  option  on  the   mobile  version  they  are  redirected  to  the  same  version  of  the  option  as  would  appear  if  accessed  on   the  desktop  Vula.    

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Figure 10: Showing how Vula(right) is mapped to SAKAI mobile portal (left)

2.6  Chapter  Summary    

In  this  chapter  we  talked  about  the  allure  of  the  use  of  mobile  devices  to  increase  access  to  

educational  materials.  We  also  touched  on  how  system  usability  plays  a  big  role  in  whether  or  not  a   system  is  widely  adopted.  

Factors  that  differentiate  desktop  interface  design  from  mobile  interface  design  were  investigated.   Mobile  learning  applications  currently  in  use  around  the  world  were  discussed.    

The  chapter  ended  with  a  look  at  how  the  currently  available  mobile  portal  for  SAKAI  was  developed   and  the  limitations  at  the  time  that  constrained  the  interface  designers    

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3.

Design  Methodology  

 

3.1  Introduction  

In  the  previous  chapter  we  looked  at  factors  that  make  mobile  phones  potentially  good  candidates   for  academic  applications.  We  looked  at  how  usability  plays  an  important  role  in  the  adoption  of   electronic  systems.  An  investigation  into  related  work  on  mobile  LMS  was  conducted  and  the   chapter  was  concluded  by  a  discussion  on  the  construction  of  the  first  version  of  the  SAKAI  PDA   portal.    

 This  chapter  introduces  the  design  methodologies  that  will  be  used  with  the  aim  of  producing  a   mobile  interface  with  high  usability.  We  will  be  using  two  user  centered  design  approaches  and  will   attempt  to  motivate  why  two  approaches  were  chosen  for  this  project.    

The  researcher  would  like  to  note  that  all  work  with  users  undertaken  in  this  project  was   conducted  with  full  signed  consent  forms  and  ethical  clearance  for  the  UCT  Ethics  committee.  

3.2  User  Centered  Design  

 

User  centered  design  is  a  broad  set  of  design  processes  that  involve  end-­‐users  directly  in  the  design   process  of  products  to  influence  how  the  design  takes  shape[23].  Users  can  be  involved  to  differing   degrees  depending  on  the  design  process  chosen  but  the  important  aspect  is  that  end-­‐users  are   involved.  

These  processes  place  the  user  at  the  center  of  design.  The  designer  then  becomes  a  facilitator  to   the  design  process  making  sure  that  the  user  can  make  use  of  the  product  as  intended  and  with   minimum  effort  to  learn  how  to  use  it[27]    

This  approach  was  chosen  for  this  project  as  it  has  been  found  to  lead  to  more  effective,  efficient   and  safer  products  and  contributed  to  the  acceptance  and  success  

of  products[28].  In  the  design  of  this  project  we  will  be  using  two  User  Centered  Design  approaches   namely,  participatory  design  and  interaction  design.  These  will  be  explained  in  the  following  section   and  the  need  for  both  approaches  in  this  project  will  be  substantiated.  

3.3  Participatory  Design  

3.3.1  Introduction    

Participatory  design  enables  designers  to  learn  user  requirements  and  preferences  early  in  the   design  process  through  a  facilitated  group  design  workshop.  This  methodology  attempts  to  take   advantage  of  the  end-­‐users  collective  generativity,  when  applied  to  design  problems  they  may  feel   are  associated  with  systems  they  use[28].  This  approach  is  seen  to  provide  more  innovative  solutions   compared  to  relying  solely  on  the  designers  creativity  when  solving  design  problems.    

This  design  methodology  when  applied  to  this  project,  implies  that  students  as  the  end-­‐users  of  the   interface  should  have  a  say  in  the  decisions  that  affect  the  way  it  is  used.  This  allows  the  researcher   to  get  an  insight  on  unmet  needs  by  allowing  users  to  create  their  own  ideal  interfaces.  By  analysing   the  interfaces  designed  by  users  the  researcher  aims  to  elicit  the  tacit  needs  of  the  users.    

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Participatory  design  is  used  to  design  early  prototypes  which  feed  into  overall  project  design.   Participatory  design  workshops  are  most  effective  early  in  the  design  process  when  designs  are  less   constrained  by  existing  code  or  other  infrastructure.  

3.3.2  Participatory  Design  Workshops    

In  participatory  design  workshops,  users  who  represent  the  stakeholders  in  a  product  collaborate  to   come  up  with  conceptual  designs  that  reflect  user  preferences  and  user  requirements[28].  These   users  need  to  be  domain  experts,  for  this  project  we  can  view  our  domain  experts  as  students  who   have  used  the  mobile  Vula  interface  at  UCT.  These  conceptual  designs  are  created  using  generative   tools.  Generative  tools  are  common  materials  like  coloured  pens,  sticky  notes,  scissors,  tape,  white   boards  and  other  common  types  of  low-­‐tech  objects[29].  These  tools  are  kept  simple  to  encourage   communication  and  creativity.  No  participant  feels  intimidated  by  unfamiliar  technology  and  this   allows  technical  and  non-­‐technical  participants  to  contribute  equally.  The  low-­‐tech  objects  also  allow   user  designs  to  be  created  and  edited  quickly  and  easily.  

The  workshops  are  conducted  by  a  facilitator  who  in  this  project  will  be  the  researcher.  The  goal  of   the  facilitator  is  to  stimulate  discussion  and  support  dialogue  around  a  list  of  topics  whilst  also   accommodating  discussion  of  impromptu  related  topics.  Participants  are  asked  to  brainstorm  ideas   individually  or  in  small  groups  then  present  these  ideas  to  the  whole  group.  These  ideas  are   discussed,  evaluated  and  possibly  refined  by  the  larger  group.  The  researcher  moderates  design   presentations  and  asks  follow-­‐up  questions  and  notes  key  points  raised  and  user  reactions  to  designs   put  forward.  

The  workshop  produces  one  or  more  paper  prototypes  of  a  user  interfaces  and  textual  descriptions   of  interface  elements  and  their  behaviour.  These  may  reveal  new  thoughts  about  application   requirements  or  put  forward  unique  solutions  to  design  problems  the  users  have  been  exposed  to.   Photographs  of  key  stages  in  design  can  also  be  kept.      

3.3.3  Why  Participatory  Design    

As  discussed  in  the  previous  chapter  Vula  already  has  a  mobile  access  system  set  in  place.  The   researcher  felt  that  any  exploration  into  the  design  of  a  new  interface  would  need  to  learn  from  the   experiences  users  had  already  encountered  with  the  existing  system.    

This  made  participatory  design  an  important  choice  as  a  starting  point  in  the  design  as  we  would  be   able  to  evaluate  how  well  the  existing  interface  supported  user  desired  tasks  in  a  group  setting.  This   evaluation  of  the  existing  interface  will  be  done  using  conceptual  model  extraction.  Conceptual   model  extraction  works  by  showing  users  static  images  of  a  system  and  asking  them  how  they  would   use  screen  elements  to  complete  particular  tasks[28].  This  shows  how  well  the  current  system   performs  and  where  design  problems  still  hinder  the  usability  with  users.  This  may  help  reveal  more   user  requirements  which  would  not  be  apparent.    

The  collaborative  nature  of  this  approach  also  provides  the  researcher  with  an  opportunity  to  get   information  on  context  of  use  by  allowing  users  to  cooperatively  design  user-­‐stories[28]  for  how   they  interact  with  their  mobiles  when  trying  to  perform  tasks  of  interest.  This  is  desirable  as  it  can   give  the  researcher  an  approximation  of  the  users’  context  and  design  requirements  without  running   ethnographic  studies[29]  which  can  be  long  and  costly.      

Participatory  design  has  been  found  to  produce  innovative  solutions  to  design  problems[28].  The  use   of  participatory  design  can  give  the  researcher  a  reasonable  first  approximation  of  what  the  users’  

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needs  and  preferences  may  be  when  interacting  with  a  system  geared  towards  helping  them   perform  specific  tasks.      

3.4  Interaction  Design  

3.4.1  Introduction    

Interaction  design  according  to  Preece[28],  “focuses  on  how  to  identify  users’  needs  and  the  context   of  their  activities,  and  from  this  understanding  move  to  designing  usable,  useful,  and  pleasurable   interactive  products”.  Interaction  seeks  to  address  the  question  of  how  to  optimize  the  users’   interactions  with  a  product  so  that  they  match  the  users’  activities  that  they  would  want   supported[28].  

Interaction  design  focuses  on  making  design  decisions  that  help  the  system  meet  the  users’   requirements  and  preferences  on  how  certain  tasks  should  be  accomplished.  This  approach  can  be   directed  at  aesthetic  aspects  of  the  system  (is  it  pleasant  to  look  at)  or  usability  criteria  like  how   efficiently  it  allows  users’  to  perform  certain  tasks  of  interest.    

 

3.4.2  The  Approach  to  Interaction  design    

In  this  project  we  chose  to  use  iterative  interaction  design  using  feedback  from  users  to  make   incremental  improvements  in  the  system.  Users’  are  involved  throughout  the  design  process  to   ensure  that  the  interface  meets  their  requirements  and  meets  their  expectations  when  performing   desired  tasks.  

Effective  interaction  design  can  be  separated  into  three  activities[29].    

1. Understanding  users  (requirements  gathering)  :  having  a  sense  of  users’  capabilities,   limitations,  and  how  they  interact  with  systems  in  different  contexts  

 

2. Developing  prototype  designs  (interactive  prototypes):  presenting  an  interaction  design  in   such  a  way  that  it  can  be  discussed,  demonstrated  and  changed  

 

3. Evaluation  (iterative  evaluation  of  interactive  prototypes):  assess  the  strengths  and   weaknesses  of  designs  with  the  results  driving  improvement  or  total  redesign  if  necessary.   The  iterative  nature  of  our  approach  makes  the  three  activities  shown  above  complement  each   other.  This  allows  interface  designs  to  adapt  along  with  the  researcher’s  understanding  of  users,   user  experiences  with  prototypes  and  system  strengths  and  weaknesses  after  evaluation.    This   means  that  outputs  of  one  activity  drive  the  next  activity  in  a  cycle  until  the  final  design  is  achieved.      

       

References

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