Ucd report final

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REPORT USER CENTRED DESIGN PROJECT

ENSCHEDE, 9 NOVEMBER 2017 GROUP 4: MONIEK HONCOOP MUHAMMAD DAIMAN KHAN CANXUAN LI YUMENG YANG


TEAM MEMBERS GROUP 4 NAME: MONIEK HONCOOP STUDENT NUMBER: S1876155 STUDY: HUMAN MEDIA INTERACTION

NAME: STUDENT NUMBER: STUDY:

MUHAMMAD DAIMAN KHAN S2021161 HUMAN MEDIA INTERACTION

NAME: CANXUAN LI STUDENT NUMBER: S1796909 STUDY: INDUSTRIAL DESIGN ENGINEERING

NAME: YUMENG YANG STUDENT NUMBER: S2005158 STUDY: TECHNICAL COMMUNICATION

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TABLE OF CONTENTS

01 INTRODUCTION AND BACKGROUND

02 REQUIREMENTS ELICITATION

1.1 Description assignment 1.2 Motivation and relevance

2.1 Stakeholders 2.2 Interviews 2.3 Major conflict 2.4 Requirements

04

05

PERSONAS

FUTURE USE SCENARIOS

4.1 Student persona 4.2 Psychologist persona

5.1 Scenario: Setup 5.2 Scenario: Group pairing 5.3 Scenario: Gap bridging

07

08

LOW FIDELITY PROTOTYPE

03 USE CASES 3.1 Activity diagram 3.2 Use case

06 CONCEPTUAL MODEL

09

FULLY DESIGNED INTERFACES

USABILITY TESTS

BIBLIOGRAPHY

APPENDIX

10 DISCUSSION

Test plan

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1. INTRODUCTION AND BACKGROUND In the following the assignment, research approach and the motivation is described. This chapter gives an overview about the starting position of the project. Broadly, the focus and motivation is explained. 1.1 Description assignment The aim of the User Centred Design (UCD) course was to create a prototype about an eHealth solution, which is explained below, in an iterative design process. The iterative design process means that during iterations, which are based on feedback, the prototype will be changed from low fidelity to high fidelity. The prototype had to be relevant for the smart city campus in which it would be implemented. The smart city campus facilitates housing, work and education for students and teachers. It is called a smart city because smart technologies will improve the social life in the small community. The smart technologies focus on sharing data about the campus life with respect to privacy. However the project was not focused on implementation but only on designing with respect to that it could be implemented in the smart city campus. Research approach The iterative design process, seen in figure 1, is based on the method of Human Computer Interaction (HCI) research. This research has to focus to consider the user during the whole research. This method is chosen, because in this approach the prototype that is created is in line with the needs of the users. The research first it starts with doing user interviews and this leads to the low fidelity prototype. The low fidelity prototype is a prototype which is in line with sketches and does not include any interaction. Users will test the low fidelity prototype during user tests and the results will be included in redesigning the low fidelity prototype to create a high fidelity prototype. The high fidelity prototype is a prototype that almost looks like a real working system.

Figure 1: Iterative design process

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eHealth solutions For the improvement of campus life it is important to improve the physical and mental health of the people living on the campus. eHealth solutions can improve the wellbeing of the people on the campus. eHealth focuses on digital tools which contribute for a better health. 1.2 Motivation and relevance Depression One of the biggest health problems on the University of Twente (UT) campus for students is depression (Huisartsenpraktijk, 2017). People having depression cannot fully participate in the community. Depressed people experience difficulties in everything they face in their daily life. For example, depressed people might want to lie in bed the whole day, because they are feeling down. Social and study life of depressed people will suffer from their mental disorder. It is relevant to address to biggest problem that students face in the UT campus to create an eHealth solution for the UCD course in regard with a smart city campus. Mobile application Life in the smart city campus can be improved if the treatment of the depressed students will be improved. Every treatment is personalised based on the student problems. The common element of a treatment is executing tasks to help students cope with their problem. To improve the treatment it is useful to focus on the tasks that students have. A mobile application as an eHealth solution comes in hand to help students record their tasks. During this project the focus is on creating a prototype for such a mobile application. Students can track their tasks in the mobile application that will be built. The students use the application as a to do list where the student can track the tasks and give comments on the tasks. The psychologist can add the tasks and give comments on them. Social elements The mobile application will come up with suggestions to meet with other people. This will be done in two ways: 1. The system analyses the tasks and interests of the students (with Machine Learning and Big Data) and then the system comes up with the suggestion of other students with similar tasks and common interests so the students can easily connect with each other in the form of groups. 2. The student can use his camera with Augmented Reality (AR) and sees on the screen if other students that also use the application are nearby and have interests in common, so he can meet up with them. This is indicated with a color and size of dots on the screen.

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2. REQUIREMENTS ELICITATION Requirement elicitation is to identify the business needs, select the stakeholders involved in the project and start eliciting requirements. For elicitation there are several methods out of which interviews are picked as it gives a perception of the stakeholder’s thoughts and needs regarding the business idea. Once the elicitation is done it is written down and it serves as the basis for making requirements. 2.1 Stakeholders Below are the different stakeholders described. Student: The student is in direct contact with the application because they are using the application for the most part and therefore are the primary end user. University of Twente (UT): UT works as a bridge between student, psychologist and the company. For UT, privacy is also of importance regarding student’s data. The UT will act as a channel to promote the application in the campus. Company: The company provides support to the developers of the application by launching their application and requires consumer data. The company also has the intention of buying the application which make them a powerful stakeholder. Psychologist: The psychologist is one of the primary end user that will be using the application. They have keen interest in how the student is doing and is also concerned about their privacy when using the application. 2.2 Interviews Interview technique: The interview technique that is used is semi structured, this means that the interview begins with a set of interview questions and then leaving more room for additional insights from the interviewees. Types of questions: The types of questions are open ended, in which there is no constraints on a desirable response but rather open to more feedback and opinions. Structure of questions: The questions are structured based on the following three aspects that give more insights into the different stakeholders. Value:

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The value questions are concerned with the benefits each stakeholder gains from the product or service and define they gain while addressing depression among students on the smart city campus. Protocol: The protocol questions are concerned with defining the methodologies and steps that are already take place to address depression among students on the smart city campus. Technology: The technology questions are concerned about getting insight on the stakeholder’s previous interactions with their use of technology in the context of depression among students on the city smart campus. There are also questions about understanding what the stakeholder find important about the technology after the idea of a mobile application is presented. 2.3 Major conflict: After conducting the interviews a major conflict about privacy was discovered that is described below. Privacy The privacy conflict happens between student, company and psychologist: The company wants access to consumer data meanwhile student and especially psychologist do not want to share data. (UT): The university wants that the application incorporates a trending technology platform with a high user base without compromising on user privacy. Solution: To address the privacy issue student’s non sensitive information will be shared anonymously. The company receives consumer data in the form of student’s age, study, gender and used devices. The sharing of this data is done by filtering the data such as excluding names, when it is sent to the server. 2.4 Requirements After elicitation, requirements are gathered and refined while taking into account the different stakeholders and what can be implemented and is feasible. Requirements are categorized, listed down and prioritized.

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Table 2: requirements for the application Req ID

Value

1.1

Privacy of user’s data through a communication channel Anonymous System must not share statistical data student’s sensitive information with any 3rd party Easy access to System must display all tasks tasks in a window after the first appointment Display System must show progress progress of the student when they complete a task Compatible System must work on on iOS and both iOS and Android Android Simple System’s interface should Interface supports that the user can add or update task with no more than 3 clicks. Using trending System must use big technology data foundations to platform incorporate multiple student’s data, process using machine learning algorithms and use AR as output mechanism

1.2

1.3 1.4 1.5 1.6

1.7

Description

MOSCOW (Priority) System must encrypt data Must have transmitted through any communication channel

FICS Function and events

Must have

Function and events

Must have

Interaction and usability issues

Must have

Function and events

Must have

Function and events

Must have

Interaction and usability issues

Must have

Function and events

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3. USE CASES FOR DAILY ACTIVITIES The mobile application has two type of end users: students (patient) and psychologist. They have different daily life activities with these application and thus have different use cases (see the figure 4 and 5). For the students as users, the main activities are as follows: - Join a group that has matching interests or doing similar tasks/goals by the augmented reality (AR) map; - Work on their goals and tasks with groups; - Update their progress with psychologists by reviewing their tasks and writing down their reflection on each task. 3.1 Activity diagram For the psychologists as users, their main activities are to set goals and tasks for students during their appointments and viewing students progress between appointments. As seen in figure 3, student firstly creates his/her account. The application will add his/her information to the patient database so that it can be viewed and used by psychologist. Students can also search for a group that they want to join with the AR map. At the same time, this application can collect group information in real time and demonstrate matching groups suggested in the AR map. If student finds a group he/she wants to join, he/she can view the group profile and make a final decision. On the other hand, when student finishes a task, his/her progress will be updated. In terms of psychologist, he/she can add a new patient into his/her contact list and set goals and tasks for this patient. In addition, the psychologist can also view patient’s progress and notes (reflections) in this application to know more information about the patients.

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Figure 3: Activity diagram

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3.2 Use cases The following use cases in figure 4 and 5 describes several use cases for students and psychologists. These use cases show how the interaction between the users and the system. First 4 important use cases from students are described in figure 4 and then in figure 5 there are 3 import use cases from psychologists. In the use cases there is some attention to the word cardboard, this is a container about the student’s goal with tasks. The cardboard will be shown in the section about the prototypes.

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Page 9 Use Case 1: Join a group User Visit 'Map' page and search for a group

Technology Analyse profiles and tasks of established groups and show groups (icons) with percentages as indication of matched level

Click one icon Show group profile Click "Join in" Update group member list and notify other group members Use Case 2: Check out tasks User Visit My 'Goals & Tasks' page

Technology Show all goal cardboards

Click on one cardboard Show a dropdown list of tasks Click the check box before tasks Update task list both in student and psychologist interface Use Case 3: View progress & Interest User Visit Profile page

Technology Show profile

Click "Progress" Show the progress presented by the number of finished goals and tasks Click "My Interest" Show interest Use Case 4: Visit 'My Group' User Visit My Group page

Technology Show group cardboard list

Click one group Show the group discussion page Click group profile Show group information & group member names Figure 4. Use cases of students GROUP 4


Page 10 Use Case 1: Create a new case User Visit 'Cases' page

Technology Show patient cases cardboards list

Click 'add' Show a search box in a new page 'library' Input patient name Show the target student cardboard Click this 'add' Go back to the Cases page with the new student case on the top of the list User Case 2: Create a new goal and its tasks for a patient User Technology Visit 'Cases' page Show patient cases cardboards list Click the target patient cardboard Show patient's progress of every goal in his/ her personal page Click 'add' Show the page of goal & task editing Input a goal name show goal name Click 'add a task' and input task name in textfield Show added task Click save Save the editing Use Case 3: View patient progress & notes User Visit 'Cases' page

Technology Show patient cases cardboards list

Click the target patient cardboard Show patient's progress of every goal in his/ her personal page Click each 'goal name' Show tasks list of the goal Click each task Show student's reflection or feedback on this task Figure 5. Use cases of psychologists GROUP 4


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4. PERSONAS Below are two personas, one persona that represents students and one persona that represent psychologists. The persona is a overview of the typical user from the user group in regard with their background, needs for the technology and knowledge about technologies. The information will make the user group real and gives more understanding for the developers. These personas are based on the insights from the user interviews at the beginning of this HCI research.

Figure 6. Persona of students

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Figure 7. Persona of psychologist

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5. FUTURE USE SCENARIOS Scenarios are narratives that tells a story describing certain functionalities of a system how they will work in given circumstances. It involves end users achieving a goal in a given context using a feature of the proposed technological solution. To show how the mobile application will work when used in given contexts, three scenarios are developed. 5.1 Scenario: Setup Shelly suffers from depression because of her troubles in study. Now, she is having her first therapy appointment with her psychologist Jack. To get a better treatment, they use an application which mainly enables the psychologist to know the patient’s condition between appointments. They have a discussion about Shelly’s problem. Shelly creates her account for the application, then Jack adds the profile of Shelly in his cases overview. After a further discussion, Jack and Shelly set a realistic goal of study and clarify it into tasks. The first added task in the application is “go to a study group”. In addition, Jack adds three “Take away notes” for Shelly to cope with her depression after the appointment: turn to peers for help with study, socialisation could activate your passion, simplify tasks to relieve your stress. Jack thinks that the mobile application provides him a better view of how the treatment on the patient goes. 5.2 Scenario: Group pairing Having the task of joining a study group, Shelly has trouble to find a study group. Fortunately, the application is able to solve her problem. When Shelly opens the application on her smartphone, she can see an augmented reality map of real time group activities spreading over the smart city campus. The AR map blends virtual visuals to the real world through the smartphone camera. In the AR map, Shelly sees two icons representing two groups on the east side of the campus and another four in the south west. They have different colors and percentages representing the level of matching based on the student profile (things in common and similar task). Red means a high matched level; Orange refers to a medium level while blue means a low one. She finds the best matched group with a bigger yellow icon and a “95%” text (the others have a smaller blue and matching percentage as well). She taps on the icon and sees the group profile where the information about activity, time, location and group members are showed. The application helps Shelly find the group that she likes to join. She then taps the request button to send a joining request to the group. Within a few seconds, she is surprised that the request is passed so quick and she receives a big welcome from the group. Now, she is following the AR map to the group.

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5.3 Scenario: Gap Bridging Shelly attends her first group activity of the study group. They helped each other on homework along with socialising. Shelly feels less depressed because she made some new friends and they had a good time together. The happiness brought by the new friendship takes away her depression. Moreover, Shelly feels relieved as her homework is easily done with the help of her new groupmates. She opens the application and updates her progress by checking on her task and writing down her feelings and her reflection on the task. Shelly feels that her positive feelings gets even more strengthened and she has a better insight on how to overcome depression after she wrote down how she felt. When Shelly’s progress is updated, Jack receives a notification and gets a clear view on Shelly’s achievement. He feels glad that Shelly is getting better.

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6. CONCEPTUAL MODEL The conceptual model (see figure 8) explains how the app works. In general, the system collects and distributes data for two tasks: matching groups and updating patient’s progress. Students have their own accounts and their input data will be transmitted to the databases for storage. The data is available for the context where it will be used. Students create groups and the related data will be stored in the group info database and used when other students are searching groups. Student’s progress data is transferred to the patient’s database for the therapy progress tracking as well as for group matching where personal interests are also used.

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7. LOW FIDELITY PROTOTYPE Low fidelity prototype is a quick and easy representation of the initial design of the application to get quick feedback from the potential end users, the students and the psychologist, for this project. It is implemented using paper prototyping which is one of the methods of low fidelity prototyping where the initial design was made in Axure. Users are provided with a script of actions with an end goal, their feedback is then logged and required changes are made to the design. The biggest benefit is the quick feedback which highlights certain flaws in the design based on which the design was iterated. 7.1 Login and sign up for both student and psychologist Below there are three pages presented about the login and sign up for both students and psychologists. There is no distinction made for the different user groups (students and psychologists) in regard with consistency. Besides consistency, the login and sign up of the mobile application should be recognisable for the psychologists because the psychologist is the one who can help the student signing up during the appointment. The mobile application is recognisable for the psychologist if it is designed in the same way as the psychologist is used to in this mobile application. Below you see the login page where the user can fill in their username and password. The username is created by the user itself, it can be an e-mail address or a name. The sign up page has a few required fields, such as username, e-mail, password and role. These fields are required (indicated by a red asterisk) because the user can later choose to login with their username or e-mail and they also need their password for logging in. The role is required because the rest of the application will look different for the specific user. The system shows the side of the mobile application that is based on their role. After signing up, information about the user’s profile will be sent to their e-mail address. There will be an notification about this on the screen (see third image below).

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7.2 Mobile application student part The following low fidelity prototype is based on the first iteration of the design concept. When the student log into the application he/she sees the homepage consisting of their goals and its progress as per the requirement for easy access. The student can tap on each goal to go into further detail like tasks for each goal or notes made for each task which is in accordance with the requirements of a simple interface. From the home page the student can also go the profile page and edit their information like age, study or even upload a profile image. In the profile the student can also edit their interests which is important when the application makes suggestions. From the homepage the student can access the Augmented Reality (AR) map which shows the tasks students are doing along with a percentage which is based on their interests, goals and tasks. Students can also search for a particular task or goal. Once a student find a group of their interest he/she can tap on it and see the details of that particular group like its group members, location or activity. Students can tap the join button to send a request to join that group and also engage in a group chat with the group members.

Figure 8. Goals & Tasks page and Note editing page

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Figure 9. AR map and sending request

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Figure 10. User profile and profile editing

Figure 12. User profile and password changing

Figure 11. Profile editing

Figure 13. User profile and password changing

Figure 14. User profile and password changing

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7.3 Mobile application psychologist part When the psychologist log in he/she sees on their homepage a list of students that are currently being treated. The psychologist can tap on the student’s name and see more details about their goals and tasks along with its progress and potential notes students made for each task. This coincides with the requirement of having easy access to tasks. The psychologist can also add a new goal or task to that particular student. From the homepage the psychologist can go to the profile to edit name and profile picture along with the number of on going cases and previously worked on cases. Furthermore, they can also edit the profile further by tapping on the gear icon in the top right and change phone, email or password. From the homepage they can also add a new student but tapping the plus icon and then typing the student’s name in the search bar and add them.

Figure 15. cases overview, add new case and one perticular case

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Figure 16. edit goals and tasks, view notes

Figure 17. Profile page and editing page

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8. FULLY DESIGN INTERFACES In the final design of interface, yellow is the key color for the style considering the user group of red-green colorblind. A bold navigation bar was used on the top to provide a clear and easy navigation in regard with making sure the distinction is also seen by people with eye disabilities. Because the mobile application has different functions for students and psychologists, contents of the interface are relatively different. For students, the mobile application has four main pages: Profile, Goals & Tasks, My groups and AR map. Profile page contains information about the user, such as profile image, age, interests and their overall therapy progress. Goals & Tasks page is the homepage for the students, they can find and check their goals and relative tasks in this page. The page of My groups contains all the groups in which the students joined. They can go further for more actions about the groups, like group discussions or leaving groups. In the page of AR map, students can see the smartphone camera and get real-time group activity information among the smart city campus which are blended into the real scene. For psychologists, the app has two pages: Profile and Progress report. The profile page of psychologist is different with students’ one. They can see information about how many cases they are having now and the number of history cases. In the Progress report page, which is the homepage for psychologists, the psychologist will see all the progress reports presented by cards on which students name, picture and overall progress are shown. They can go further to see a particular student’ detailed progress by clicking on the patient’s cards.

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Figure 18. Goals & Tasks page (first two) and AR map page

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Figure 19. Students’ progress report page and one particular report

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9. USABILITY TEST According to table in next two pages (testing result of student and psychologist), the usability testing results that are collected from participants’ feedback and critics are listed in detail. Each item has the following six attributes: flaw, category, description, user’s comment, suggested solution and priority. Flaw describes the key features of this flaw. Description gives a detailed explanation for each flaw. Users’ comments show what users desires, expectations and critization. Suggested fix solution illustrates what new changes of prototype can be made. Priority attribute shows how significant this flaw is. The flaw with high priority means this flaw is mentioned by most participants and causes significantly negative influence during performing specific task. Therefore, this kind of flaw should be solved firstly. As for flaw with low priority, the designers can solve it on the basis of time and resources. This means that designers do not need to fix every flaw but focus on flaws with higher priority, since these flaws are more urgent. If flaws with high priority can be fixed efficiently, the usability of this application can be improved significantly. Based on the analysis of usability testing results, flaws are fixed and the old prototype is updated. The detailed information for each flaw are listed below.

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The Usability Testing Result of Student No Flaws Category Description 1

map design cause confusion rejection solution

Learnability

3

more searchable

Efficiency

4

simple and Efficiency users want a clear but logic design style minimalistic design style privacy Satisfaction users concern about privacy issue

2

5

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Users do not know some cues on map

Satisfaction Users want a suitable solution if they are rejected by a group that they want to join

Users want information to be more searchable.

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What user said

Fix suggested

Priority

I am confused about the percentage shown on the map and explain the number shown on the map in the group profile as well. 1. But will I get any response from the group members. Can they reject me? Because I wouldn’t like it in the group and feel more depressed, but if they reject me do I go back to the map? 2. What if they decline my request. You will get a notification if you get declined. 3. If they did not anyone to join then they should not be on the map at all. Confused about where tasks are. The goal name is not clear because I cannot remember the goal name of each task. A search bar needed. 1. Follow latest design principles, such as minimalistic. 2. The flow of the app could be better to go from one page to another. It is confusing where you have to tap. Time is confusing. Picture of every group member can be a privacy. It should not be mandatory to upload a picture, only username.

Give users a tutorial or a notification to show what it means 1. Send a notification to users who are rejected. 2. private group(others cannot join) should not be shown on the map

high

add a search bar

high

high high

only see part of members(e.g. group owners and group managers )

medium

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Page 28 The Usability Testing Result of Psychologist No Flaws Category Description 1

novel design Satisfaction Users do not want something looks similar with what they already have

2

more searchable

Efficiency

Users want a search bar on the top of name list rather than a search icon

3

better navigation

Learnability

Users want the interface to be more navigational and they will not get lost.

4

icon changes

Learnability

Some icons are not clear and align with users’ prior knowledge

5

icon adding

Satisfaction Users want some other missing icons

6

label adding Satisfaction Users want some labels

7

remove redundancy

Efficiency

8

functions adding

Satisfaction Users want other more functions

Users thinks alphabetic thing of student overview is unnecessary

Expectation It should be time-saving and efficient. 2. It can search information of users online and can still work without internet. 3. It provides accurate and reliable information. Impression about ideas Good one, because he does not have a tool yet to help students between appointments. It would be nice if it is well designed. 2. good one, Know more about students personal information. GROUP 4


Page 29 What user said

Fix suggested

Priority

Student overview page looks like a contact app. I do not like it because it looks a contact list that I already had a contact list on phone.

Change the layout of student low overview. Do not use a name list, maybe we can use a gridview layout? Search bar is more clear, efficient than search icon, since I change search icon to a medium get used to use search bar. search bar that is located on the top of the page Navigating through pages. Moving one page to another and give clear back icon and high go back. Going from the goal to the task. Going back to the "x"icon goal from editing a goal. maybe something to indicate 1. I want a checkmark on the page of adding a patient that tasks are in the droprather than add icon. down list.(only for No.3) As 2. I want a next icon to see the notes for the next task. In for No.4, some people do this way, I do not need to go back to the goal list page. not know how to use sliding 3. edit icon makes confusion when I wants to see the tasks menu to see delete icon. I 4. I am confused about delete icon inside the task have no ideas about 1,2,3 5. In the adding goal page, I think clicking add icon is to add another goal rather than a task.

high

1. I want to have a save button when I finish to add a goal. 2. I want to have a save button when I finish to edit a goal or task. 3. I miss a save icon, I thought that the plus icon was to save the goal. Actually, it did not means that.

add a save button? Or should high we tell users the data will be saved automatically.

I want to see the task name above the notes.

add a title(task name) for each note? alphabet list should be redesigned. I have no idea

1. Always showing the alphabet is too redundant. 2. Alphabetic thing is irrelevant

medium medium

1. I want an overall percentages. Not only the percentage if it’s necessary, we can do for each goal. something about these 2.When I am adding a student case, I want to see student’s personal information (profile: email, personalized signature)

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10. DISCUSSION Below is the discussion, including reflection on the design process and the reliability, as well as the validity of the mobile application. In this project, the team gets to know the human centered design process for developing a mobile application in new medias. Reflecting to the process results in insights that some activities have room for improvements. For example, in requirement elicitation most of the requirements turned out to be vague because the team wrote down every desire from the interviewees instead of focus on the related desires and make them more feasible. After analysing the desires again, the team was able to define concrete requirements. After having a detailed future use scenario for the concept, the team was able to define the requirements better. The team learned another lesson during the usability testing where the participants first seemed to experience some difficulties to understand how to work with the paper prototyping, because they had difficulty to imagine that it was a mobile application because the prototype was still in line with sketches. It will be helpful to having a usability test within the design team first to find out major flaws of the design, so it will more look like a real mobile application. The mobile application aims to help campus psychologists to have a better understanding on their patients’ situations between appointments without extra cost of time and energy. With the consistently updated goals & tasks list, the psychologists are able to track how well their patients finish their task for defeating depression. Notes for each task are also available for psychologists for knowing how the patients feel with the help the therapy plan. For the patients, they get get a more personalized plan and more tangible guidances to fight against depression and learn how to cope with it when psychologist are not available. However, the real-time update from patients may call a spam for psychologists. Therefore, it is necessary to have a solution for managing the info feed, so they will not be bothered or interrupt too much. The AR map function in students’ part integrate an advanced technology and the smart campus concept. The campus spaces just as humans are alive and can change rapidly. By the AR map, the app effectively provides real-time group activity information among the campus for depressed students to fulfill their given goals and tasks with fellow students who share things in common. In the design yellow is the key color for the style considering the user group of red-green colorblind. However it is only an assumption, so the final prototype needs to be tested for accessibility. This was unfortunately not possible in the time span of the User Centred Design course, this would be something for a further research on this topic.

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BIBLIOGRAPHY Huisartsenpraktijk, U. C. (2017, 09 11). Problems on Campus. (P. 4, Interviewer) Lazar, J., Feng, J. H. J., & Hochheiser, H. (2010). Research methods in humancomputer interaction. Evaluation.

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APPENDIX Test plan Purpose and goals During this usability test the method paper prototyping will be used. Later in the test plan, the method will be explained carefully. This method is chosen because with paper prototyping users find easily any flaws in the interface in an early stage of the design process. This means that any changes can be easily made, because there is not a fully developed system yet. Users also feel more comfortable giving feedback because it is not a working system yet (Lazar, Feng, & Hochheiser, 2010). The usability test is about testing the low fidelity prototype. This prototype does not contain any visuals or colors. The high fidelity prototype will be built after the usability test because the results from the usability test can confirm if the low fidelity prototype is acceptable for the users’ needs. The goal of performing an usability test is to make sure that the current low fidelity prototype is in line with how the users imagine an application in the context of a to do list in a mobile application for depressed students where the students can easily pair with other students. Research question Is the current low fidelity prototype of a mobile application for depressed students in line with how students think it should look and interact with it like they expected? Participants characteristics The users for the mobile application are divided into 2 groups. First, depressed students who are often on the smart city campus. Second, psychologists who treat depressed students. Age and gender are irrelevant for defining the user groups. It is hard to find depressed students due to privacy therefore students will participate who try to imagine that they are depressed. Method (test design) Five tasks has to be concerned in the method. First, search for students who are willing to participate in the test. A sample size of 3-5 people will lead to a more convincing result. Secondly, conduct an interview with the participant to investigate his or her technology background and previous experience about handling depressions in the smart city campus. Thirdly, introduce the mobile application to him or her including project background. Fourthly, ask them for feedbacks on this mobile application based on the introduction. Lastly, have a paper prototype testing by leading the participants to do the tasks of the list.

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Task list Pair up with people on the map based on task and interests Check on tasks Interview questions: Do you have any difficulties in distinguishing color? (for accessibility) Do you have experience of Augmented Reality? If so, do you like it? Do you have experience of psychology consultant in the smart city campus? Does it help you effectively? Do you have experience of using a app to help you address depression problem? After introduction: Do you like this concept? Suggestions? First impression After paper prototype testing: Name difficulties during the task? Does the app make you confused in any situations? Do you have any suggestions for the app? Test environment A fixed environment (conference room) to conduct the usability tests where users will be picked from their own workplace that it will be hassle free to ask for their participation and they will feel more comfortable with the surroundings. They are also treated with sweet savouries to break through the notion of a formal interview set up. A test leader will be sitting beside the user to conduct the interview and tell the tasks. There are also two people in the room who observe the user’s reactions which will help with focusing qualitative data can be focused upon more. One person is similar to the wizard of oz who shows the next page if the users interacts with a page. It is not possible for that person to be invisible because the test is with papers that are shown. Test equipment The following test equipment will be collected by the test leader: Paper prototypes of the proposed mobile application; A voice recorder or a smartphone to record audio for analysis later on; A log book to write down important notes during the usability testing.

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Test logistics The test logistics consists of the following: Reserving a conference/interview room where we will be conducting the usability tests; Setting up the testing equipment like a voice recorder and categorising the paper prototypes so it is easy to switch; Bringing selected interviewees to the reserved room to conduct the test. Test moderator role The test moderator has the following roles: Create a more interactive session with the user by conducting series of questions aside from the set of devised interview questions. The observer has the following role: To observe user’s actions and reactions as they conduct the test; Making qualitative notes based on any feedback or insight that is given during the test; observing the user’s visual cues. Data to be collected and evaluation measures Feedback and criticization Note: when getting feedback, participants should be required to speak what they are thinking. Observation notes Voice record Report content and presentation In this usability testing, the data is mainly from users’ feedback during interview. The data we need to analyze includes can be categorized into four types: Answers for interview opening questions Evaluation of design ideas of application Suggestions Feedback when performing tasks of prototyping testing The main method is to analyse notes from observer and comments from participants. When collecting notes together, the common problems will be extracted. These problems will be demonstrated visually via tables. They have problem description, users’ script, suggested solution, priority and category. Priority consists of three levels, including low, medium and high. Category consists of learnability, memorability, efficiency, satisfaction and error rate. span of the User Centred Design course, this would be something for a further research on this topic.

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