After testing our application prototype individually, using heuristic evaluation (according to Ten Usability Heuristics by Nielsen), we came up with the following conclusion:
Visibility of system status:
Given at the moment, since each user gets the clothes directly projected on the body. Still: We’re going to improve the design of the arrows for emhasizing their function and thus ease the understanding about their function.
Match between system and real world
Still room for improvement here. The user might expect the usage of swiping gestures for switching the screens. Thus, we’re going to implement it.
User control and freedom
At the moment, we just provide the opportunity to switch screens by using the arrows. Again, obviously we need to implement swiping gestures. Additionally, the user cannot change clothes individually, meaning switching solely pants or shirt. We don’t consider this as a weakness, since this won’t match our concept of the public display. A user can quit the application, whenever they want just by leaving the scope of the camera.
Consistency and standards
Currently we’re using arrows for stating that it is possible to switch screens, thus we’re matching a current standard. Moreover, our UI is consistent: On every screen the user gains exactly one new set of clothes and may switch to another one by using the arrows. For further improvement we’re going to include screen transistions and allowing user gestures for making the experience feeling more natural.
Recognition rather than recall
We’re using common symbols such as arrows. Furthermore, having the clothes projected on the body is pretty much self-explanatory.
Flexibility and efficiency of use
Shortcuts for experienced users are not part of our concept.
Aesthetic and minimalistic design
Already minimalistic, not yet aesthetic (consider it’s still a prototype!).
Help users recognize, diagnose, and recover from errors
Not yet implemented, so currently our prototype is lacking that feature. Further versions are likely to have a timeout implemented; when the users don’t move for a certain time, a popup or banner is going to appear for giving further hints.
Own project-specific heuristics:
Motivation for participation:
Participation requires less affordance and since the clothes are projected instantly an people that are passing by we consider the motivation of our application pretty well.
Entertainmeint value / information value
Our application does not provide event-specific information yet. Furthermore there’s room for improvement for increasing the entertainment value. An appropriate measure would be including event-specific mini-games, such as a ball the user can interact with, if the currently-displayed event is a soccer game.
To sum it all up, our next steps are:
– Including swipe gestures and thus giving the user the opportunity to switch screens through gestures.
– Including helping popup.
– Including event information.
– Including event-specific mini games.
…Whereas we consider the the popup and the event information the most important ones (basic functions!). Closely followed by the gestures and the mini games.