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Human Computer Interaction CSC 4730 User System Interface CSC 8570

Human Computer Interaction CSC 4730 User System Interface CSC 8570. Meeting 8 October 23, 2012. Preliminaries. Research project Presentations Calendar Questions. The Mobile Wallet Project.

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Human Computer Interaction CSC 4730 User System Interface CSC 8570

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  1. Human Computer InteractionCSC 4730User System InterfaceCSC 8570 Meeting 8 October 23, 2012

  2. Preliminaries • Research project • Presentations • Calendar • Questions

  3. The Mobile WalletProject • Goal: Create a user interface design for a Mobile Wallet Worth Having (MWWH). The UI design should be: • As powerful as possible • As worthfulas possible • As intuitive as possible • Process: • Divide into design teams • Brainstorm design and features, in several rounds, tonight • Choose components for actual design process

  4. The Mobile WalletProject (2) Design Teams are: Team P: Andrew D, John, Ken, Shishir Team Q: Donald, James B, James N, Kevin Team R: Andrew L, Anthony, Kristin Team S: Chris, Mike, Tyler

  5. The Mobile WalletProject (3) • Move into groups, separating each group from all others as much as possible. • Take about 20 minutes to read and discuss • The articles linked from: techcrunch.com/tag/mobile-wallet • The website paywithisis.com • The definitive (but older) survey from IEEE Communications found at csc.villanova.edu/~beck/csc8570/2004_COMSOC-SURVEYS.pdf • Then we’ll think creatively

  6. The Mobile Wallet We’ll approach understanding the design of the Mobile Wallet Worth Having in four ways: • By perception • By design philosophy • By task • By physical interface But first:

  7. The Old Wallet • List everything that is currently in your wallet and determine: • What the reason is for having each of these things in your wallet? • Could any of these things be moved elsewhere?

  8. The Old Wallet Contains • Credit cards (several) • Medical insurance cards (several) • AAA card • Shopper loyalty cards • Transportation card • Driver’s license • Other IDs (work, school) • Gift cards • Social security card • Cash • Medical condition • Business cards • Pictures • Receipts • Stamps • Key • Train ticket • Boarding pass • Membership card • Key card • BandAid • Phone numbers • Coupons

  9. The Old Wallet (2) • What difficulties do you have with the old wallet? How is your old wallet imperfect?

  10. The Old Wallet Difficulties • Too big • Destroys clothes • Things fall out • Not well organized • Things not readily visible • Wallet costs money • Easy to use if stolen • Breaks credit cards • Can get wet • Degrades over time

  11. Mobile Wallet: Perception • What do you think of when someone starts talking about a mobile wallet? • What is your mental model of the device? • Theories or beliefs about its operations • A “space” in which problems are solved through a sequence of steps • A representation of the device in a more familiar or “easier” setting • Created from an understanding of a textual description of the device

  12. Perceptions; Mental Models • Act like a credit, loyalty, membership … card • Incorporates loyalty transactions • Rapid, easy method of payment • Compare with EZPass • Facilitates transactions • Monetary • Identity verification • Borrowing • Pricing/buying

  13. Mobile Wallet: Design Philosophy • How does the perception of a MWWH translate to an overall design? • An Analogy: • A toaster should make toast. • A toaster can be easily made to toast more than bread (bagels, English muffins, crullers, …) • Sometimes the item needing toasted is frozen. • A toaster should operate wherever it can be plugged in. • But it has to be plugged in to work.

  14. Design Philosophy Hint: Sometimes you can state a design philosophy by developing a marketing campaign for your product. • Simple to use • No cash needed • Purchases made easily • Throw away your wallet, go green • Important information at your fingertips • Secure

  15. Mobile Wallet: Physical Interface • What should the physical design of the MWWH and its physical interface widgets be?

  16. Physical Interface • Transmit w/ near field communication • Camera for scanning input • Power on/off • Touch screen • GPS (interface or feature) • Accelerometer (eg. bump communication) • Network connection • Sound / tactile feedback • Virtual representation of typical wallet contents • Perhaps hierarchical, perhaps linear, perhaps ? • Configuration state

  17. Mobile Wallet: Task List • What tasks would you like to accomplish with your mobile wallet?

  18. Task List • Pay for things • Add gratuity • Multiple currencies • Transfer money between • Two of your accounts • You and someone else • Record, review, analyze transactions • Including location • Record, review, analyze loyalty bonuses • Access/demonstrate identity • Access/demonstrate medical history • Location services: find vendors, receive promotions from vendors • Subscription services: • Membership services: • Transportation services: • Manage security • Tracking, destruction, if lost • Personalization • Manage accounts • Cloud sourced • Synchronization • Multiple devices

  19. Perhaps More Tasks These next slides are extracted from a SXSW 2012 presentation given by Omar Green, Director of Strategic Mobile Initiatives at Intuit

  20. The mobile wallet works in the context of your life.

  21. WALLET WORTH HAVING

  22. Mobile Wallet: Design Task • Each design team chooses X of the Y tasks in order of preference. Submit choice by 10/29 • One alternate task can be proposed. • Instructor will assign tasks based on preference ordering • Important: The teams are designing the user interface for the functionality described, not the implementation of the functionality itself. • Design teams meet Tuesday, 10/30, during class time • Interim design report due by 9:00 p.m. EDT that evening. • Final design report due Wednesday, 11/7

  23. Mobile Wallet: DT (2) Being as creative as possible • Develop a task analysis • Use an FSM model or a GOMS model, if appropriate • Propose a design for the MWto accomplish the team’s assigned task • Implement a prototype of the design (implement can mean “screen shots” or a running program) • Analyze the prototype in light of the GUEPs and CDs • Use other ideas from course as appropriate to justify your design. • Submit a report with the results of your work.

  24. Mobile Wallet: DT (3) • Results should be fourdesigns that, when combined, describe a device that is close to a mobile wallet worth having.

  25. To Do • Submit choices of mobile wallettasks by Monday, October 29. • Submit (by email) Progress Report 1 by Tuesday, October 30. • Meet as an interface design team on Tuesday, October 30. Submit initial design report by 9:00 p.m. EDT.

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