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REPORT PROCET HUMAN (HCI) ON VIRTUAL AGENT PREAPRED TO : PN SUZANA BAHARUDIN & CIK HAZRATI PREPARED BY : NADYA BT YUSOFF 2010684346 IZZNIE BT IZZUDDIN 201062 NUR HIDAYAH BT ZAFFRIE 2010631294
Transcript
Page 1: Hci Report

REPORT PROCET HUMAN (HCI) ON VIRTUAL AGENT

PREAPRED TO : PN SUZANA BAHARUDIN & CIK HAZRATI

PREPARED BY :

NADYA BT YUSOFF 2010684346

IZZNIE BT IZZUDDIN 201062

NUR HIDAYAH BT ZAFFRIE 2010631294

Page 2: Hci Report

Contents

1.0 Introduction to Ayu The Virtual Assistant..............................................................................................5

2.0 The Literature review of Ayu The Virtual Agent....................................................................................7

2.1 The Making of Ayu The Virtual Agent................................................................................................7

Cropping and Slicing............................................................................................................................7

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Drawing...............................................................................................................................................8

Painting................................................................................................................................................8

Measuring and Navigation...................................................................................................................8

Selection..............................................................................................................................................8

2.2 The Story Telling and The Virtual Assistant........................................................................................9

3.0 Ayu The Virtual Agent conceptual model............................................................................................10

4.0 Ayu The Virtual Agent Illustration.......................................................................................................11

..................................................................................................................................................................11

..................................................................................................................................................................11

5.0 Ayu The Virtual Agent..........................................................................................................................12

6.0 Ayu The Virtual Agent Behavior...........................................................................................................13

7.0 Ayu The Virtual Agent Usability Testing...............................................................................................14

7.1 Usability Testing...............................................................................................................................14

7.2 The method chosen.........................................................................................................................20

8.0 The sample of the Interview and Observation.....................................................................................23

9.0 Conclusion...........................................................................................................................................25

10.0 Reference..........................................................................................................................................26

Bibliography...............................................................................................................................................26

11.0 Appendixes....................................................................................................................................27

1.0 Introduction to Ayu The Virtual Assistant

Ayu is a story teller or the narrator of our story telling courseware. Ayu will be a guidance

along the story will be held. The reason why we were choosing Ayu as our virtual assistant is

because Ayu has a personality that can attract kids to read the story. Ayu act as a sister at age

12 years old suitable for telling story to kids that younger than her. Ayu are presented to be a

Malay girl where she wears a scarf and she will be fully tell the whole story in English.

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Children especially seven and above are tend to be developing their mind at this kind of ages,

so that this is probably a perfect time to help them in developing their mind. That is why we

create Ayu in helping developing their mind much easier. Kids are usually easily to learn in what

they’ve seen and heard. Despite Ayu telling them a story, Ayu also teach them how to read by

listening in what she said. Since we want to tell an ancient story or Malay fairytale story Ayu

come up into our mind at that time, she shows the characteristic that Malay girl have. She soft

spoken, a good story teller, pretty, and has ability to attract kids.

The ‘look and feel’ that she has seems to be really nice and attractive. Ayu also being create to

make the story become real and fun since Ayu can interact with the user. Even though, Ayu has

limited movement she shows a really good expression on her face that seems simple but it

worth to attract users view.

Our usability goals is that this virtual agent is effective to use where Ayu the agent is easily

recognize by children . Ayu as a narrator will make children easily how to read or understand

what the story all about. Before this children are not being exposed with digital story telling

with an agent read to them so here we create Ayu to make the story more attractive and

effective. Ayu only given a task in giving instruction and explanation in the story.

Ayu is efficient where the user or children only need to listen with what she will say no need to

press or in computational requirement . The lack is Ayu has limitation in interact with the user ,

she could not really interact well with user since she only giving an instruction and tell a story to

the user. Ayu only given a simple instruction so that children will easily understand what she

saying.

Ayu is safe to use since there is no highly command required that will harm the user. There is

no complicated error that will make all the data in the system being deleted. Our product has

system that allow user the opportunity to consider their intention if they want to delete the file

it will be a pop up instruction if they want to remove the item or not.

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Our agent does not need any key press to interact with her. Only listen what the instruction

given by her. She does not need any button like if press will pop up instruction she completely

being program to give all the instruction without waiting command from user.

2.0 The Literature review of Ayu The Virtual Agent

2.1 The Making of Ayu The Virtual Agent

Flash

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We create character Ayu by using Flash. Adobe Flash (formerly Macromedia Flash) is a

multimedia platform used to add animation, video, and interactivity to web pages. Flash is

frequently used for advertisements, games and flash animations for broadcast. Flash

manipulates vector and raster graphics to provide animation of text, drawings, and still images.

It supports bidirectional streaming of audio and video, and it can capture user input via mouse,

keyboard, microphone, and camera. Flash contains an object-oriented language called Action

Script and supports automation via the Java script Flash language (JSFL).

Flash content may be displayed on various computer systems and devices, using Adobe Flash

Player, which is available free of charge for common web browsers, some mobile phones and a

few other electronic devices (using Flash Lite).

Photoshop

We also use Adobe Photoshop in editing Ayu’s appearance . The tools that provided inside this

software are :

Cropping and Slicing

The crop tool can be used to select a particular area of an image and discard the portions

outside of the chosen section. This tool assists in creating a focus point on an image and

excluding unnecessary or excess space.

The "slice" and slice select tools, like the crop tool, are used in isolating parts of images. The

slice tool can be used to divide an image into different sections, and these separate parts can

be used as pieces of a web page design once HTML and CSS are applied. The slice select tool

allows sliced sections of an image to be adjusted and shifted.

Drawing

Photoshop includes a few versions of the pen tool. The pen tool creates precise paths that can

be manipulated using anchor points. The freeform pen tool allows the user to draw paths

freehand, and with the magnetic pen tool, the drawn path attaches closely to outlines of

objects in an image, which is useful for isolating them from a background.

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Painting

A few of the painting tools in Photoshop are the brush, pencil, gradient and paint bucket tools.

These can be used to retouch images by altering and adding colored pixels. Original paintings

can be created using the brush tool, since it has many different default brush-tips, and brush

strokes be easily adjusted in size, shape and texture. There is an option to create custom

brushes to suit the user's needs, and original brushes and brush packages can be found on the

web.

The pencil tool allows the user to paint rough strokes on the canvas, creating a similar effect to

a real pencil on paper. The gradient, fill and paint bucket tools are similar to each other, as they

each fill areas of the canvas with color.

Measuring and Navigation

The eyedropper tool selects a color from an area of the image that is clicked, and samples it for

future use. The hand tool navigates an image by moving it in any direction, and the zoom tool

enlarges the part of an image that is clicked on, allowing for a closer view.

Selection

The marquee tool can make selections that are single row, single column, rectangular and

elliptical. Once an area of an image is highlighted, the move tool can be used to manually

relocate the selected piece to anywhere on the canvas. The lasso tool is similar to the marquee

tool, however, the user can make a custom selection by drawing it freehand. In addition, the

lasso tool can make magnetic and polygonal selections.

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2.2 The Story Telling and The Virtual Assistant

The story is basically based on the ancient Malay fairytale. Actually we change the plot of the

story a little bit. The conclusion of this story we change to make children mere interested to

read and enjoy it. The agent Ayu will read trough out the story and that make this story a

different from children usually read. The graphic of the story we make it look more attractive

and we also include dialog box , every dialog box will be a different picture and each picture will

be a voice that will parallel with the images and word. User will be able to choose a different

conclusion of the story where there will be one of two item (seed) they need to choose and the

item will be a key for a good and bad conclusion.

The story is about one old King known as Sultan Alam Syah that does not has any heir that will

take his place. So he decided to take one og the village son to be his son. With one condition

each of them must grow one of two seed that he give. Adam will be the one of our focus he will

choose which bean he want to grow, Adam is the user. If Adam choose green bean he will not

been crown as a prince because the seed has been color to be seen beautiful, but if he choose

brown he will be crown as a prince since he pass the king test which want to test them does

them choose the bean according to their physical look or not.

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3.0 Ayu The Virtual Agent conceptual model

9

Conceptual Model

Metaphors And analogies

Digital and interactive story

telling.

Agent will read through all the

story.

Concepts

Agent will give instruction to

choose.

Relationships between concepts

Giving instruction

what to so next.

Mapping

Narrator

Page 10: Hci Report

4.0 Ayu The Virtual Agent Illustration

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5.0 Ayu The Virtual Agent

Ayu is the name of our virtual agent for this application. She is about the age of 12 years old. She

is a Malay and came from Kedah. We describe her with a polka dots shawl and a pair of spectacles. She

wears a long sleeves t-shirt and about 145cm tall. She is described as a soft spoken person where she act

as the narrator for this story entitled ‘Pasu Tanpa Bunga’. She also helps the children in reading the

story and giving instructions in this application.

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6.0 Ayu The Virtual Agent Behavior

According to the interaction design first basic activity which is the establishing the requirements,

Ayu’s behavior need to be clarified and re-scoped according to the children needs. We can put here the

behavior of Ayu is helping the children in reading the story. Besides that, Ayu helps giving instruction to

the children about what they need to do to proceed the application.

The second basic activity is designing alternatives. In designing alternatives, there are two

phase, the conceptual design and the physical design. In the conceptual phase, we design the

appearance of Ayu the virtual design, with the look of a malay girl that wears a long sleeves t-shirts with

a polka dots shawl and a cute face. In the physical phase, we describe that Ayu is a soft spoken person

which interacts cutely with the children.

The third activity is the prototyping. We done the prototyping by drawing Ayu in the computer. We draw

Ayu in different movement. After that we combine all the edited pictures in Flash to make it an

animation.

The last activity is the evaluation. This activity is very important as we need to evaluate the

virtual agent as to improve it to be a better agent. In evaluation, we used the method interview and

observation.

Page 13: Hci Report

7.0 Ayu The Virtual Agent Usability Testing

7.1 Usability Testing

• Involves recording performance of typical users doing typical tasks.

• Controlled settings.

• Users are observed and timed.

• Data is recorded on video & key presses are logged.

• The data is used to calculate performance times, and to identify & explain errors.

• User satisfaction is evaluated using questionnaires & interviews.

• Field observations may be used to provide contextual understanding.

Four basic activities in Interaction Design

1. Establishing requirements

2. Designing alternatives

3. Prototyping

4. Evaluating

Establishing requirements

• What do users want? What do users ‘need’?

Requirements need clarification, refinement, completion, re-scoping

Input: requirements document (maybe)

Output: stable requirements

• Why ‘establish’?

Requirements arise from understanding users’ needs

Requirements can be justified & related to data.

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Different kinds of requirements

• Functional:

— What the system should do

— Historically the main focus of requirements activities

• (Non-functional: memory size, response time...)

• Data:

— What kinds of data need to be stored?

— How will they be stored (e.g. database)?

Environment or context of use:

— physical: dusty? noisy? vibration? light? heat? humidity? …. (e.g. OMS

insects, ATM)

— social: sharing of files, of displays, in paper, across great distances, work

individually, privacy for clients

— organisational: hierarchy, IT department’s attitude and remit, user

support, communications structure and infrastructure, availability of

training

— Users: Who are they?

— Characteristics: ability, background, attitude to computers

— System use: novice, expert, casual, frequent

— Novice: step-by-step (prompted), constrained, clear information

— Expert: flexibility, access/power

— Frequent: short cuts

— Casual/infrequent: clear instructions, e.g. menu paths

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Emotions and the user experience

• HCI has traditionally been about designing efficient and effective systems

• Now more about how to design interactive systems that make people respond in certain

ways

– e.g. to be happy, to be trusting, to learn, to be motivated

• Emotional interaction is concerned with how we feel and react when interacting with

technologies

Emotional interaction

• What makes us happy, sad, annoyed, anxious, frustrated, motivated, delirious and so on

- translating this into different aspects of the user experience

• Why people become emotionally attached to certain products (e.g. virtual pets)

• Can social robots help reduce loneliness and improve wellbeing?

• How to change human behavior through the use of emotive feedback

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DECIDE

D - Determine the goals.

The main usability goals we would like for our system are effectiveness and efficient. We

not sot bothered about whether the system is safety as we will focus on is the

application easy to use by user or not. From the list of user experience goals, there are

definitely some that we don’t wish to be associated with our Pasu Tanpa Bunga Story

Telling application plus the agent such as annoying ,frustrating and boring, enjoyable

and fun would be additional bonuses as the main purpose of using the application is to

help children understand how to read digital story book.

E - Explore the questions.

There are questions need to be answered in order to make goals operational. We have

broken down into number of relevant questions for investigation. Why are children

should be helping by virtual agent while reading the graphic animated story book?

Perhaps an application that can be replayed and that can guide children until they are

expert at reading so that they could easily read some other sources.

C - Choose the evaluation method.

The choice will depend on what is needed to answer the questions and which theories or

frameworks are appropriate to our context. Combinations of methods are used as they enabled

richer data to be gathered. Data collected using different methods gives a broad picture of how

well the design meets the usability and user experience goals that were identified during the

requirements activity. Methods chose are the DECIDE framework and Heuristic evaluation

method. While the sotwares used are Flash, ActionScript, Audacity, and Photoshop.

I - Identify the practical issues.

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We started doing this was the need of kindergarten ,pre-school and primary school to

learn how read the story book with an agent helping them. This children they are not

seems easily with the simple not animate story book. They need something that can

develop their imagination with the agent helping them and with this application they

can use it anywhere without anyone read to them.

D - Decide how to deal with the ethical issues.

We develop an informed consent form the children have a right to know the goals of

the study, what will happen with the findings and privacy of personal information. The

next thing we focused on was the interactivity that the children will have with the

system. We would want them to be taught and understood better than when learning in

school. For example they can go to the next and previous slide. This would make it

easier for those who are slow or fast at catching up.

E - Evaluate, analyze, interpret, and present the data

Data gathering

5 key issues :

1. Setting goals

Easy to learn

In addition to easily understanding functionality of multimedia software,

multimedia systems should also be easy to remember. Casual users

should have no problems in remembering how to use and navigate in the

system after periods of non-use.

Memoribility could give users the ability to transfer their knowledge of

use and navigation of one information based on the use of another

information base with same engine (Nielsen, 1990a, 1990b).

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Effective to use

Multimedia products should be designed to achieve a high level of

productivity.

Effectiveness measured in terms of speed and error, refers to level of

users’ performance (Lingard, 1994, Shackel, 1991).

After learning the multimedia software, users should become more

expert at using them over time (Robertson, 1994).

2. Identifying participant - Target user : Children age 5 to 10.

3. Relationship with participant - Between developer and participant, make sure

the data gathering from participants must be clear and professional.

4. Triangulation - Term used to refer to investigation of a phenomenon from at

least two different perspective (Jupp, 2006). We will observe and collect data

from various sources. Example : observe and interview the kids from each age.

5. Pilot studies - Test the application to a small group of participants which range

from the age 4 to 6 - year old in kindergarten, and test also on 7-year old in

primary school.

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7.2 The method chosen

Data Recording

We have decided to use notes, audio, and autographs in order to record the data.

Techniques to do the data gathering

Interview

Observation

Interview

We have came out with a few questions for the interview session based on our justification on

learnability and effectiveness.

Effectiveness

In order to get the data from this usability goal, we would like to know from participant

based on these :

1. Do you immediately understand the function of each button in the application?

2. Is “Ayu” helping you understand how to read story book?

3. Do you understand every words and sentences that Ayu said?

4. Does Ayu help you understand how the application works?

5. Is the tell this application easy to use?

The question would look like these:

1. Adakah adik faham kegunaan ‘button yang disediakan?(Ya/Tidak)

2. Adakah adik tahu yang mana satu ‘button’ kembali ?(Ya/Tidak)

3. Adakah adik suka pada penampilan Ayu? (Ya/Tidak)

4. Adakah adik faham apa yang Ayu ceritakan dalam cerita ini? (Ya/Tidak)

5. Adakah suara Ayu jelas? (Ya/Tidak)

6. Adakah adik faham bagaimana jalan cerita ini? (Ya/Tidak)

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Efficiency

In order to get the data from this usability goal, we would like to know from participant

based on these:

1. Are the text transition too fast/slow?

2. Is Ayu talk too fast/slow?

3. Does Ayu help you in choosing the seed?

4. What about the font of the text?

5. Does the transition between one page to another page take a long time to load?

The question would look like these:

1. Adakah adik tahu ‘button’ mula yang mana? (Yes/No)

2. Adakah Ayu pencerita yang baik? (Yes/No)

3. Adakah semua tulisan senang dibaca? (Yes/No)

4. Adakah Ayu bercakap terlalu laju/perlahan? (Yes/No)

5. Adakah ‘slide’ dimana agent keluar terlalu perlahan/laju? (Yes/ No)

Observation

In order to handle the observation, we adopted Robson (2002) framework which encourages

observers to pay greater attention to the context of the activity.

Actors : What are the names and relevant details of the actors involved?

Activities: What are the actors doing and why?

Acts: What are specific individual actions?

Events: Is what we observe part of a special event?

Goals: What are the actors trying to accomplish?

Feelings: What is the mood of the group and of individuals?

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Thus we will find a group of children in the range of 4 - 7 and will be introduced to our

application. We will find the answers to the question on “How are these children going to use

the application? How will they behave when running the activity?” and such. We will naturally

pick up a pen and paper and note down what we observe from their behaviour. We will also

take some photographs or videos and keep on observing them when they are learning from the

application themselves.

OBSERVATION

Based on framework suggested by Robson(2002), we have gathered the results of the

observation. (2 examples)

First :

Actors : Danial , 7 years old, moderate reader.

Activities: Focusing, at beginning he slightly confused with the story but then he could

figure out what happen in the story and he like the agent.

Act : Eager to drag and drop the seed.

Events: Yes, because we test on the first timer.

Goals: He trying his best to understand the conclusion.

Feelings: He enjoy the story and want some other story like this story.

Second :

Actors : Adriana , 9 years old, advance reader.

Activities: Focusing, easily to figure out what to do, and a lot of questioning. Able to

understand what does the agent says.

Act : Listening carefully, and try to understand what the story about.

Events: Yes, to look to the reactions and feedbacks.

Goals: Could finish reading in minimum time.

Feelings: Enjoy doing the activity, rushes to finish them.

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8.0 The sample of the Interview and Observation

Interview :

1. Adakah adik faham kegunaan ‘button yang disediakan?(Ya/Tidak)

2. Adakah adik tahu yang mana satu ‘button’ kembali ?(Ya/Tidak)

3. Adakah adik suka pada penampilan Ayu? (Ya/Tidak)

4. Adakah adik faham apa yang Ayu ceritakan dalam cerita ini? (Ya/Tidak)

5. Adakah suara Ayu jelas? (Ya/Tidak)

6. Adakah adik faham bagaimana jalan cerita ini? (Ya/Tidak)

7. Adakah adik tahu ‘button’ mula yang mana? (Yes/No)

8. Adakah Ayu pencerita yang baik? (Yes/No)

9. Adakah semua tulisan senang dibaca? (Yes/No)

10. Adakah Ayu bercakap terlalu laju/perlahan? (Yes/No)

11. Adakah ‘slide’ dimana agent keluar terlalu perlahan/laju? (Yes/ No)

Observation:

First :

Actors : Danial , 7 years old, moderate reader.

Activities: Focusing, at beginning he slightly confused with the story but then he could

figure out what happen in the story and he like the agent.

Act : Eager to drag and drop the seed.

Events: Yes, because we test on the first timer.

Goals: He trying his best to understand the conclusion.

Feelings: He enjoy the story and want some other story like this story.

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Second :

Actors : Adriana , 9 years old, advance reader.

Activities: Focusing, easily to figure out what to do, and a lot of questioning. Able to

understand what does the agent says.

Act : Listening carefully, and try to understand what the story about.

Events: Yes, to look to the reactions and feedbacks.

Goals: Could finish reading in minimum time.

Feelings: Enjoy doing the activity, rushes to finish them.

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9.0 Conclusion

We conclude that children are tend to read more on the animated graphic with text

transition and sound included in story book with an agent helping them. They really enjoy it

since their mind are develop more on what they see and hear. Ayu the agent is be able to

guide along the story. She read and giving instruction and that help kids more interested

towards this application. The children seems to like more if there the existence of the agent.

Therefore, our agent Ayu are completely helping in delivering the story and her attractive

appearance could be able attract children to have read and understand well the story.

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10.0 Reference

BibliographySuhaiza. (2011).Warisan Kisah Klasik Melayu. Malaysia; Edukid Publication Sdn. Bhd.

Yvonne Rogers,Helen Sharp,Jennifer Preece.(2011).Interaction Design,United Kingdom;John Wiley & Sons Ltd.

http://cerita-nazihah.blogspot.com/2012/02/pasu-tanpa-pokok-bunga.html

http://en.wikipedia.org/wiki/Adobe_Photoshop

http://en.wikipedia.org/wiki/Adobe_Flash

http://www.chatbots.org/virtual_agent/

http://en.wikipedia.org/wiki/Conceptual_model_(computer_science)

http://en.wikipedia.org/wiki/Conceptual_model

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11.0 Appendixes

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Brown Seed

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Green Seed

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