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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
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
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.
3
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.
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.
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.
3.0 Ayu The Virtual Agent conceptual model
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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
4.0 Ayu The Virtual Agent Illustration
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.
11
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.
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
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.
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).
17
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.
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?
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.
21
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.
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.
23
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.
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
25
11.0 Appendixes
27
Brown Seed
Green Seed
29