iCurator Interactive Prototype #1
for Group 5, CS 160, Fall 2001Kevin Wang: contentLeila Takayama: documentationChuck Moidel: softwareScott Carter: design
URL of this document: http://ratbert.bmrc.berkeley.edu/courseware/cs160/fall01/Projects/Group5/Hifi1.html
Introduction
The iCurator is a system created for adult museum visitors a wide range of experience with art, museums, and technology. The purpose of the iCurator is to give museum visitors a more fulfilling experience at the museum by allowing visitors to automatically retrieve an assortment of information on artworks, send links and information via e-mail, and navigate their way successfully through galleries. By using barcodes placed throughout the museum, the iCurator provides useful information to the visitor based upon the visitor’s location whether it is at the entry of a gallery, at the elevator doors, or in front of a specific artwork.
The three user tasks were as follows:
1) A friend of yours mentioned an interesting piece of art on the sixth floor at the Berkeley Art Museum so you went to check it out. You have just entered the museum and want to find your way to the sixth floor. Please use the iCurator to navigate to your destination.
2) Now you are on the sixth floor. Then look for the work called “Number 6” by Jackson Pollock. Please use the iCurator to find information about that piece of art. You are interested in related pieces at BAM. Go to Gallery A and use the iCurator to locate a related piece.
3) You are now in Gallery A, containing works by Hans Hoffman, standing in front of a piece called “The Prey”. You would like to read more in-depth information about the piece after leaving Berkeley Art Museum. Please use the iCurator to choose an article about “The Prey”. Then send that information to yourself via e-mail.
Revised Interface Design
The following changes were made between the previous prototype and the current interactive prototype:
Locations of change are annotated on the high fidelity prototype screen shots (Fig 1a, 2a) next to their corresponding low fidelity prototype screen shots (Fig 1b, 2b).
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Figure 1a Figure 1b
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Figure 2a Figure 2b
Storyboards for the 3
Tasks:
Task 1
Figures
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Figure A1 Figure A2 Figure A3 Figure A4
Task 1 Scenario (difficulty level: easy):
1. The user is at the entrance of the museum and is asked to navigate to the 6th floor using the iCurator. First the user clicks anywhere on the map image of the home page (Fig A1), which takes the user to the Map page (Fig A2).
2. By scanning in a barcode on the wall nearest the user, he may identify his current location on the iCurator, which brings him to the Direction page (Fig A3), which is very similar to the Map page other than it has a red dot indicating his current location. By clicking on the sixth floor on the map, the user is shown the path from his current location to his desired destination, the sixth floor (Fig A4).
3. The user then proceeds up the stairs to his left to physically go to the sixth floor. At this point, the task is complete.
Task 2 Figures
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Figure B1 Figure B2 Figure B3 Figure B4
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Figure B5 Figure B6
Figure B7 Figure B8
Task 2 Scenario (difficulty level: moderate):
1. The user is first asked to locate the artwork called “Number 6”, read relevant information about it, and find a related piece of art in the museum. Starting from the iCurator page where he left off at the end of task 1 (Fig B1), there are several ways he might go about completing this task. One way is to click on the search button at the bottom of the page, which will take him to the search page (Fig B2). Or he can scan the bar code next to the piece which will take him directly to Fig B5.
2. He wants to search for the piece by title so he clicks on the link labeled “title”, which brings him to the Search by Title page (Fig B3). Because the title of the piece begins with an N, he clicks on the “N” link at the top of the screen, which opens up the menu of artwork titles that begin with the letter N (Fig B4).
3. By clicking on the link labeled “Number 6” he is brought to the page just about that piece of art (Fig B5). To read more information about the piece he clicks on the link labeled “Articles about this page”, which brings him to the More Information page for “Number 6” (Fig B6).
4. He wants to now find related artwork in the Berkeley Art Museum and remembers that there was a link to related work on the previous page. To go back to the “Number 6” page he clicks on the link labeled “Number 6” at the top of the screen. He clicks on the link labeled “Related work: The Prey”, which brings him to the page about that artwork (Fig B8).
Task 3
Figures
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Figure C1 Figure C2 Figure C3 Figure C4
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Figure C5 Figure C6 Figure C7 Figure C8
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Figure C9 Figure C10 Figure C11
Task 3 Scenario (difficulty level: hard):
1. The user wishes to navigate to the artwork “The Prey” and email information about that artwork to himself using the iCurator. First, he notices that “The Prey” is on floor B by looking at the top of his current screen (Fig B8). If he already knows that floor B is where he began then he will skip step 2.
2. If he does not know where floor B is then he will go to the home page (Fig C1). From there he clicks on the portion of the map labeled “B” (Fig C2), which brings him to the page about that floor (Fig C3). He wants to enter the gallery on that floor so he clicks on the link “Enter the Gallery”. From the gallery page (Fig C4), he clicks on the thumbnail or the text about “The Prey”, which brings him back to the page he ended on with task 2 (Fig C5).
3. If he were particularly interested in seeing a close up of a point of interest on “The Prey” he might click on that portion of the image to bring up a larger image of that point of interest (Fig C6). For more traditional art pieces, the zoomed image will have accompanying text explaining why certain portions of the piece are highlighted (i.e. symbolic significance and historical antidote). Due to the nature of Hans Hofmann’s art, we did not add any accompanying text for Fig C6. By clicking on the link labeled “Articles about this piece” he will find more information about “The Prey” (Fig C7).
4. To mail this information to himself he may either click on the email icon at the top of the page or on the email button at the bottom of the page. They will both take him to the Email Composition page (Fig C8). To enter his email address he may either user graffiti or use the keyboard. To use the keyboard, the user clicks on the keyboard icon at the bottom corner of the page, which brings up the Jornada screen keyboard (Fig C9).
5. After entering his email address and other notes to himself he clicks on the link labeled “send” to proceed. After reading over the privacy statement (Fig C10) the user clicks on “send” again to confirm that he wants to send the email. The task is now complete so he is taken back to the home page.
Prototype Overview
Tools:
For the high-fidelity prototype we used two different tools. We wanted to have as much control as possible over the end user’s experience on the HP Jornada PocketPC, but at the same time allow other CS160 students to easily try the iCurator from their home PCs. Also, because not everyone in our group wanted to program, we chose to separate the iCurator content development from the application development.
Overview of User
Interface:
Implementation
Decisions:
Wizard of Oz:
Bar code scanning – Because the purchase of bar code scanners is not financially feasible ($700), the iCurator bar code scanning function will be performed using the Wizard of Oz technique. For example, on the Map of BAM page (Fig 2) the user will pretend to scan a barcode placed on the wall at the museum. Then the Wizard will take the iCurator away from the user, click on the word “barcode” in the instructions text (a secret link), and the user will be brought to the next screen (Fig 3), depicting the user’s current location.
E-mailing – Because the iCurator is not actually connected to a wireless network (as Pocket
PCs still lack Blue Tooth technology) and will never be online, nothing will be emailed anywhere when the user “sends” an email of the article out during task 3. Although nothing is actually emailed to anyone, it is implied through the user’s correct use of the interface that the user may pretend that an email will be sent at the end of the day when the iCurator is put online by museum staff.