Project: Body Sample Player. Role: Instrument Designer and Engineer, Usablility redesigner, Programmer Duration: Spring 2019
Before creating any iterations to test wtih users, I felt it prudent to use other methods to help identify larger issues. To do this, I chose three different methods including heuristic analysis, cognitive walkthrough, and competitive audit.
HEURISTIC ANALYSIS
First, I analyzed the interface using Jacob Nielson's Heuristics
#1 Visibility of System Status
Small floating point numbers indicate volume of each joint which are hard to see and require thinking
No built in body representation requiring switching to different application to determine of bodies are in the frame.
Number boxes that determine current sample for each joint as well as meta-functions for sample management are ambiguously labeled, if labeled at all.
Number boxes for volume faders for master and each body are not intuitive
Mute button not visible enough. Not clear how to control it with space bar.
No label or coloring for each "Body" on the interface.
#2 Match Between System and Real World
many extraneous and in some cases obsolete or simply un-used features still present in the display
Some functionalities designed for a particular use (a dance piece) such as “Current Step” and “set Current Step” boxes could be removed
Presets need to be re-designed. Instead of a box with grey and solid dots, there should be some more specific visual.
#3 User Control and Freedom
Features of current design:
mute the audio by pressing the space bar
“reset to the top”
recall presets
Factors that could use some work:
bodies are assigned in the order of entering camera frame without the option to control which "body" each player is.
Presets are somewhat unclear and hard to access
#4 Consistency and Standards
Remove Extreneous, obsolete, and confusing controls:
Pair down to the most basic and fundamental controls on the top layer while hiding the rest in a submenu
Finding more relevant terminology to label controls
Finding visual rather tha numeric modes of feedback
#5 Error Prevention:
Bugs like failure to load samples when the banks appear to have been selected must be addressed.
#6 Recognition rather than Recall:
Proper and consistent labeling would help users reduce cognitive load.
#7 Flexibility and Efficiency of Use:
Reducing the number of low level functions on the front screen would help efficiency.
#8 Aesthetic and Minimalist Design:
Getting rid of extraneous or less used functions,
replacing numeric feedback with visual
embedding a pop up window showing the dancers bodies when needed could help reduce clutter.
creating two different views for a single user as well as for all four users.
#9 Help Users Recognize, Diagnose, and Recover from Errors:
Visual feedback of body placement and join position will make it clearer when the body is being tracked.
making the “MUTE/UNMUTE” button more prominent will help users know when audio is on or off.
#10 : Help and Documentation:
No current documentation or help menu.
Often no Labeling or other cues in the design to help users complete tasks during setup and sample selection.
COGNITIVE WALKTHROUGH
Second, I worked with a colleague to go through the steps of setting up and performing to identify pain points
Key Insights
Feedback about body position is much less important for users than feedback about the level of each joint
Feedback about the level of each joint is the primary mode of ineteraction so should be the most prominent
Color coding may also be helpful to represent the level of each joint
Color could be used to differentiate each player
COMPETITIVE AUDIT
Looked at a couple of other digital music performance systems to gain insight as to what they do well and what issues they have to help inform my desgin.
Prés is a piece of music for Cello and live electronics by Finish composer Kaya Sarriaho. The interface was designed by Jean Baptist Barriere at IRCAM using MAX/MSP. The patch does both live processing to the cello as well as sample playback and sound spatializaiton using a number of different modules. It is designed for an expert user who would understand the complexities of audio routing and signal flow, however, this limits a performers ability to rehearse without expert help. As my analysis focuses on the user experience for the novice user or performer, I will also look at this interface from that perspective.
Takeaways:
Positives:
advancing of the patch simple and responses fairly automatic once established
uses simple visualizers (audio meters) to indicate audio signal flow
Creates gorgeous sounds
Negatives:
No documentation on where to start or what each window is for
The means of advancing the patch not intuitive for novice users
Ambiguous labeling of various metrics
Relevant feedback scattered throughout many different windows.
Shortwave Musical Web App
Shortwave is a social music application designed to allow users to access a sample player with 4 sounds that are played by 4 buttons. Each user accesses the player by following a URL in their browser on a mobile device. A central "server" application allows an expert user to keep track of joined client users and control what sounds they have access to. Users know they are connected when a flashing circle appears on screen.
Takeaways:
Positives:
Simple and intuitive design
Clear visual cues for the basic functions and easy visual based navigation
designed to use at events so the presence of an engineer who could help explain the process is assumed
Negatives:
Requires a stable network connection
App goes "out of sync" when network connection is unstable without providing any feedback as to the cause
It is unclear that you can switch instruments at any time as long as there are available instruments