2. THE APPLICATION
Apple iPad Application
Aim of the application is to monitor and manage
classroom behaviour
Monitors
Students’ eye-contact with the blackboard
Noise levels of the classroom
Complies data into easy to read graphs
Allows teachers to examine class performance
throughout the day
Each child will have a profile
Data from the App can be emailed to parents
3. THE TECHNOLOGY
Axure and Adobe Illustrator
Axure
A wireframing, rapid prototyping and specification
software tool aimed at web and desktop
applications
Why we chose Axure
Previous knowledge using the system
Creates detailed, realistic prototypes
Acts out user requests (buttons, type, etc.)
4. Adobe Illustrator
A vector based graphics editor developed by Adobe
We will be using Illustrator to create graphics for
our app
Why we chose Adobe Illustrator
Creates good quality graphics
Strong knowledge with using the system
Less restricting than other programmes, such as
Photoshop
5. THE PSYCHOLOGICAL RESEARCH
Eye-Tracking
A study examined student’s attention in class and
gaze and focus patterns
Results showed students’ focused more on the
blackboard than the instructor [1]
Noise Levels
Studies have shown that high levels of ‘classroom
acoustics’ can have an adverse effect on students’
academic performance [2]
Research illustrates that children’s performance at
school including cognitive abilities such as memory
and reading ability as well as motivation can be
negatively affected by noise [3]
6. THE DESIGN PRINCIPLES
(INTERFACE DESIGN)
Nielsen’s Heuristics and Pressman’s Principles
How we plan to apply interface design rules to our
prototype
Nielsen’s Heuristics
They are called "heuristics" because they are more
in the nature of rules of thumb than specific
usability guidelines [4]
Pressman’s Principles
An agile yet disciplined framework for building web
applications [5]
8. NIELSEN’S HEURISTICS
(EXAMPLES)
User control and
freedom
Users often choose
system functions by
mistake and will need
a clearly marked
"emergency exit" to
leave the unwanted
state without having to
go through an
extended dialogue
10. THE USER GROUP & THE USABILITY TESTING
Primary school teachers
Paper Interface Testing
Participants completed tasks
Participants gave us feedback about our
concept, the design and the ease of usability
After each round of usability testing we received
feedback from participants and amended out
prototype accordingly
From this process we made significant
adjustments, such as changing graphing of
behaviour to present data in a clearer way
11. USER GROUP
Persona Example
Sarah Smith, 28 year old primary school teacher.
She is organised and always keeps on top of tasks.
Owns many computer gadgets so is computer
literate. Motivated by innovation and using a
modern and technical approach to learning, she
believes it’s the way forward and is excited to learn
more about Optimising Children’s Outcomes (OCO)
using a monitoring system.
12. PAPER USABILITY TESTING
Test Stage 1
Homescreen
Feedback
Change search bar to
class list (as nothing
under it – too much
white space)
Include profile picture
of child?
Changes
Convert to List
13. PAPER USABILITY TESTING
Test Stage 2
Homescreen
Feedback
Divide List to allow it to
look more obviously
like a button
Changes
Change list layout
Include button arrows
14.
15. REFERENCES
[1] Rosengrant, D., Hearrington, D., Alvarado, K., & Keeble,
D. (2012). Following student gaze patterns in physical
science lectures. AIP Conference Proceedings,
1413(1), 323-326. doi:10.1063/1.3680060
[2] Ching Yee, C., & McPherson, B. (2005). Noise Levels in Hong
Kong Primary Schools: Implications for classroom
listening. International Journal Of Disability, Development
& Education, 52(4), 345-360.
doi:10.1080/10349120500348714
[3] Shield, B. M., & Dockrell, J. E. (2008). The effects of
environmental and classroom noise on the academic
attainments of primary school children. Journal Of The
Acoustical Society Of America, 123(1), 133-144.
doi:10.1121/1.2812596
[4] Nielsen, J., and Molich, R. (1990). Heuristic evaluation of user
interfaces, Proc. ACM CHI'90 Conf. (Seattle, WA, 1-5 April),
249-256.
[5] Pressman, R. (2000). Software engineering principles. (5th ed.).
Mcgraw Hill Higher Education.