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User Experience Engineering

2016 Jan 11-15 project: Eye tracking the user experience
Page last edited by Per Bækgaard (pgba) 28/12-2017

Week 2 project

The emergence of low cost eye tracking sensors built into next generation mobile devices will enable us to continuously monitor how users interact with smartphone screens or dynamically render 3D grahics in  VR headsets based on  eye movements. Whereas gaze data has typically been used passively to optimize layout in user interfaces or actively to control games, novel uses cases may be implemented in relation to game analytics, optimization of game play or design of interfaces that adapt to our perceived level of attention or unique fixation signatures based on eye tracking data retrieved using The Eye Tribe API.

Learning objectives

  • Map out user needs, existing alternatives, market segments, unique value propositions and solutions provided by your biometric game analytics/play optimization concept using a lean business model canvas
  • Create user story maps for your biometric game analytics/play optimization concept in order to hierarchically model high level goals, activities and tasks as basis for scoping the prototype
  • Prioritize what slices of the user story map tasks you would translate into the wireframes and storyboard that would make up a first teration for your biometric game analytics/play optimization concept prototype
  • Define how your biometric game analytics/play optimization concept prototype will enable you to validate whether it solves a user "problem" for a specific market "segment" and to what degree that is reflected in your MVP minimum viable product "solution" 

Monday January 11

8: Short lecture followed by group work on the assignment : outline a biometric game analytics/play optimization concept based on the The Eye Tribe API frame object (timestamp, on/off tracking of gaze coordinates, pupil size) using a lean business model canvas (needs, segments, UVP, solution) and user story map (outcomes, activities, tasks) which are to be uploaded to campusnet as a PDF before lunch

13: Brief presentations and feedback  on selected projects followed by group work; sketch out your concept in a story board annotated with microinteractions (triggers rules feedback loops modes) which describe what happens between the wireframes

16: Upload group work as a PDF containing story board, business model canvas and user story map to peergrade.io - subsequently review the projects you have been assigned.

Slides

Eye tracking the user experience

Literature

Aga Bojko: Eye tracking the user experience (Chapter 1: "Why eye tracking?")

Per Bækgaard: "Eye movements"

Tuesday January 12

8: Short lecture followed by group work on the assignment : utilize pupil dilation to assess cognitive load in your biometric game analytics/play optimization concept - sketch out your revised concept in a story board annotated with microinteractions and upload to campusnet as a PDF before lunch

13: Brief presentations and feedback  on selected projects followed by group work; validate your prototype with at least three other groups, utilize the feedback as input for a revised next iteration, update your storybard adding microinteractions (triggers rules feedback loops modes) which describe what happens between the wireframes

16: Upload group work as a PDF containing  story board, business model canvas and user story map to peergrade.io - subsequently review the projects you have been assigned.

Slides

Eye tracking cognitive load

Literature

Per Bækgaard, Michael Kai Petersen & Jakob Eg Larsen: "Assessing levels of attention using low cost eye tracking"

Wednesday January 13

8: Short lecture followed by group work on the assignment : incorporate fixation patterns in your biometric game analytics/play optimization concept - sketch out your revised concept in a story board annotated with microinteractions and upload to campusnet as a PDF before lunch

13:  Brief presentations and feedback  on selected projects followed by group work; validate your prototype with at least three other groups, utilize the feedback as input for a revised next iteration, update your storybard adding microinteractions (triggers rules feedback loops modes) which describe what happens between the wireframes

16: Upload group work as a PDF containing  story board, business model canvas and user story map to peergrade.io - subsequently review the projects you have been assigned.

Slides

Eye tracking fixations

Literature

Per Bækgaard, Michael Kai Petersen & Jakob Eg Larsen:  "Thinking outside of the box or enjoying your 2 seconds of frame?"


Thursday January 14

8: Short lecture followed by group work on the assignment: emphasize the "job story" of your concept in a landing page, scope it in relation to your user story map  and upload to campusnet as a PDF before lunch

13: Brief presentations and feedback  on selected projects followed by group work; 

16: Upload group work as a PDF containing story board, business model canvas and user story map to peergrade.io - subsequently review the projects you have been assigned.

Video

Clayton Christensen: "Understanding the job"

Literature

Alan Klement: " Replacing the user story with the job story"

Alan Klement: "5 tips for writing a job story"

Friday January 15

8:  Project presentations (3 mins per group)    with live peer review assessing 1. to what extent does the prototype address clearly defined user needs for a specific segment ? 2.  to what extent does the prototype as a minimum viable product solve these needs ?

Please use this form for the feedback, and get the results later here.

17: Upload final project report fulfilling the above learning objectives for a biometric game analytics/play optimization concept, including lean business model canvas, user story map, screenshot of storyboard and link to POP prototype (whenever relevant), using the  ACM   article format (half a page per group member, only PDFs accepted as hand-in)

 
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