Portable Data Projector Unit
Projector & Computer housed in a locked transportable unit
Projector & Computer housed in a locked transportable unit
This projectwas aimed at creating a better design for a portable data projector unit
to reach this final concept wehad preformed user testing on the current model that the University of SouthAustralia uses.
The user testing carried outwas as follows
Role Play Method
Role play was the first phaseof research. This step allowed us to become accustomed to the devicefirst-hand. This method is explorative and allows the designer to experienceexactly what the user does. The chosen scenario was to set-up for a lecture.This consisted of:
•Booking
•Transporting
•Setting-up
•Operating
•Packing-up
•Returning
Shadowing Method
Shadowing was the second phaseof research. This method is also explorative and allows a real observation ofthe person who is using the device to gain a sense of how the device isactually used.
Master and Apprentice Method
Master and Apprentice was thethird phase of research. This step consists of the person that uses the device(Master) teaching us (Apprentice) how to use it. This allows the user to showtheir personal routine in operating the device give their reasoning for it.This gives insight into details that may otherwise have been overlooked. Ashort interview is given at the end.
Affinity Diagramming
the information gained from theprevious methods were clustered into groups. Common problems begin toarise after several diagrams. The areas that had the most different colours arethe most prominent usability problems as they were noticed by more people.
Findings from the AffinityDiagram
Function
•Main controls too subtle
•Nowhere to place keys
•Too many functions
•No instructions
•Unneeded storage
•Colour coding works
•Needs more integration
Technology
•Weak wireless
•Old hardware
•Too many cables
•Unused controls
•Mainly use USB
•Microphone for lecture use
Ergonomics
•Laptop tray too low
•Line of sight blocked
•Can't use on stairs
•Carrying would be useful
•Hard to manoeuvre
•Top heavy
•Could use cup holder
Aesthetic
•Preferred bright colours
•Looks homemade
•Unappealing for presentations affinityDiagramming
Material
•Casing causes clunks andrattles
•Metal stops damage
•Wobbly
•Square (sharp corners)
Security
•Could use universal key
•Nothing secured down
•Locks often jam
•Parts occasionally stolen
With this information concepts were started and this waschosen as the final concept.
Final Concept Features
-Slate laptop within top draw, the draw will slide out tothe left or right depending on the side that is unlocked
-Epson projector - Adjusts keystone horizontally and verticallywhile also adjusting focus
-two+ units can be attached together - allows for multipleunit pickups
-Hard wired connections with the option for wireless(network and video) - allows for a "easy" connection
-intuitive controls - easy to understand
-top draw - allows for a cup to be held during travel anduse, personal laptop can reside on top of draw while in use
-three wheel design - highly manoeuvrable
-small width - allows for unit to pass though doors andaround obstacles
to reach this final concept wehad preformed user testing on the current model that the University of SouthAustralia uses.
The user testing carried outwas as follows
Role Play Method
Role play was the first phaseof research. This step allowed us to become accustomed to the devicefirst-hand. This method is explorative and allows the designer to experienceexactly what the user does. The chosen scenario was to set-up for a lecture.This consisted of:
•Booking
•Transporting
•Setting-up
•Operating
•Packing-up
•Returning
Shadowing Method
Shadowing was the second phaseof research. This method is also explorative and allows a real observation ofthe person who is using the device to gain a sense of how the device isactually used.
Master and Apprentice Method
Master and Apprentice was thethird phase of research. This step consists of the person that uses the device(Master) teaching us (Apprentice) how to use it. This allows the user to showtheir personal routine in operating the device give their reasoning for it.This gives insight into details that may otherwise have been overlooked. Ashort interview is given at the end.
Affinity Diagramming
the information gained from theprevious methods were clustered into groups. Common problems begin toarise after several diagrams. The areas that had the most different colours arethe most prominent usability problems as they were noticed by more people.
Findings from the AffinityDiagram
Function
•Main controls too subtle
•Nowhere to place keys
•Too many functions
•No instructions
•Unneeded storage
•Colour coding works
•Needs more integration
Technology
•Weak wireless
•Old hardware
•Too many cables
•Unused controls
•Mainly use USB
•Microphone for lecture use
Ergonomics
•Laptop tray too low
•Line of sight blocked
•Can't use on stairs
•Carrying would be useful
•Hard to manoeuvre
•Top heavy
•Could use cup holder
Aesthetic
•Preferred bright colours
•Looks homemade
•Unappealing for presentations affinityDiagramming
Material
•Casing causes clunks andrattles
•Metal stops damage
•Wobbly
•Square (sharp corners)
Security
•Could use universal key
•Nothing secured down
•Locks often jam
•Parts occasionally stolen
With this information concepts were started and this waschosen as the final concept.
Final Concept Features
-Slate laptop within top draw, the draw will slide out tothe left or right depending on the side that is unlocked
-Epson projector - Adjusts keystone horizontally and verticallywhile also adjusting focus
-two+ units can be attached together - allows for multipleunit pickups
-Hard wired connections with the option for wireless(network and video) - allows for a "easy" connection
-intuitive controls - easy to understand
-top draw - allows for a cup to be held during travel anduse, personal laptop can reside on top of draw while in use
-three wheel design - highly manoeuvrable
-small width - allows for unit to pass though doors andaround obstacles