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Rendering Hypercomplex Fractals Mobile Interface Design by Anthony Atella

Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

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Page 1: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Rendering HypercomplexFractals

Mobile Interface Design

byAnthony Atella

Page 2: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Chaos

• Renders fractals with Java-AWT and OpenGL

• Saves and loads documents

• Exports images and video

• Java Swing UI for PC

• Targets artists / academics

• Narrow user base

• Designed for creating highquality artwork

• Designed for implementingnew fractals quickly

• Not the most friendly UI

Page 3: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive
Page 4: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Chaos Mobile

• Targets non-technical users

• Seeks to reach a wideraudience

• Reduced functionality for ease-of-use

Page 5: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Hypothesis

Problems

• Small amount of screenreal-estate

• Many commands

• Transient users are fickle

Solutions

• Use the entire screen for gestures instead of sliders

• All commands use thesame screen slider

• Reduced functionality focuses user attention

Page 6: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

Mockup: Efficient

• Most reduced functionality

• Sliders open an editor menu

• Hamburger opens a savemenu

The Efficient Layout

Page 7: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

Editor Menu Save MenuShare Menu

Page 8: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

The Useful Layout Mockup: Useful

• More functionality

• Reduced ease-of-use

• Video export functionality included

• Additional keyframegesture required

Page 9: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

Editor Menu Debug MenuCast Menu

Page 10: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

The Wide Layout Mockup: Wide

• Provides the most functionality

• Most difficult to use

• Includes a timeline view

• Contains all features of PC version

Page 11: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experiment

• Three users were evaluated

• Each were shown a different mockup

• The mockups were interactive and contained links

• A brief description of the software was provided

• Preliminary questions wereasked

• A series of tasks were given to the user

• Finally, users answeredquestions about their UX

Page 12: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Results

• Struggled with video controls

• Suggested removing video and saving

• Were intimidated by fractal variables

• Confused the edit and save menu

• Had trouble finding icons (Android vs. iOS)

Users…

Page 13: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Conclusions

• Edit menu should use layman terms

• Video and saving should be removed

• Icons need to follow mobile ecosystem

standards

• Best layout: Efficient

Page 14: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Hypothesis

Problems

• Users don’t need to save and make video

• Icons must be standard

• Users are overwhelmed with the edit menu

Solutions

• Remove video and saving functionality

• Create two mockups, one for each ecosystem

• Use layman terms to describe settings

Page 15: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

Mockup: Efficient, Rev. II

• Even less functionality

• Only one menu

• More toast messages

• Layman terms for settings

The Efficient II iOS Layout

Page 16: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experimental Design

Editor Menu Cast MenuShare Menu

Page 17: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Experiment

• Three new users were evaluated

• Each was shown the mockup of the ecosystem they were used to

• A prototype was shown too

• The prototype had working gesture controls

• Preliminary questions wereasked

• A series of tasks were given to the user

• Finally, users answeredquestions about their UX

Page 18: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Results

• Found everything quickly

• Felt comfortable with the ecosystem

specific icons

• Had trouble with gestures

• Suggested a gesture tutorial

Users…

Page 19: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Conclusions

• A tutorial for gestures is necessary

• Users don’t desire a save feature

• Following mobile ecosystem standards

is the best way to ensure a clean and

familiar UX

Page 20: Rendering Hypercomplex Fractals · •Contains all features of PC version. Experiment •Three users were evaluated •Each were shown a different mockup •The mockups were interactive

Next Steps

• Complete the prototype

• Include a gesture tutorial

• Continue testing the prototype on

small user samples to refine gestures