Design Three (R1-D3)
The third design of Round One, aimed toward the football
aficionado, was a larger, spiral bound book that conveyed
in-depth data. The visualisation method combined both
spatial and temporal elements, with the match shown
relatively in a linear timeline. This was aided by a
timeline for the entire tournament, showing the current
progress of the team. Including a ‘goal map’ instantly
giving the user context for the action. Navigation in this
design was user-defined, with perforated tabs that could
be marked out to identify content the user deemed
significant.
Figure 5. Round One - Design Three (R1-D3)
Feedback on the third design was positive, but the experts
commented on the lack of detailed statistical content.
Experts One and Two agreed the goal map and timeline
were effective in conveying spatial and temporal data, but
the navigation system was less effective than in previous
designs. The visualisation itself was more in-depth, and
this complexity and detail was believed to have potential.
While the presentation of time-based content was
welcomed, Expert One commented that it lacked any
relationship to the surrounding content. The navigation
was difficult to use effectively and while being
customizable, it lacked structure, which could potentially
confuse a new or less-prepared user.
Design Four (R1-D4)
The fourth design was square in shape with clear in-page
navigation that was user-oriented. It used coloured
adhesive tabs to mark particular categories of
information. This was aided by large orientation elements
on each spread.
Figure 6. Round One - Design Four (R1-D4)
Design Four was believed to be more usable for the
casual reader, as the content was simplified greatly.
Expert Two found that the individual data elements
lacked identifiable relationships, reducing the ability to
compare and correlate. The user-developed navigation
was questionable as it relied heavily on the users own
concept of structuring related content. In contrast Expert
Three felt this design had broader appeal, and combined
with user-built navigation provided a more personalizable
book. This design seemed to be the weakest, and while
the navigation method was versatile, it would be more
useful as a supplementary device. With this in mind this
design was not retained in the process.
Round Two
When developing the experimental designs for the second
Round suggestions from experts on each design from the
first Round were taken into consideration. These included
refining the content hierarchy for each design, focusing
on navigation, and adding a player or team index and
summaries to provide greater interactivity and structure.
These comments by the experts emphasized the
importance of structure, context and navigation as was
also expressed by Woolman (2002).
Design One (R2-D1)
The first design of this Round came directly from R1-D1,
but the layout and content were reduced from two cards
to one. The single card now utilised both sides containing
type-based information and a field layout on the reverse.
It maintained the alphabetical navigation system, but was
now aided by team colours in each side, meaning cards
Design Three (R1-D3)
The third design of Round One, aimed toward the football
aficionado, was a larger, spiral bound book that conveyed
in-depth data. The visualisation method combined both
spatial and temporal elements, with the match shown
relatively in a linear timeline. This was aided by a
timeline for the entire tournament, showing the current
progress of the team. Including a ‘goal map’ instantly
giving the user context for the action. Navigation in this
design was user-defined, with perforated tabs that could
be marked out to identify content the user deemed
significant.
Figure 5. Round One - Design Three (R1-D3)
Feedback on the third design was positive, but the experts
commented on the lack of detailed statistical content.
Experts One and Two agreed the goal map and timeline
were effective in conveying spatial and temporal data, but
the navigation system was less effective than in previous
designs. The visualisation itself was more in-depth, and
this complexity and detail was believed to have potential.
While the presentation of time-based content was
welcomed, Expert One commented that it lacked any
relationship to the surrounding content. The navigation
was difficult to use effectively and while being
customizable, it lacked structure, which could potentially
confuse a new or less-prepared user.
Design Four (R1-D4)
The fourth design was square in shape with clear in-page
navigation that was user-oriented. It used coloured
adhesive tabs to mark particular categories of
information. This was aided by large orientation elements
on each spread.
Figure 6. Round One - Design Four (R1-D4)
Design Four was believed to be more usable for the
casual reader, as the content was simplified greatly.
Expert Two found that the individual data elements
lacked identifiable relationships, reducing the ability to
compare and correlate. The user-developed navigation
was questionable as it relied heavily on the users own
concept of structuring related content. In contrast Expert
Three felt this design had broader appeal, and combined
with user-built navigation provided a more personalizable
book. This design seemed to be the weakest, and while
the navigation method was versatile, it would be more
useful as a supplementary device. With this in mind this
design was not retained in the process.
Round Two
When developing the experimental designs for the second
Round suggestions from experts on each design from the
first Round were taken into consideration. These included
refining the content hierarchy for each design, focusing
on navigation, and adding a player or team index and
summaries to provide greater interactivity and structure.
These comments by the experts emphasized the
importance of structure, context and navigation as was
also expressed by Woolman (2002).
Design One (R2-D1)
The first design of this Round came directly from R1-D1,
but the layout and content were reduced from two cards
to one. The single card now utilised both sides containing
type-based information and a field layout on the reverse.
It maintained the alphabetical navigation system, but was
now aided by team colours in each side, meaning cards
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