Wednesday, January 18, 2006

2 Possible Users

I have been talking quite a bit about the user of my concept map. Information is useless without a user recieving and percieving. But I'm not just interested in having my user understand the information I provide them, I want my user to be able to use the information as a tool for their everyday life.

My concept map will impliment user-centered design, with a key understanding of what task the user wishes to accomplish.

I have narrowed my potential user to two different categories: PLAYER and OBSERVER



PLAYER____________________________
If a person wants to use my Soccer concept map with the intention of participating in the game, they will use the diagram in a much different way then the soccer observer.

Cognition Behaviors
1) the map will NOT be in front of them as they play
2) The player will need to UNDERSTAND first
3) and then RECALL information second

Content
1) attire and equipment
2) the feild markings
3) rules
4) what happens when you break a rule?
5) techniques (possibly)
*** information will need to be focused around actions***

Language
1) focus on terms that deffine the above topics
2) terms used should help the player communicate with other players, coaches, referees
3) less use of laymen's terms, and more accurate soccer terminology


OBSERVER_______________________
The soccer fan will utilize the information of soccer much differently then the soccer player. His task is different, behavior in using the diagram will be different, and the appropriate content of the concept map will also be different

Cognition Behavior
1) The diagram used by an observer might or might not be in front of them as they use the concept map
2) If the diagram is in front of the person they will need to
a. recognize/distinguish first
b. understand the information second
3) If the diagram is NOT with the person they will need to
a. understand first
b. recall information second
c. there will still be a need for easily distinguishing between game elements

Content
1) equipment- as related to the game
2) players/teams
3) actions (causes)
4) consequences of actions (effects)
5) feild markings
*** information will focus around be recognizing and distinguishing one element from the other ***

Language
1) focus on terms related to above content
2) allow the observer to understand the game announcer
3) allow the observer to communicate with other observers
4) more lenient with using "non-official" terminology

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