Using cognitive principles to re design the map layers panel in Umeå municipality’s web based geographical information system (webGIS).
The challenge
This project was a cooperation with Umeå municipality conducting our bachelor thesis in the cognitive science program at Umeå university. In previous courses, conduction user research, with participants using the current web based geographical information system (webGIS) four problem areas (PA) was found. PA1: The user was unable to acces more information about a map layers. PA2: The user is unable to export/import map layers. PA3: The user is unsure which map layers are active. PA4: The user is unsure of how to activate and deactivate map layers. Our aim was to resolve this problems by using cognitive principles to re-design the map layers panel of the webGIS.
My role
As the course took part in pairs the tasks where divided but I had a role in every part of the project. These were the following:
Research
Ideation
Sketching
Lo-Fi prototyping
Interviews
Hi-Fi prototyping
Analysing user data
The current system
The existing webGIS map layer consisted of the following functions and elements. Apart from other options the user can press a button that opens the map layer panel. The map layer consists of different main categories and subcategories. The subcategories give the user different options to show in the background. A categories can be deployed by clicking the checkbox. For example clicking the checkbox to see where bathing places are found on the map.
Cognitive principles
A cognitive principle is defined as guideline for how human cognition is built up exploring its limitations and advantages in designing. The cognitive principales were the basis of our work and was used as guide when ideating and designing. A total of eight cognitive principles were found during the literature search. Following are three examples:
Sematicly related information
How information is structured will drastically affect how easy it is to find and understand. Information can be grouped or structured to improve understandability. For example, items grouped closely together is perceived as belonging to the same group.
Feature integration theory
some visual properties are processed earlier in the visual system. For example motion or color can be used to make the search more efficient.
Working memory limitations
The capacity of the working memory is limited, people are also better at recognizing things than recalling them.
Ideation process
This method consists of generating ideas that were clustered in categories. We generated ideas for every PA. After all the ideas had been clustered regarding which PA they related to, we made a bullet chart to be able to rank each idea depending on how well they coupled with feasibility as well as how well they related to the cognitive principles.
Low Fidelity Prototypes
For low fidelity prototypes were made to test our ideas and the cognitive principales. A total of four prototypes were made.
Testing the low fidelity prototypes
A test was conducted to see what users thought about the prototypes. The test consisted of different tasks that the users had to complete. The users were asked to think aloud during the test as it gives a great insight into user problem solving. After the test a semi-structured interview to get an idea of what prototype they appreciated the most.
Result of testing
The result from testing was divided of positive and negative comments, things that could be improved, improvements and observations. The main result from user testing was the following:
Users preferred a colored menu button
Prototype three and four had the best layout for activating map layers
Prototype three and one had the best easiest to see which layers where active
The letter “i” was easy to recognize as an information button providing more information.
The export and import button was difficult to find as they were located in a separate menu. The symbols used for import and export were also confusing, buttons with tests were easier to understand.
High Fidelity Prototype
One high fidelity prototype was made based on the findings of the Lo-Fi testing while still making sure that we implemented the cognitive principales. A choice was made to keep the functionality on a level so that it was consistent throughout the prototype and that the functionality that was implemented should be reliable. Also, priority was placed on making the functions related to the PAs interactive so that they could be tested. It was possible to open and close the map layer panel. All main categories were expendable and all checkboxes were made interactive.
Testing the high fidelity prototype
Like the Lo-Fi testing the participants were given tasks to complete regarding the map layers. After the tasks were completed, interviews was held about their experience of the prototype.
Results of the high fidelity testing
Analyzing the data we made a thematic coding plan, used for categorizing the material. All the interviews were transcribed and divided into meaning units that were condensed and made to a sub category with a category attached. This allowed us to sort data around every specific PA. A list with the main findings is displayed below:
Access to information: Users found the information button intuitive since they had seen it before. The amount of information given was also appropriate.
Importing and exporting: uncertainty was expressed both about the function as well as the placement of the function.
Active map layers: Perceived as good function, fulfilled its purpose as showing active layers in a map layer.
Activating and deactivating map layers: A simple task that does not require much thought.
My thoughts of the project
The result of our work suggests that using cognitive principles can be used to guide the design process making an interface more usable. Using the principles has been very rewarding and I will surely use them to guide me in future projects. In other aspects, this project has been really rewarding in terms of going through a design process creating lo and hi fidelity prototypes. The project also increased my abilities to plan as well as to deliver a product and present it to an external partner. Something that could have been better was to more systematically test different aspects of the lo-fi prototypes. However, I’m very happy with how the product turned out, as was my partner and the GIS group at Umeå municipality.