Understanding Working Space Needs of iSchool Graduate Assistants

Contextual Design, Qualitative Analysis, Affinity Mapping, Data Visualization, Design Research

This UX research project at the University of Maryland's iSchool identified the need for flexible workspaces, better break-room amenities, and more natural lighting for graduate assistants. We proposed innovative designs, including greenhouse-like environments, to improve their working experience.

Collaborators Stephanie Apollon, Antariksa Akhmadi, Yabing Yang

Overview

The research aimed to evaluate the specific space needs of different groups within the iSchool to recommend future space reallocations.

Research Question

What are the privacy needs of iSchool graduate assistants in a shared workspace, and how might a space accommodate these needs while fostering community and collaboration?

Goal

To understand the balance between privacy, sense of community, and collaboration for iSchool graduate assistants.

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Study Design

Participants

Demographics

Graduate Assistants (GAs)- Research Assistants (RAs), Graders, Teaching Assistants (TAs)

  • Age: Minimum 20 Years of Age

  • Hours Worked Per Week: 20 hours

Specific Qualifying Criteria

  • Must be enrolled in the INFO College/iSchool

  • Must be employed by the university

  • Must be a graduate student

The Data

We conducted contextual interviews and focus group discussions with graduate assistants to gather qualitative data.

Grouping and Diagram Assembly

  • Grouped the affinity notes into broader themes (yellow for direct quotes, blue for common themes, pink for further grouping, and green for overarching themes).

  • Organized the grouped notes into an affinity diagram using Figma for visual representation.

Data Collection and Transcription

Transcribed the recorded interviews using Revoldiv and Zoom, and recorded responses in a Google Sheet.

Initial Interpretation and Affinity Notes Creation

  • Reviewed and interpreted the notes from the interviews to identify key points.

  • Created affinity notes from the interpreted data in Google Sheets, representing each significant point.

Results

Wall Walk and Model Creation

Wall Walk Engagement and Feedback Collection

  • Carried out a wall walk involving teachers, learners, and various stakeholders to share preliminary results.


  • Gathered responses and ideas regarding topics such as bookable study areas and safe storage.

We made a Space Matrix to help depict the types of workspaces desired by graduate students, categorizing spaces into quiet/open, quiet/closed, noisy/open, and noisy/closed based on interview insights.

This User Journey Map illustrates the typical graduate worker’s experience and interactions with various workspace environments, highlighting pain points and emotional states throughout the day.

The Identity Model represents the graduate assistants’ perceptions of their roles, enjoyment, and workspace needs at the iSchool, showcasing common characteristics and needs despite different job types.

Feedback Interpretation and Design Visioning

  • Discussed feedback to determine which ideas to keep, learn more about, or discard.

  • Developed design visions based on feedback, including concepts like greenhouse-style indoor greenery, re-divided workspaces, and a reservable room system.

Click here to download the full report

Music Playback Interface in Augmented Reality

Imagine an augmented reality audio-playback interface that transforms your surroundings into an interactive music studio. Walk around your room and see virtual instruments and effects seamlessly integrated into your space. Adjust EQs with hand gestures, place new loops by grabbing floating icons, and manipulate tracks in a dynamic 3D environment. This immersive interface turns music performance into an engaging adventure, making every session a journey through a landscape of sound.

Personal Project

In Situ AR Concept, Design Ideations

Spacial Design, Visual Design, UI Design, Augmented Reality

A collection of preliminary sketches that capture the early stages of conceptualizing the project. These drawings illustrate how the AR elements would interact with real-world environments.

Each sketch represents a step in exploring design possibilities, spatial relationships, and user interactions. This visual journey highlights the transition from abstract ideas to tangible design solutions.

Clips Control Window

This window lets the user launch and control all the audio/MIDI clips in the session, with the playing clip's waveform color-matched to its channel.

To play a clip, hover and pinch to select, then release to play; selecting and pinching a "play row" button triggers or stops the entire row, and clicking the plus button in the top right adds additional tracks.

Mixer Window

This window presents a Pioneer DJ-style mixer setup with labeled channels and controls.

Adjust EQ knobs by hovering and rotating your wrist while pinching your fingers; the knob changes appearance when not in the default position.

Adjust EQ knobs by hovering and rotating your wrist while pinching your fingers; the knob changes appearance when not in the default position.

Pinch and drag the volume fader up or down to adjust the channel’s volume.

Effects Rack Window

This window presents a Pioneer DJ-style mixer setup with labeled channels and controls.

Forget Me Not - A Persistent Reminder App

Forget Me Not is a reminder app designed to help students and young professionals manage tasks and goals amidst daily distractions. Addressing issues like input burden, we created a persistent widget for constant reminders, integrated voice input, and added location-based notifications. Featuring interactive notifications and a warm color palette for visual feedback and motivation, the app was developed using user-centered design principles, with iterative improvements based on user feedback to enhance usability and effectiveness.

Collaborators Sharvonne Sisco

User Interviews


Phone Story Scenario

This project presents a speculative narrative set 30 years in the future, told entirely through the perspective of a detective's phone screen. The story unfolds as the detective navigates various custom-designed apps to solve a mysterious biovirus outbreak caused by an evil witch. The detective's journey is driven by app interactions, notifications, and in-app functionalities, immersing the audience in a high-tech detective thriller.

Self-Tracking and Visualization

This project involved developing a self-tracking system to monitor and enhance personal productivity. Using various tracking tools and techniques, the project aimed to identify patterns, set goals, and measure progress over time to optimize daily productivity.

Indian School of Business

This project involved developing a self-tracking system to monitor and enhance personal productivity. Using various tracking tools and techniques, the project aimed to identify patterns, set goals, and measure progress over time to optimize daily productivity.

Usability and Accessibility Testing

This is a collection of usability and accessibility studies conducted for the course INST 631 Intro to Human-Computer Interaction. The projects include a manual accessibility inspection of SouledStore.com, a user-based usability evaluation of Spotify’s desktop app, an automated accessibility evaluation of SouledStore.com using the ANDI tool, and an expert review of Spotify’s playlist functionality. These studies utilized various evaluation methods, including heuristic analysis, user testing, and automated tools, to identify usability issues and provide actionable recommendations for improvement.

Manual Accessibility Inspection of SouledStore.com

This manual accessibility inspection of SouledStore.com identified significant WCAG 2.2 violations, including issues with navigability, keyboard operability, and labeling inconsistencies. The evaluation was conducted using the VoiceOver screen reader on macOS Ventura, highlighting the need for a logical tabbing order, better keyboard accessibility, and consistent headings and labels.

Accessibility Testing, Manual Evaluation, WCAG Compliance, Usability, Screen Reader, Web Accessibility, User Experience Design

Automated Accessibility Inspection of SouledStore.com

An automated accessibility evaluation of SouledStore.com using the ANDI tool uncovered multiple WCAG 2.1 and 2.2 violations, such as insufficient text contrast, lack of meaningful alt-text for images, and poor keyboard accessibility. The findings highlighted the need to improve text contrast ratios, provide appropriate alt-text, and ensure all interactive elements are keyboard accessible.

Accessibility Testing, Automated Evaluation, WCAG Compliance, Web Accessibility, ANDI Tool, User Experience Design

Spotify Usability Evaluation- Heuristic Review

Usability Evaluation, Expert Review, Heuristic Analysis, UX Design, Nielsen’s Heuristics, Interaction Design, Usability Improvements

An expert review of Spotify’s desktop app evaluated the listening experience within playlists using Jakob Nielsen's 10 usability heuristics. The analysis identified strengths in system status visibility, consistency, and minimalist design, but also highlighted issues with error messaging, user control, and feature labeling. Recommendations included improving labeling, adding revert options for queue changes, and providing detailed error messages.

Spotify User Testing

Usability Testing, User Research, Task Analysis, UX Design, Remote Testing, User Interviews, Interaction Design

A user-based usability evaluation of Spotify’s desktop app involved remote testing with five participants, focusing on playlist-related tasks. The study revealed issues with search functionality, confusion between playlist and song repeat features, and difficulties with queue management. Recommendations included clarifying repeat functions, adding hover labels, and improving queue management.