
Usability Testing



User Testing
Why is it Important?
User research provides an essential foundation for design strategy.
1.
Easier and cheaper to change
User testing allows product teams to discover usability and design issues with their products before they go to the larger market.
It's important to discover these type of issues early as it is easier to improve issues while in the prototyping stage rather than with a final product.
2.
Test the functionality with the target users
Usability testing is the stage in the design process which enables you to evaluate your product or service with real users, and enables you to create human-centric products.
Through this process, you can really explore and analyse your target audience's behaviour when interacting with your product in an unbiased manner.
Testing procedure
How to conduct user testing?
1.
Research the procedure
How effective can a game be at connecting children with nature?
Is there a need or space for this product?
Do children learn any valuable information from playing games?
Our research helped us answer these questions and formulate the best plan of action.
4.
Post-test questionnaire
Was provided to gather data and analyse users' responses to the game.
2.
Pre-test questionnaire
Required for participants' knowledge and abilities and for comparison of post-test answers.
Participants may experience the test differently and provide various results for improvement.
The information from the participants is analysed to gain valuable results.
5.
Analyse results from the test
Did users provide any useful advice or critique regarding the game?
Can improvements be made to the game?
What would any changes to the game look like?
3.
Conducting the test itself
Getting participants to test the game, keeping in mind the target audience.
Giving the users tasks to complete within the game.
Task completion was recorded and any struggles with the game were noted.
6.
Implementing analyses
Introducing features that are more clear and information that is more concise.
Removing features and information that the users deem necessary or too complicated for the target audience.
Step 2
Pre-test Questionnaire.



2.

Participants
Participants were chosen using convenient cluster sampling. The goal of user-testing was to improve the user experience, and the insights and feedback from these participants are crucial in order to achieve that goal.
In order to improve user experience, it was necessary to choose participants based on their involvement with the target audience. Parents and primary school teachers were among the participants recruited. This helped to ensure that the feedback and insights provided were informed and actionable. It also helped to ensure that the team was able to make informed decisions based on the feedback received.

Information Sheet and Consent Form
Participants were provided with an information sheet, debrief form, and consent form and a data consent form.
Copies of all forms are available in the Appendices.


3.
Step 3
Conducting the test
Test procedure
A time was set for the experiment for each participant.
The experiment was conducted in person, with each participant being tested individually.
A pre-questionnaire was given to the participants
Tasks were assigned for each participant to complete, which were provided to the participant at the beginning of the experiment.
The tasks were ticked off of the list each time one was completed, and prompts were provided at any moments of struggle.
After completing the tasks, a post-questionnaire was given to the participants.
The data collected was analyzed, and suggestions for improvements or notations for future developments were made.
Tasks for completion during the test
1.
Set-up
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Make an account, then click ‘play’ to begin the game.
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Name Character and choose accessories.
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Click the map, and discover the different areas.
3.
Using plants
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Continue through the game until a nettle is encountered and the character is injured.
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Continue searching for aid until help is found via dock leaf.
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Click the dock leaf to learn about it and read how it soothes nettle stings.
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If interested, click the journal in the bottom right corner beside the map.
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It is there you can read more about dock leaves including how to heal a nettle sting and more insights into the plant.
2.
Plant selection
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Enter the highlighted area, below the campsite.
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Discover plants by clicking on them, collect mushrooms.
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Read the information on mushrooms and their use in the top right corner.
4.
Exploring
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Re-enter the map.
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Click into the highlighted campsite.
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Use the arrows to navigate through the campsite and discover other players.
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Greet other players, and strike conversation in the chat box.
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Continue exploring.
Step 4
Post Questionnaire.
4.



5.
Step 5
Analysis of Data
Questionnaires were filled out on paper in person, then responses were recorded online, and presented in appendices.




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6.
Step 6
Results
Implementations from experiment and analysis

An informative website, including an idea for a future in-website game.
The idea included
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no character,
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no background,
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one limited tasks
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no map,
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no campground.
Link to design process...
Initial Concept
Second Stage
We implemented advice and ideas from each team member and supervisor. We decided to focus on developing the game rather than the website. We sketched different potential ideas in 'Figma'. Each team member contributed to different designs and potential themes. We added to the initial concept with the research in mind.


Feedback from the Team, Participants, and Supervisors
Simplify the information!
Use an Irish map!
Give the characters accessories!

Change the name "Travel and Gather" to " Plant Paradise"
Add more characters!
Add more prompts and bigger arrows for direction!
Finalising
Evaluation and Implementation
What worked:
The background design and concept were liked and left space for great potential.
What didn't:
The information regarding the learning topics was too complex and not user-friendly. It 'took the fun out of the game'.
The lack of choices with the 'given' character left participants feeling disconnected and robotic.
What we changed:
Added more personalized features and characters for children to attach to, adding glasses and hats.
Made the information on the plants simpler, using clear language with realistic and applicable information.
Highlighted tasks and provided prompts to help navigate the app.
Will the game be used, and why/ why not:
Participants considered the app innovative and noted the game had great potential as a learning tool.
The game will likely be used after adding features keeping in mind the advice from the user testers. Link on the right is provided for future developments.
Why we did not test on children:
As stated in our ethics section, linked on the right.

