Application Prototype Test and Design Report
Application Prototype Test and Design Report
Andreea-Daniela Ene
Vision, Graphics and Interactive Systems
Group 473
Student Number: 20151016
School of Information and Communication Technology
Aalborg University
[email protected]
ABSTRACT
The aim of this paper is to describe and analyse the Conceptual
Model and the Low Fidelity Prototype of an application, to
discuss about how the the User Testing has been performed,
and to present the results that have been collected after it.
1
Figure 2. Gamification System.
Concepts: what are the main concepts used by the applica- 7. Projects
tion.
8. Details of a Project
Objects: what are the most important parts of the applica-
tion. 9. Tasks
As well, it should be taken into consideration that the relation- 10. Details of a Task
ship between these ideas has to be represented.
11. Organisations
This model can be seen in Figure 3.
12. Edit Profile
Low Fidelity Prototype
A Low Fidelity Prototype is the first version of an application
TEST
used to either test the performance of several concepts or to
test the software itself. This prototype has been created only User Testing of the Low Fidelity Prototype has been performed
for User Testing, it is not the final product nor design of the by 12 participants. After testing the application several times,
application. a list with the most important aspects that could be improved
has been created. The parts that are essential to this applica-
This prototype is useful for having a better visualisation about tion and the aspects that have to be tested are: the concept
the application and as well for performing the User Testing. of gamification, the multitude of screens, and the awarding
system.
Using the conceptual model, a Low Fidelity Prototype has
been created. A sketch prototype that looks like an iOS native In order to perform the User Testing, both quantitative and
application has been designed, that eventually is added in qualitative methods should be used. Quantitative, because
Keynote in order to have a flow throughout the application. it should be statistically checked how effective some parts
This interactive mockup would test whether or not the flow of of the application are, and qualitative because, for a better
the application is smooth and consistent. understanding, the problems will need to be well-detailed.
2
Figure 5. Default settings to perform the User Testing.
3
Figure 6. Recording the videos with four participants.
RESULTS
In this section the Usability Test Results will be analysed.
Those results were obtained in two different ways: the first
one by analysing the answers of both surveys, and the second
4
Figure 10. Qualitative Results.
DISCUSSION
Those methods have been chosen because they helped obtain-
ing both qualitative and quantitative results, while analysing
participants reactions, level of understanding, and intuitive-
Figure 8. Qualitative Questionnaire. ness. As an alternative, testing volunteers or member of an
organisation that would be interested in using such an applica-
one from the Data logger that annotated some notes about the tion would have had a better impact for this application that
performance of the participant, in order to check how intuitive has them as a target group.
the application was to the participant. Even if most of the participants gave an overall positive feed-
back about the application, several issues have been encoun-
Quantitative Data tered.
The Quantitative Data that can be extracted from the question-
naire was answered on a Likert Scale from 1 to 5. The most important one was that many of them did not answer
honestly and they were not consistent. According to the analy-
In Figure 9 some of this data with a computed mean and mode sis, even if for most of them the gamification concept was not
can be seen. clear, they said that this concept has been clearly explained
- even if the application does not provide such explanations.
Qualitative Data During the test, in order to check if they are honestly answer-
The Qualitative Data can be extracted from the questions with ing, one task that cannot be performed has been requested to
text answers. Those answers would help finding deeper details do, and, as a result, most of them unfortunately were not. They
about the aspects that could be improved and are not explained were not consistent between the two qualitative and quantita-
tive questionnaires, having different responses for the same
questions. Some of them got really confused between the
difference between Dashboard and Menu, or User Profile and
Edit Profile.
The most important suggestions participants gave are adding
a Help section, making the order of the sections in the Main
Menu more intuitive, merge some sections, Log In using a
social network, share the same project between several organi-
sations, and adding the resume to users profile.
After gathering the results, several changes have been made:
First page: Log In using Social Media(Facebook, Twitter,
and Google+).
Dashboard: Swap Points with Task and add the number of
Figure 9. Quantitative Results. points inside the blue star.
5
or developed and how they can be improved or changed. The
test included several tasks that have been performed by the
participants and as well two questionnaires in Google Forms.
REFERENCES
Slider Menu: Merge User Profile and Edit Profile into Your
Profile and rename Organisation Profile to Your Organisa-
tion; add Help section.
User Profile: add Edit button near the number of points.
Project Profile: add Information section with several infor-
mation about the current project.
Other: Some items in Organisation Profile, Projects, and
Tasks have been reorganised.
In Figure 11 the second version of the prototype can be seen.
CONCLUSION
After designing the prototype using the conceptual model of
Task Heroes, an application focused on motivating and en-
couraging volunteers or members of any non-governmental
organisation, the purpose of improving several aspects has
been achieved by performing User Testing on 12 participants.
This prototype has been created by transforming a sketch
paper-based design into an interactive picture-based presenta-
tion, that would help testers experience a natural flow between
its sections. After the testing has been performed and using the
interview as the main method, both qualitative and quantitative
data has been obtained as a result. The purpose of this was to
find out which parts of this application are no well explained