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HX/UX Testing Round 2 - 3/4

  • Writer: Carson Holub
    Carson Holub
  • Mar 4, 2024
  • 5 min read

Updated: Mar 10, 2024

Deliverable Type:

  • Updated project interactions: that are shown within the Unity testing which include user ability to input and choose.

  • Updated high fidelity digital prototype: which is in reference to adding and showing the tutorial to the user age group on both the Unity prototype and Adobe XD.

Stakeholder Interaction Type:

  • Users that are within the age group

  • Users who could still use the app but are not within the age group.

UX Test Type:

  • Survey

  • Task analysis of the usability and helpfulness of an additional tutorial.

For HX/UX Testing Round 2, I wanted to get way more opinion from the user age demographic (10 -16) years since my testers within my family are mostly out of age range. Last HX/UX test I was able to contact one person within the age group, but I wanted more responses (more variety). So, after asking for opinions and advice, I contacted one of my old teachers who works for administration at my old high school and asked her if I could get in contact with the student body for surveying and play-testing. I made an updated survey that included the newest gameplay video made from my Unity Progress. The video also includes some text that helps to explain to the user what exactly is going on during the process of tracking and showing how the progression of time worked in the video. A link to the survey is located here with the results being linked here (data is edited to protect the identity of minors.) So far, about 60% of the results come from students who are older than the age group, and about 40% from students who are within the age group. The people who did the survey were generally really helpful, including lots of written information in the categories. There were a series of repeat questions that were mostly focused on design and color that were not as important to me as the questions about playtesting and watching the videos. The questions I wanted to focus on are broken down a little more below. __________________________________________________________________________________ 1.) Please "play" (walkthrough) this Adobe XD product makeup. (ZOOM OUT to get full experience). The students who successfully walked through the Adobe XD product thought that the addition of a tutorial or the ability to use a tutorial as a walkthrough was very helpful for them. Many people feel as though there needs to me more "life" in the game, as they say the movement, mechanics, and even a bit of the design is still lacking even within the Adobe XD layout. Which, is completely understandable as the game lacks a lot of quality as it is still going through development. But, it does tell me that there needs to be more animation within the UI, pop-ups, and fish that give the game a breath of life, so to speak. From here, visualization is what I will be mostly working on, so I will be sure to be gracious with the decorations! Adobe XD Reviews:

  • Good comprehension

  • Good coloring and theme, but it is missing movement and variety. Add different colors and movements.

    • Add fish details: colors, types, etc.

  • Some people thought there was a lot of text. Add audio explanations? Shorten / condense the text.

    • Audio addition allows me to include people who may have a hard time reading or seeing.

  • Some people said the concept is great but to them it is boring (the concept is more "self-help" / "mental wellness" while they are more into story related games).

    • It is probably too late for it now, but there could be a chance for me to squeeze in some storyline with the way the users gain rewards and achievements. The fish are supposed to be personable.


2.) Please watch me "playthrough" this Unity game prototype.

The students have now seen what I would like the game to eventually look like by watching the Adobe XD version, so I then have them look at what has been completed already by watching the Unity version. Some students understood the fact that this was a prototype, so it will be a little less finished and I feel like that was reflected within their critique. This question was were I started to lose people in terms of understandability, but they generally agreed that it was going in the right direction, even though it is still missing a majority of design. It does make me feel more confident knowing that people within the age group are understanding of the games objective and mechanics enough to give it a critique.


Unity Reviews:

  • Slightly worse comprehension, but still understanding the main goals of the game.

    • The comprehension gaps come from missing information. So, some people had issues with color choices in Unity that didn't match Adobe XD. I chose not to worry too much about this because they still understood the main goal and I feel like I can improve their understanding with a more finished product.

  • Someone said that this walkthrough was "missing fun" (I agree).

    • I think this can be improved with some more "fish personality" by potentially adding voice lines, the ability to have connection with your fish, etc.. I am still thinking about how exactly I can make it more "fun" and engaging.

  • Some people were excited to see the finished product, knowing this was unfinished but more is coming.

    • This is super exciting to me because it shows general interest among the age group. They seem to like the theme.


3.) What drives you to complete something? What is a self motivator, or a good reward, for you?

This was the last question I was interested in hearing opinions on to make sure my rewards for my game are enticing enough to be good enough motivators. Most of the students answered that the best reward is the ability to be able to accomplish what you wanted and enjoy the results of that. For example, one person gave me the example of being allowed to eat ice cream after finishing their dinner, with the goal being that they need to eat the entirety of their dinner for a reward treat after! This reminds me of the process of gaining the ability to unlock colors and other accessories for the fish. Another student suggested an answer in direct relation to game goals and states that, "Something that drives me to complete things like quests in a game (goals in this case) is working up to the next unlockable item in a game and the satisfaction of claiming that item" which is also reminiscent of the ability to unlock items via achievements. So, from these answers I am somewhat on track. But, one thing that stands out to me is that they like to enjoy the REAL LIFE effects that occur after completing the goals. So, it may be helpful for them to have the fish encourage them to do that in some way by either encouraging a break or something else.


 
 
 

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Carson Holub. Made with Wix.

2024

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