Wednesday, 7 October 2015

Interactive Prototype 3: Testing Session Results

We did a testing session this week - it was a lot of fun. I really enjoyed testing my prototype even though it wouldn't always work as intended and sometimes would go crazy :) Mainly because Makey-Makey inputs were sensitive - so when a user stood too long on one input - my ActionScript would count that as a wrong answer. 

Overall the feedback was great: 

1. It's pretty fun, I like the idea that I need to balance at the same time as completing each math problem. My only issue is that sometimes the problems and answers don't link up e.g. when the sum total is equal to 8, 9 would work.

2. It looks amazing that i cannot wait to play the final concept. only glitch i have so far is the incorrect answers(response?) and also the touch sensibility may need to adjust.

3. It is funny. I believe that it not only bring lots of fun for children, but also can help children do the basic math question. like addition, subtraction. If the circle can flashing, it will be more appealing.

4. It is fun to play for kids as the touch points are decorated in colored and shiny papers. You may want to add a background music behind the game:) overall the game is super great I think!

The prototype was tested by 5 people. 

User 1

User 2

User 3

User 4

User 5

Here is the fully completed survey:

Now back to the hypothesis I was intending to test: 

#1 Hypothesis to Test:
Kids play at least 3+ game sets (maths questions of 10).
How much time kids spend playing the game is a direct indicator of game quality. If users "stick" to the game and return to play it later - the game is successful and user experience is engaging. Since the prototype is close to the final version of the game - this is the crucial hypothesis to be tested that makes or breaks the game.

I'd say that the hypothesis is validated, user were willing to play longer and they did enjoy the game.

#2 Observations: 
This time I'll be observing users to test: size of numbers, size of circles, quality of voice over to notice any design issues that need fixing. Since the prototype is "high fidelity" - it's not the time to pay attention to design details. To collect this data - I'll be using Google Survey with open questions and just regular observations and making notes.

As a result of observing users test the game and their feedback, here is a list of changes that can be made to improve game experience:
  • add music to the background
  • make numbers bigger in size
  • randomize numbers
  • think and come up with a solution: how to make touchpoints less responsive (I mean so that if a user stands on the same button for a bit longer - ActionScript doesn't accept it as a wrong answer - and therefore the voiceover doesn't get confusing)
Other ideas to be considered: 
  • make the game social - and test it on several users - so that people self-organize to get answers right 
  • come up with a logic that adjusts fast to current user complexity level

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