Test in the real-world environment
The realistic environment allowed us to observe how participants navigated both the activities and campus landmarks, providing valuable feedback for refining the prototype.
- Testing occurred in outdoor campus areas to enhance the realism of scavenger hunt tasks and location-based trivia.
- Participants used multiple devices, including mobile phones and an iPad simulating the robot’s screen.
The usability test was conducted in the real-world environment to simulate authentic user interaction.
First usability test: Focus on the usability of each game
The first phase involved individual testing with three participants. Each participant interacted with the prototype at separate times, enabling us to identify usability challenges and refine our activity design.
Key Findings:
- Icebreaker games worked well as initial engagement activities but needed clearer instructions.
- The scavenger hunt presented logistical challenges, particularly when participants lacked internet access to find answers.
- Many participants were unfamiliar with building codes, which caused confusion and slowed progress in the scavenger hunt.
- Trivia required a shift from historical questions to more relatable and student-focused themes.
This is me, acting as a starship robot during the first usability test.
Iterate with users' feedback
Based on feedback from the first usability test, we made several key improvements:
1. Revised Trivia Questions: Converted to multiple-choice and focused on campus-related topics for better engagement.
2. Renamed Small Games: The “Small Games” section was renamed “Icebreakers” to better reflect its purpose.
3. Refined Icebreakers: Added rounds to mini-games and removed underperforming ones like "Make a Story."
4. Voice Interaction Concept: Introduced text-to-speech for a more personable robot interaction, planned for future implementation.
These iterations addressed key challenges from the first phase, improving the ease of use, engagement, and relevance of the prototype’s activities.
5. Standardized Activity Sequence: Fixed order of activities to Icebreakers → Scavenger Hunt → Trivia for a more engaging flow.
We decided to standardize the activity sequence instead of letting the user customize it.
6. Enhanced Scavenger Hunt: Introduced an interactive map to simplify navigation and improve user experience, replacing building codes.
Instead of entering the building code, the participants can easily select their destination on the interactive map.
Second usability test: Focus more on the social interaction of Starship Playmate
The second phase introduced group usability testing with three participants interacting as a group. This approach replicated the social interaction environment intended for the final product.
Key Findings:
- Icebreaker activities encouraged initial interaction but were less engaging compared to scavenger hunts and trivia.
- The scavenger hunt emerged as the most interactive and collaborative activity, driving group engagement and exploration of campus landmarks.
- Trivia encouraged discussions among participants, with a recommendation to display answer options on mobile devices for clarity.
- Group testing revealed significant increases in social interaction among participants, even when they started as strangers.