AgniKaiMe
Design Requirements.
System must facilitate interaction with loved ones
System must allow the user to choose a different activity or add their own activity
Method.
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In order to understand how well our application met the aforementioned design requirements, we conducted remote usability sessions to test our prototype with target users.
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We specifically used a think-aloud task-based benchmark protocol incorporated within a semi-structured interview format to quickly identity usability issues.
Evaluated tasks.
Task 1: Sign-up
Task 2: Add the activity “Go for a Walk” to your favorites
Task 3: Send love to Aditi
Task 4: Add Nicole as a friend
Task 5: Delete your outlook calendar
Task 6: Use the app to find the activity “Play with Kittens” and perform said activity
SUS Score.
As a rule of thumb, a SUS score of more than 68 is considered to be applicable to a product that is usable by the users.
We calculated these SUS scores based on the SUS questionnaire given to the users at the end of the prototype evaluation.
Design Recommendations.
The call button is currently located at the bottom right corner of the activity page which feels a bit disconnected from the task in front of the user.
Also, the call button does not pop out visually.
The add button was determined to be used more frequently and thus should be more reachable. To follow the Fitt's law better we should change the position of this icon to be in the region of natural reachability for human thumb
The interaction of a pop-up appearing on the screen whenever the user taps on the shuffle button was confusing for the user. The user's mental model suggested that tapping the shuffle button will change the order of the cards that appear on the screen. Thus, making the interaction fit better with the user's mental model will make the application easier to use.