Developing the Prototypes
Back Up
When developing software, it is
extremely important to design different low-fidelity prototype. In this light, our team designed two vastly
dissimilar prototypes as a starting point towards a final design. Here is a walk-through for the mockups. For our usability testing we decided to test
and improve upon prototype 1.
Registration Page
Overview
A
registration page is necessary for two reasons.
First, the AARP finds it useful to track users’ access of their
website. One way to implement tracking
is to have new users to provide self-identifying information through a
registration process, and have returning users login on subsequent visits. Second, having a registration requirement
allows users to stop in the middle of the game and return later to continue
without restarting.
Figure 11: Prototype 1 - Registration screen
Prototype
1
The
first screen is a sample registration screen.
When registering, the users are required to provide a minimal amount of
information. Some information includes
the user’s name, email address, and password.
These fields are required to create a secure, individual login for each
person. The user’s birthday is required
only for statistical purposes, while the user’s zip code will be used in
determining the location of a nearby AARP office. The address of a local office is necessary
because a prize will be awarded upon game completion, which may require the user
to visit AARP. The last secret question
and answer field is provided in case the users forget their password. After which they will be asked to answer
their selected secret question and a new password would be sent if the question
was answered correctly.
Figure 12: Prototype 2 - Registration screen
Prototype
2
This screen is the
second sample registration screen. When
registering, the users are required to provide a minimal amount of information. The only information requested here are the
user's email address and a password.
This approach could be less hassle for users and might encourage more
people to play the game. The downside of
this approach is that it doesn’t give the AARP as much information about who is
playing the game.
Developing the final Registration Screen
Registering
for the game was a procedure that many usability subjects were not satisfied
with. Our usability tests found that
older people were reluctant to give out information like an email address or
their home address to play a game. After
brainstorming several possibilities, our solution was to ask for only 3 pieces
of information. A username that could be
anything the user wanted; a password that would stop other people from playing
as them, and a security question to remind them of the password in case if they
forget.
Login Screen
Overview
It
is important to provide a simple, attractive login screen since it is the first
screen any user will see upon accessing the game. To log in, a user must provide his email
address and registered password.
Figure 13: Prototype 1 - Login screen
Prototype
1
If
the email/password combination is correct, clicking the “PLAY” button will log
the user into the game. Otherwise, a
popup box will appear indicating that the login information was incorrect,
advising the user to try again. If the
user is not registered with the system, clicking on “New Player” loads the
registration screen (Screen 1). Clicking
on “Forgot Password” causes a popup box to appear asking the user for the
answer to his secret question.
Figure 14: Prototype 2 - Login screen
Prototype
2
The
second prototype less graphic, which decreases the time it takes for a browser
to load the page and encourages users on slower modems to play the game. All of the functionality described above is
included on the screen. For example,
there also a link for new players, an email address and password textbox.
Developing the Final Login Screen
Our
usability testing found that many people could not correctly log onto the game
with our original prototype. They never
clicked on our link for “New Player.”
Our solution was to separate the login screen with physical space for
the new user and the returning user. We
felt as though this approach would make it more intuitive for the users to use
the game.
Puzzle Screen
Overview
The
game will offer many different types of puzzles. Each type of puzzle will require a slightly
different layout. For example, a puzzle
asking for the next line in the lyrics of a song may have a link to download
the song. Another puzzle may not need an
external link and only contain text or a picture directly displayed on the screen.
Despite those differences, each puzzle screen will have the same general layout
to maintain consistency.
Figure 15: Prototype 1 - Puzzle screen
Prototype
1
The
word “PUZZLE” appears labels the screen to alert users that a question is at
hand. Clicking on the “Instructions”
link directly beneath the header launches a popup box with advice on how to
complete the puzzle at hand. The
contents of the puzzle appear in the darkened area. To complete the puzzle, the user types the
answer in the box provided and clicks “SUBMIT.”
Figure 16: Prototype 2 - Puzzle screen
Prototype
2
This
puzzle screen provides some additional functionality. First, it indicates how many puzzles are
complete out of the set. Second, it
allows the user to return to the previous question, if they wish to do so. Additionally, a “Hint” link appears which
launches a popup box revealing a hint about solving the puzzle. On the bottom of the screen, three links
allow the user to bookmark the game page, check ranking against other users,
and join a team of puzzle users.
Developing the final Puzzle Screen
Our
initial usability test showed that people could solve the puzzles fairly
well. We decided to add a hint button
and a logout button in our final design.
We also decided to include a progress bar showing how far the user was
in the game.
Prize Claim Screen
Overview
In
order to motivate users to complete the entire game, the AARP plans to award
users with a prize. It is unclear
whether the user will need to provide additional information at this
point. Ideally, local AARP offices
around the country will have prizes at hand for users to claim. If this is not possible, then the AARP will
mail out the prize to individual winners.
Figure 17: Prototype 1 - Claim prize screen
Prototype
1
This
interface assumes that AARP will have prizes at local offices. In this case, clicking “CLAIM PRIZE” launches
a popup box that lists local AARP offices which have prizes in stock. Behind the scenes, the software will mark a boolean flag indicating that the user has completed the
tasks necessary to be rewarded. The flag
will inform AARP employees to confirm the prize request.
Figure 18: Prototype 2 - Claim prize screen
Prototype 2
It is also
possible that the AARP will mail out the prize to users who complete the
game. In this case, additional
information from the user will be needed. Since the system will already have name and
zip code information, this screen asks for street address and city. In addition, it provides the option of
subscribing to the AARP newsletter and a health and well-being newsletter.
Developing
the final Claim Prize Screen
Since, our final
design only asked a few questions of the user in order to play the game. We changed the Claim Prize screen to include
an in-depth sample of questions to the users.
We ask for their street address, their zip code, and other information
pertaining to where they live.
Usability Testing
Back Up
Prior to
starting the usability test, the users were reminded that we were only testing
the interface to the software and not them as individuals. We performed a total of six usability tests. One was a pilot test on a University student,
one test was on a younger adult, and the remaining 4 usability tests on older
adults over 45. Before testing we gave the test subjects a brief overview of
how each test would proceed. We assigned
different tasks to the users. The
usability test tasks they completed are as follows:
- Register to use the game. On the interface for the game, there was
a link for first time users. The
users clicked this link and were then redirected to a page on which they
gave their information. The
subjects entered their email address and a password that they chose for
the game. Then they hit a submit
button to complete the task.
- Login to the game. Following registration, the test
subjects were instructed to login to the game. To accomplish this task, the subjects
had to use the email address and password they indicated during completion
of the first task. Then they
clicked a submit button to log in to the game.
- Complete a puzzle. The game presented a challenging question
for the user to answer. The users
then typed in their answer into the text box on the interface and hit the
submit button to complete the task.
- Register to receive a prize for completing the
game. Mike Lee has suggested
that prizes could be given out at the end of our game in order to
encourage users to complete the entire game. Test subjects were asked to print out
their registration information.
Then they were given directions to their nearest AARP office to
receive their prize.
Pre-Test
Before the test subjects were allowed to take
the usability test, it was useful to collect a few pieces of person data to
confirm that they fit certain criteria.
The information that we collected includes:
·
Age?
·
Computer
Experience? (Options would include novice, intermediate, and expert. We would include a description of each to
assist.)
·
Vision or
Hearing Impairments?
·
Member of
AARP? (Options would include past member or current member.)
·
Average
number of hours of computer use per week?
·
Average
number of hours spent playing computer games per week?
·
Average
number of hours spent online per week?
The
questionnaire for these pre-test questions is included in Appendix A.
Post-Test
After the test
subject completed the tasks required, general questions about the overall
layout of the screens were be asked.
These questions included:
·
On a scale
of 1-9 with 1 being repulsive and 9 being marvelous, rate the visual appeal of
the interface in terms of color choice and contrast?
·
On a scale
of 1-9 with 1 being repulsive and 9 being marvelous, rate the visual appeal of
the interface in terms of font size and style.
·
What
change(s) would you make to the general layout?
This can be color, font, layout, or anything else that comes to mind.
For each of the
different pages (registration, login, puzzle, prize, logout), some additional
questions were asked, including:
·
On a scale
of 1-9 with 1 being very confusing and 9 being extremely clear, rate the ease
of understanding the functionality of each page.
·
On a scale
of 1-9 with 1 being repulsive and 9 being marvelous, rate the visual appeal of
the layout of components.
·
List any
changes you would make to the name of the page, buttons, and links that would
help clarify its purpose and functionality.
·
List any
unnecessary clutter that you would like to see disappear or moved.
·
List any
additional links or information would you like to see on this page.
The feedback
obtained from these questions helped evaluate the usability and visual appeal
of not only the entire game as a whole, but of each page as well. The questions are specific enough to pinpoint
possible weaknesses of the design while not going into too much detail making
the test subject frustrated with having to answer tedious questions. The questionnaire for these post-test questions
is also included in Appendix A.
Usability Testing Results
The
usability tests exposed several problems with our design. Early in the testing, some functional errors
were found in our program. One submit button did not work as expected; the only way to
complete the task was to press the ‘Enter’ button on the keyboard. Additionally, a second button intended to
return the user from an instructions page to the game itself did not function
as expected. Since these problems were
discovered early on, they were fixed for the final three usability tests.
Even
after fixing these functional issues, the usability tests exposed some features
that were not intuitive to the users. To
register for the game, we expected users to click on a “new player” button
displayed next to an email address text box.
Two of the six players could not complete the registration task at all
and no one was able to properly log in on their first attempt.
Our
second task, logging into the game, worked well without any problems.
Our
third task, completing a game puzzle, was found to have several problems. Most users had a tough time guessing the
answer. Three of the six did not know
how to complete the task at hand and did not immediately click on the
instructions button. Finally, some users
commented that instructions on completing the puzzle should be on the main game
screen, and not only accessible via the instructions link.
The
fourth task, submitting personal information to receive a prize, was also met
with skepticism and caution. Many
subjects were disinclined to give out their personal information on the
internet.
Pre-test Questionnaire Results
4
of 6 test subjects were between the ages of fifty and sixty (the AARP suggested
that we aim our game towards younger members of their organization ranging from
around 50-60 years of age), the remaining 2 test
subjects were in there 20s. All members
felt as though they were intermediate users with computers. These test subjects had no visual/auditory
problems with the exception of wearing glasses.
None of the test subjects were members of the AARP. Five of the six subjects spent three or more
hours on the computer per day and one spent one to two hours. Five of the six subjects spent between zero
and thirty minutes playing computer games per day, the remaining test subject
spent 2-3 hours playing games. There was
an even spread on time spent online per day: one person spent 0-30 minutes, one
spent 1-2 hours, two spent 2-3 hours, two subject spent three or more hours.
Post-test Questionnaire Results
Most
users were satisfied with the visual appeal of our interface in terms of color
choice, contrast, font size, and style.
Users gave these categories a 7 or 8 out of 9, which we feel shows that
they were satisfied with the visual appeal of the interface. Most users were satisfied with the visual
appeal of our layout and rated it a 7 or 8 on average. Users did not think that the prototype was
easy to use. One user rated this
category with a 2, one rated it a 3, one rated it a 4, and three gave it an
8. Ease of use was the biggest challenge
for our team when designing our new improvements for the interface. The users had problems accomplishing tasks with
our prototype.
Additional Online Survey Results
Thirty-two
surveys were collected from older adults.
We used an online tool called Zoomerang to collect the surveys. This link will display the online survey
questions: Online
Survey. An additional text-based
version of this survey is included in Appendix
A.
Survey Results
- The
age demographic for the survey is as follows: 26% were under 50, 52% were
51-60, 16% were 61-70, and 6% were 71 and older. This means that we correctly reached our
target audience of around the ages of 50-60.
- 84%
didn’t play games on the AARP website, while the other 14% did play games.
- Of the
users that played games, 3 enjoyed the crossword the most, 2 enjoyed the
jigsaw, 1 had the word search as a favorite and another had the Jumble as
their favorite.
- 45% of
the users have a Flash Player installed, 19% do not have a Flash player
installed, and the remaining 36% are not sure if they have this installed
or not. We felt as though this was
still an acceptable ratio for programming the game in flash. Since flash is a free software, we feel
as though older users can still get access to the program.
- 57%
favored a game with a beginning and ending, while the remaining 43%
favored a game that is updated daily.
All of the games on the AARP website are updated daily. These statistics show that there is a
need for a game with a set beginning and end.
- On the
1-9 scale for how important difficulty is in a game is (1 being not
important at all and 9 being extremely important), the average user rated
this as 6.7. The users rated visual
appeal with a rating of 6.5 on average.
These numbers are fairly neutral, for only 32 samples, we can’t be
sure of any statistical differences between the difficulty
of questions in a game versus visual appeal.
- The
most favored color for a background is blue, as rated by our
subjects. This was very significant
for our final prototype. Our screen
has a blue background and this is the correct choice according to our
survey of potential users.
- The
next question was whether the person follows sports. Survey results indicated that the
majority of users followed some sport.
Specifically, 11 people reported that they did not follow sports,
11 people followed baseball, 4 people followed basketball, 2 people
followed soccer, 4 people followed golf, 4 people followed tennis, and 10
followed football. According to
these results, we added several baseball related questions to our game,
since baseball was the most popular of all the sports listed.
- The
final question of the survey asked how much do you know about pop
culture? Twenty percent responded
that they did not know much at all, thirty-seven percent responded that
they knew a little, thirty-three percent responded that they knew as much
as the average person and ten percent responded that they knew more than
average. The pop-culture questions
that we added to the game were not extremely difficult. We feel as though this will be a
positive choice given these survey statistics.