DIGITAL LEARNING PRODUCT FOR KIDS
The age groups were grades K-3 and 4-6. The team wanted to learn what was the cutoff age for learning, understandability and enjoyment.
USABILITY, USEFULNESS & DELIGHT
E-cOMMERCE AND BTO B
We created a task analysis study, observing the users pay bills in a lab setting, as well as had them pay some mock bills in a new designs' concept mock up
In identifying the setup being the most problematic and time consuming aspect, a wizard style on-boarding process was created to ease this hurdle.
ETHNOGRAPHIC RESEARCH/DIARY STUDIES
USABILITY AND PLAYABILITY TESTING
TAK AND THE POWER OF JUJU
We performed user testing for all 3 versions of this IP from THQ then Disney
Project Goals The team was launching a new product and IP. They wanted to be sure the players would find it easy to get into and play, and have fun.
Our Solution We provided user testing with representative players. There was a mix of boys and girls, ages were a spread to see the limit of its viability.
Results The first players found the game hard to figure out how to play. If this game had been released without this knowledge, the results would have been catastrophic. As a result of these findings, the design team was able to respond and the result was three sequels to this game.