DIGITAL LEARNING PRODUCT FOR KIDS
Goals The educational learning company wanted to ensure the UI, usability and engagement factor were incorporated into the design. In addition, they wanted to ensure the appropriate grade levels were learning according the the assessment goals.
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.
Our Solutions We had a kickoff meeting with the stakeholders, identifying their goals, and from that we created a test plan for the usability testing. We observed the users and the areas of concern. We measured in addition, the engagement and immersion a major concern to the stakeholders. We did this by taking the' "temperature" of the users level of engagement throughout. We interviewed the users' perception of the product as well as the observation data.
Results The analysis revealed may usability issues unknown to the client until we performed this project. Because we "probe" and did a Think Aloud method of usability testing, we understood why the users had the issues, and this provided the correct insight for providing appropriate design solutions. Our actionable report was based on the data, but also on the design workshop we had during the user testing and after where we had an interactive discussion brainstorming with the team design solutions.
Project Goals To understand how players first playing this game experienced the new player experience and the new controls. This was a time where many games were ported from the PC to the Console. Consequently there was trial and error with the controller and HUD design. The stakeholders were interested to hear what players thought of this first design.
Our Solution We recruited players who just played the game, and gained insight into what their experiences were, within a focus group construct.
Results We identified the areas of the controller scheme that were problematic. Most of the issues had to do with the complexity of the design, and having to memorize some challenging configurations. This placed a burden on the player. The actionable results led to a new design that greatly improved the players experience with the controller and thus the game.
USABILITY, USEFULNESS & DELIGHT
Project Goal A new design of a mobile app that was gaining popularity, but competition as well. It had to be not only usable, useful, but also delightful.
Our Solution Since this was a startup and a small team, and the team wanted live moderated user testing so they could gain the most insight, we set up a portable lab. We utilized our mobile app equipment and use two rooms in the office where the team could come in and out of the observation room, and we tested the users in a small living room style conference room. We recruited representative users which included several international customers where english was their second language.
Results We validated navigation, terminology, layout and visual design, and informed the design team of areas that were problematic user experiences. The actionable results immediately translated into a new navigation scheme, modifications in the information design and validated the visual design. We highlighted the areas that were delightful and suggested elements to enhance this further. The App went onto being popular..
Project Goals There was a casino style game being designed for the european market. The stakeholders wanted to improve the design for that market and also be viable for the US Market.
Our Solution We performed a usability study where the results provided actionable insights and suggestions. Since this was an international team new to this type of user study, we were asked to also come to the studio and to present the results both as a training of UX, and insight into the issues found from the research.
Results We identified many issues, if not uncovered before being released, would have caused fairly catastrophic errors.
E-cOMMERCE AND BTO B
Project Goal We were asked to inform the design a new bill pay design for an online banking website. We were given a short period of time to both understand the optimal design as well as offer insight into a concept already prototyped.
Our Solution We identified the need to understand what people do to pay their bills. What type of flexibility they need, what are opportunities to take the pain points away, enhance their experience as well as meeting the banks' business goals.
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
Results We learned what people do to pay bills, the flexibility needed, and the information that will enhance their experience and take away the pain. With the current first design concept, we identified improvements based on the task analysis learnings, as well as created a new design concept that met the users needs.
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
Project Goals The stakeholders were interested in identifying new products that customers would find valuable and a value add service.
Our Solution We selected a cross of the levels of small business owners by size of business and annual revenue.
We did the "Follow Me Home" interviews, where we went to the customers
Results The stakeholders learned what products the needs of the customer groups, and areas that are pain points. These together resulted in several products offerings that were considered value adds to many their small business owners. The products now serve the small business owners as well as high revenue small businesses.
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.