Outcomes
Users were asked to tap four coloured dots on the floor with their feet to play a basic version of the game and provide feedback. The coloured dots on the screen corresponded to coloured dots on a floor.
Users played the game a minimum of four times (maximum of 7). Most user wanted to get the best time possible and kept playing until they felt they had achieved that. Users would keep track of their best scores in their head.
I measured user feedback through observation, in-person questions and an online questionnaire. The data from these measures can be found
here.
I wanted to know:
- What formation of dots is both challenging (users need to use both feet, can't press multiple dots at once) and fun (is not so hard that user gives up early on or does not want to play)
- How long it takes a user to complete a basic level (25 dots) and how that time improves over multiple goes.
Reflections
The physical format for the prototype was a good way to get more detailed feedback on how the game is played. It allowed me to observe users' interaction and how physical it was as they became tired and 'puffed' trying to tap all the dots and beat their times. It was interesting to see how competitive users were with themselves and how even though the timer was there for my benefit for tracking purposes, users manually took note of their times to improve upon.
Testing with more users who weren't from class was again useful. It was different getting feedback from people who had no prior knowledge of the concept but equally valuable in class as I was able to get comparison feedback (e.g. this element worked better than last time). A mix of new and previous users led to more insight.
Effectiveness
When it was fully functional, the prototype worked really well and I was able to answer the specific questions I had about the formation on the input. It was very clear both verbally and through the survey which formation was preferred (square).
The first session (not in class) was very successful but the in-class one had problems with one of the dots only working intermittently. This was a significant obstacle in getting more users to participate in testing. I pulled apart the prototype after the session and am still not sure where the connectedness failed. It is a downside of quick prototyping like this that it wasn't robust enough to withstand transport and multiple testing sessions.
Constraints
The constraint of testing the physical input in the session meant that when it didn't work, I couldn't test. There were no backup inputs as using a keyboard would not have answered the questions I was testing. It was quite disappointing to have to stop testing because of this.
Implications
Changes to my concept
Future prototypes
- Interactive Prototype 3 (IP3)
- add high-score to screen for users to see
- change timer from count up to count down
- make background change colour with timer (sunshine to night timer)
- add additional visual cue to stage to make it clearer which dot is next
- Future prototypes
- on-screen feedback for wrong control pressed (not just sound)
- add movement to cat
- change timer from count up to count down
- add sun rising and setting to stage
- make start/stop easier (enter or other control)
- add in the extra bits (power-ups, levels, etc)
Future testing sessions
- possible use other input methods to test other elements of game to avoid having input breakdowns affect testing session (if inputs are not the element being tested)