Low-Fi Prototyping & Pilot Usability Testing

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Dan Yu Simon Kim Alex Wang Dazzle Low-Fi Prototyping & Pilot Usability Testing Lena Hong

Overview of Low-Fi Prototyping Value proposition and mission statement. Narrowed down designs to target mobile platform. Conducted prototype testing with variety of users. Formulated design ideas from participant feedback.

Mission Statement & Value Proposition Declutter your Mind! We aim to provide people of all ages with the resources and exercises necessary to eliminate creative pains. In doing so, we hope to create a community of creative learners who can all grow together.

UI Sketching & Storyboarding After creating quick UI sketches, we used the design ideas and UI components to create storyboards for the top two interfaces: Web Platform and Mobile Device

Selected Interface & Reasoning After designing interfaces across a variety of platforms, we settled on using the iphone/android device as our designated platform. This is because this device is the most easily accessible and flexible, given our intended tasks: Ice-Breaking, Taking a Creative Break, and Creative Outsourcing

Task: Ice-Breaking for Groups (Medium) This task promotes interaction among the members in a group. The core idea is the phone is passed around and each user has to answer the creative question in a set time. All answers are recorded and shown at the end.

Task: Fostering Productive Breaks (Simple) In this exercise, we allow users to either type or speak answers to a creative question. We then score their answers and return a creativity score.

Task: Crowdsourcing Creativity (Complex) Selecting the crowdsourcing creativity option redirects the user to a page where he or she can ask a question and draw an (optional) associated image. Then transitions to page with answers given by the community, with live updates feeding into the list. User can keep a history of all of the questions he or she has asked, which is accessible from the starting screen.

Experimental Method Carried out testing in environments where we expected the app to be used in, in production. Exposed all three tasks, shown to the right, to each of the users, thus allowing them to select for themselves. Group members took on the following roles: Alex: Computer, handled interaction and user input. Lena: Facilitator, guided user and acknowledged with feedback. Simon: Scribe, recorded anything the participants said. Dan: Scribe, also helped record feedback given by participants.

Participant #1 A graduate student focusing on designs in Computer Science. Preferred to speak his answers. It felt most natural, but he raised concerns over the accuracy of existing natural language processing technology. Believed that the concept could be improved if users were allowed to set preferences, and thus activities would pair with users based on this.

Participant #2 A sophomore having trouble working through the puzzles of CS103. Felt confused by the in-app options provided: individual, group, crowdsource. Interacted with the crowdsourcing ideas exercise, and was pleased by the drawings she received in response.

Participant #3 A senior majoring in Science Technology and Society who runs into creative blocks during writing Revealed she was skeptical over the viability of the group activity exercise. Said that the efficacy of the group activity depends a lot on the person holding the app at any given time.

Further Developments Validated the need. Participants loved the idea of being able to take a creative break. Could integrate participant suggestions, such as allowing users to set creative preferences. Issues we encountered were primarily UI focused In keeping the app minimal, we sacrificed operability in exchange for aesthetics and simplicity. Will more clearly delineate between the option of answering and asking a creative question or task.

Summary of Low-Fi Prototyping Using the low-fi prototyping process delineated in spec, we transitioned from UI Sketches, to storyboards, to testable prototypes. Participants in the experiment were pleased by our app concept. Feedback received from participants could be integrated into future iterations of the prototyping interface.