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Exercise Companion Usability Evaluation Design

Usability Goals and Senarios:

User Goal 1

  • Task: User can sign in
  • Scenario: Imagine you are a user who seeks to improve their physical fitness, but needs a motivation. You are told of this application which allows companionship with a virtual pet for whose health and experience mimics your own fitness. You've just installed the application and need to sign in (using a provided account)
  • Success Condition: User signs in with provided account

User Goal 2

  • Task: User can view step history, pet health, and pet experience
  • Scenario: Your next task is to find the step history, pet health, and pet experience as quickly as possible. Note the steps for today and yesterday. Give a rough percentage approixmation of the pet's health and experience.
  • Success Condition: User finds the step counter within a minute and denotes the correct step history. Along with a percentage approximation within 10% for pet health and experience.

User Goal 3

  • Task: User can claim rewards and purchase any item
  • Scenario: Assuming you've walked a few hundred steps, and wish to give your pet an accessory. Find a way to gain currency in the tasks menu and find the shop menu to purchase an item.
  • Success Condition: User claims reward/ currency and is able to purchase a pet or accessory.

User Goal 4

  • Task: User can customize pet
  • Scenario: Once you have an accessory, you wish your pet to wear the accessory. Find a way to give your pet a hat.
  • Success Condition: User successfully changes the pet's accessory.

User Goal 5

  • Task: User can change pet
  • Scenario: Assuming your pet has bit the dust or you've wish to have different companion. Find a way to switch to another pet.
  • Success Condition: User swaps to a different pet.

Vocabulary

  • Health: Refers to an imaginary health value associated with a pet. Ideally, it shall go down over time, and increase when the user walks (step counter). Higher the better.
  • Experience: Refers to an imaginary experience value associated with a pet which denotes the total amount of walking the user has done with this pet, higher the better
  • Step: Refers to the steps a user has taken for the step counter.
  • Shop: Refers to the in-app store for which users may purchase more pets or accessories.
  • Task: Refers to an optional activity for the user to accomplish. Upon accomplishment, they recieve a reward.

User Types

  • Virtual Pet Owner: Referes to the end user for which the app targets. The user that owns the virtual pets.

Participation

  • Signed concent forms are available to authorized personel.

Recuritment

  • Users were recruited based on whoever wanted to take part. Typically close friends, and frequently seen associates will be asked to participicate.

Participants

  • A
    • Has Real Pet:
    • Exercises Regularly:
    • Plays Games:
    • Place Where Usability Test was Taken:
  • B
    • Has Real Pet:
    • Exercises Regularly:
    • Plays Games:
    • Place Where Usability Test was Taken:
  • C
    • Has Real Pet:
    • Exercises Regularly:
    • Plays Games:
    • Place Where Usability Test was Taken:
  • D
    • Has Real Pet:
    • Exercises Regularly:
    • Plays Games:
    • Place Where Usability Test was Taken:
  • E
    • Has Real Pet:
    • Exercises Regularly:
    • Plays Games:
    • Place Where Usability Test was Taken:

Script

  • We are evaluating the usability of a excercise companion application to determine any fatal usability issues.
  • This will not take more than 25 minutes
  • Feel free to express your unhinged feelings about this application
  • Ask if you have any questions
  • Only our team will see this consent form and you may termininate this session at anytime

Data

  • A
    • Device Used: Your Device
    • Goal 1 Observations:
    • Goal 2 Observations:
    • Goal 3 Observations:
    • Goal 4 Observations:
    • Goal 5 Observations:
  • B
    • Device Used:
    • Goal 1 Observations:
    • Goal 2 Observations:
    • Goal 3 Observations:
    • Goal 4 Observations:
    • Goal 5 Observations:
  • C
    • Device Used:
    • Goal 1 Observations:
    • Goal 2 Observations:
    • Goal 3 Observations:
    • Goal 4 Observations:
    • Goal 5 Observations:
  • D
    • Device Used:
    • Goal 1 Observations:
    • Goal 2 Observations:
    • Goal 3 Observations:
    • Goal 4 Observations:
    • Goal 5 Observations:
  • E
    • Device Used:
    • Goal 1 Observations:
    • Goal 2 Observations:
    • Goal 3 Observations:
    • Goal 4 Observations:
    • Goal 5 Observations:

Results

  • Usability Issue 1:
  • Usability Issue 2:
  • Usability Issue 3:

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