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Week 8 - end user testing

  • Writer: tinascahill
    tinascahill
  • Sep 10, 2021
  • 2 min read

Updated: Sep 26, 2021

Module DM7917


As part of my investigation I wanted to find out how receptive an audience is to AR technology and what they think of this art form. The games industry has been the first to exploit AR technology, an example could be Pokemon Go, although the AR is limited in the game play.


For my project I think and empathy map would be useful as I could find out what motivates a person to interact with art. What methods they would use? Also the best places for them to do this type of interaction? What would they expect to get out of an AR experience? How could engagement be furthered and more enriching?


here is an example of an empathy map:


Empathy Map
© 2017 Dave Gray, xplane.com

Dave Gray's Empathy Map above asks 4 key sections to be completed for the persona to be made:

  1. Goals from observable behaviour.

  2. clockwise direction covering; Seeing, Saying, Doing, and Hearing.

  3. Think and feel: 'The large head in the center is one of the most important aspects of the map’s design.'

  4. The empathy map is great for designing products, services, or customer experiences


Some of the questions I have been asking myself, NN Group see “Empathy mapping is a qualitative method,” https://www.nngroup.com/articles/empathy-mapping/


There are 3 ways to create personas, dependant on the research data required:

  1. Proto personas, meant to quickly align the team’s existing assumptions about who their users are, but not based on (new) research

  2. Qualitative personas, based on small-sample qualitative research, such as interviews, usability tests, or field studies

  3. Statistical personas, where initial qualitative research informs a survey instrument that is used to gather a large sample size, and the personas emerge from statistical analysis

The persona I am looking to test out the value of AR art is statistical from the regional gallery owners, and then Qualitative personas, from user interaction with the AR pebble.


The NN group had a useful article about user testing from Tom Landauer. It showed that the number of usability problems found in a usability test with n users is: N (1-(1- L ) n )

The first user feedback is great, the second has some shared similarities, the third even more.. etc

''After the fifth user, you are wasting your time by observing the same findings repeatedly but not learning much new'.

diagram by Tom Landauer












I am designing a survey for gallery owners to find out their perspective on new art forms. And then I will survey tech savvy people to see how they engage with new art forms.




Resources:

Nielsen, Jakob, and Landauer, Thomas K.: "A mathematical model of the finding of usability problems," Proceedings of ACM INTERCHI'93 Conference (Amsterdam, The Netherlands, 24-29 April 1993), pp. 206-213.


 
 
 

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