developing and evaluating a personal task analysis … · 2016-08-11 · developing and evaluating...
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DEVELOPING AND EVALUATING A PERSONAL
TASK ANALYSIS APPUniversity of Hawai`i at Mānoa
Elon Ng
Master’s in Learning Design and Technology
ptayng.app.appery.io
DEVELOPING AND EVALUATING A PERSONAL
TASK ANALYSIS APPUniversity of Hawai`i at Mānoa
Elon Ng
Master’s in Learning Design and Technology
ptayng.app.appery.io
Quick Survey!
How many apps do you have on your phone?
A. 0-5
B. 6-10
C. 11-15
D. I have an app to count all my apps (too many)!
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Quick Survey!
How many of those apps would you say are “self-
help” or “productive?”
A. 1-4
B. 5-8
C. 8+
D. Candy Crush is pretty productive (none)!
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Problem
■ Technology has exploded over the previous decade – seemingly making our lives
more convenient
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Problem
■ Technology has exploded over the previous decade – seemingly making our lives
more convenient
■ Interest in digitalizing an in-class activity for a graduate class
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Problem
■ Technology has exploded over the previous decade – seemingly making our lives
more convenient
■ Interest in digitalizing an in-class activity for a graduate class
■ Personal motivations
to develop and
evaluate an app
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Purpose
The purpose of this usability project was to develop
and evaluate the ease of use for a gamified app of a
personal task analysis from an activity in a graduate
course used at a university on the island of O`ahu.
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
The In-Class Activity
Maslow, A. H. (1943). A theory of human motivation. Psychological review,50(4), 370.
=
Personal
Professional
Student
Life
=
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
The In-Class Activity
Maslow, A. H. (1943). A theory of human motivation. Psychological review,50(4), 370.
Personal
Professional
Student
Life
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Paper Prototype
First Iteration
Second Iteration
Future Iterations
Design Process
First
Round of
Testing
Second
Round of
Testing
Materials
Developed
Paper Prototype Ideas
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Choosing a Platform
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
First Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
First Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
First Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
First Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Second Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Second Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Second Iteration
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Implementation
■ Usability Protocol
■ 6 Participants, two
rounds of 3
participants each
■ Pre-Test and Post-
Test
■ Given four tasks to
perform
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Implementation
■ Recording Using
FlashBack Express
■ Free software that
lets you see user
input
■ Sound Recording and
Screen Capture with
no watermark!
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Participants
■ Recruitment Email Sent
■ Six Participants
■ 2 Male, 4 Female
■ 25-54 years old
■ 4 Master’s Students,
2 Doctorate Students
■ Most did look at their
weekly schedule
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Pre Test Results
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
• Sample apps include –
• Social Media programs (Instagram, Facebook, Twitter)
• Organizational Apps (Calendar, Mail, Scheduler)
• Activity Apps (Nike+, Runtastic, Bus Schedule)
During the Study – Round 1
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Task 1 – Average 4 clicks
Task 2 – Average 3 clicks
Task 3 – Average 2 clicks
Task 4 – Average 2 clicks
During the Study – Round 1
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Participant 1 Participant 3
During the Study – Round 2
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Task 1 – Average 3 clicks
Task 2 – Average 2 clicks
Task 3 – Average 1 clicks
Task 4 – Average 1 clicks
During the Study – Round 1
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Participant 4 Participant 5
Post Test Results
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
1 2 3 4 5
Labels for buttons or pages are clear and concise.
I can use the app without instructions.
The app is user-friendly.
Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree
Round 1 Testing Post-Study Survey
Participant 1 Participant 2 Participant 3
Post Test Results
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
1 2 3 4 5
Labels for buttons or pages are clear and concise.
I can use the app without instructions.
The app is user-friendly.
Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree
Round 1 Testing Post-Study Survey
Participant 1 Participant 2 Participant 3
1 2 3 4 5
Labels for buttons or pages are clear and concise.
I can use the app without instructions.
The app is user-friendly.
Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree
Round 2 Testing Post-Study Survey
Participant 4 Participant 5 Participant 6
Written Results (Round 1 Post-Test)
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Written Results (Round 2 Post-Test)
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Findings (discussion)
■ Second Iteration an improvement– Improved visuals– Less confusion on Home page– Higher post-test results (more
satisfaction overall)
■ Further iterations incorporating feedback continues to improve the app
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Conclusion (Reflections)
■ Limitations
– Time and Resources
– Settling on a Platform
– Gamification might better be
reserved for another type of app
■ Usability Study Protocol
■ Technical Skills
– Javascript
■ Conducting a Usability Study
INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION
Questions?
Thank you for Listening!
A HUGE thank you hug to:
■ My advisor, Dr. Catherine Fulford
■ LTEC Ohana -- Faculty and Staff
■ Critical Friends
■ My Cohort
■ Good Friends at UH
■ Tea