9) TRECC – User Testing

The goals of our prototyping sessions is to gain critical information from our stakeholders on their opinions about our app design. The most important thing being whether they think the design has fulfilled our project brief and do they think it would work in practice. From here, we can add or take away any features they think as they are more knowledgable and because we have been working so closely to this app for a while we may have missed some vital elements.

We created a script that would be asked to all stakeholders so that the information we received was in some way structured and we could easily compare the comments. Here is a copy of our proposed questions:

  1. Does the prototype do what it’s supposed to?

 

  1. Does anything distract you or get in their way?

 

  1. Does the navigation path work? (Can users find what they’re looking for?)

 

  1. Do you think this fits the target market?

 

  1. Is anything confusing or unclear?

 

  1. How likely or unlikely would you be to recommend the finished product to a friend or college?

 

 

  1. How would they describe this product using their own words?

 

  1. Does this app solve the problem?

 

  1. What, if anything would you change?

We first of all get the basic questions out of the way and then we see if it is practical to use and easy to navigate. The usability sessions are needed to highlight if anything is unclear to the average user as we need to make is as user friendly as possible.

In the session, we would start off by introducing screenshots printed on A3 to give an outline of the features of the app and the design aesthetics. Also, we would show them how the app would be accessible in daily life by showing them the poster we designed with the QR code on. We would explain how this would be posted through letters boxes juts like they do every time there is a community consultation meeting. However, highlight this would minimise paper because from there the app allows notifications of new developments. This task is so they can see everything together to see if anything stands out immediately.

Following on from this we would then pass them a phone with the app loaded as any other user would see and give them tasks to reach certain pages. This would tell us how the app performs and makes it easy for them to express if they get stuck at any point. In the session, we would try and follow the questions so there is structure and they don’t go off on a tangent. It is also to ensure that the conversation is relevant. Our sessions will be private so that it is not too noisy so we can properly explain and can have a conversation with no distractions.

In terms of the 5 act interview from the Sprint Book, we would have already done a friendly welcome as we greet them at the meeting place and we will start to introduce the prototype with the A3 paper. The questions will follow merged with the tasks and the debrief will come at the end concluding the session.

4) TRECC Review and Project inspirations

This week we made a lot of advancements from the previous week as we felt we couldn’t really move forward without meeting our mentor. When we met with Peter he guided us on power dynamics as something major we need to consider- do community feel safe expressing their views to a large, intimidating company? Will their voices be heard? Will their views and opinions be twisted? David also expressed concerns over transparency- how much will be released to the public? Will anything be held from public? Regarding the app he suggested a few things for us to consider:

  •  A reference/scrutiny group to sign things off from developers before posting on the site and approve comments from residents before they go live
  • Is it possible to have a framework? Each development is different
  • Developers digitised proposals make it easy for them to gloss over more difficult/controversial parts of the scheme- we need to be aware of that and keep up level of transparency
  • Always going to be controversy and challenge around new developments- has potential to cause more dispute
  • WHO IS YOUR AUDIENCE?

From the meeting and time spent as a group we had began to perfect our ideas and think more in depth about the exact features of our app. Another main point is the we had previously been calling the group of people we wanted to engage with ‘hard to reach’ and from our mid term presentation it was pointed out that how could we engage with all these different groups of people with one app when they all have different needs. We came to the decision that we would be focusing our app on the groups of people that already show an interest in planning but due to current procedures they cannot express how they feel. Now our aim was to focus on people that wanted to engage but couldn’t rather than get more people engaged because you can’t really engage someone if they don’t want to be engaged. From this we had a clear focus and could begin to start thinking of how we would design our app.

Atlanta Community Engagement Playbook:

Inspirations for the app came from literature and ideas around the world and we could really start to get specific in what we wanted. One very helpful literature was about the Atlanta Community Engagement PlayBook which is designed for Atlanta one of the fastest growing cities in USA to engage communities to facilitate constructive engagement and to mobilise community-led development and change. The long-term goal is to offer community associates and service providers a set of actionable practices to achieve greater levels of quality engagement. We selected this as one of our main inspirations as we would be associated more closely with being a ‘service provider’, but some of the principles behind the plays for community associations are what we are trying to include within the app (e.g. creating a community led vision for change; creating an inviting and open platform for community members to rally around; and weaving elements of fun and culture the practice). The long-term goals of the playbook is similar to our long-term goal as we want to create a tool that will actually alter the current practices, however we are going down the route of the app rather than more community based projects. This makes it easier for us to involve all the members of the community that wish to be involved. Some of the action guides provide useful methods for some practices, we have used, and could still use, some of these guides when going through the processes of mapping, sketching, deciding, prototyping, and testing.

Playing with Empathy: Digital Role-playing games in Public Meetings

This literature was a study of the implementation of a game called participatory Chinatown a 3D multiplayer game designed to be played in the physical space of planning meeting in Bostons Chinatown neighbourhood. The reading helped us to understand how role-play can affect the way people understand issues and engage and looks at challenges of extracting player empathy from gameplay to a larger context that can then be studied and implemented. Some features include augmented deliberation like debating while playing as character in 3D virtual world (not necessarily as themselves) enchancing empathy, which is needed for group cooperation. There were high scores at the end for discussion where the discussion moderator asks people (using characters name) on how they felt about results this prompted discussion about competition, trade-off, lack of resources, transportation. Participatory Chinatown demonstrates that role-play can engage players in local issues and motivate engagement. However its making people aware of how the framework acts outside the game when you cannot score points. We used some extractions from this document rather than the framework of the game. Our target audience is not people that have a lot of time on their hands and would not really engage in something that required so much effort as going somewhere and walking around. However from this we learnt that the whole idea of visually seeing something and being able to walk around it and see all elements really helped with engagement. From this we started to develop ideas about a map feature in our app that would allow users to physically see the development locations and scroll around to see exact details. Also the importance of the discussion aspect, in our app rather than promote a huge conversation between everyone which could go off topic we are thinking about more of a news feed of everyone different comments so everyone feels their voices are heard.

Second life:

This idea is advanced logging (collection of data) techniques to capture the interactions of the user with the virtual environment to generate a log i.e. what people look for in a CAD imagine or where they go in a game. This is then brought together to create an approximate estimation of real user interaction with the project in real life. It can produce design ideas and amendments from planners and users of the programme. Second Life gives a running account of user experience with the project as it starts and moves on, giving planners better and more comprehensive ideas for the use of space. Second Life puts users in a virtual world in the place of an avatar or a playable character, users walk through and interact with the space and the objects within it. Users can see how the new development will look or show how they interacted with the old site and information is collected from both. We took a lot of inspiration for this as it really showed that ICT is becoming ever more vital for urban planning in 21st century but there is some worry about more local communities being overlooked in favour of more global and further reaching initiatives so we realised the importance of focusing on the local. From this we decided to make everything user specific so that the community felt that this application had been made for them and tailored to there needs which we had gathered from our stakeholder meetings. But also heavily featured these ICT features that are fairly new and we new we wanted the make something modern and innovative. It showed us that to visualise it there needs to be a feature of the virtual environment we have continually seen pop up to stay with the times.

We look forward to start defining and perfecting our ideas.