Part 4 of the design process

Testing on real users

With an initial prototype finished it's time to test it on real users for authentic feedback

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The test plan


How, why and what to test

With extremely limited time only superficial tests were conducted with friends. Their feedback however did change the designs somewhat and solidified the direction. No matter how unrealised an idea, feedback can it can help prosper it to prove it could work or it's timely death.

Data collected during testing


Boredom

Were they natural interested in the aesthetics and use case?

Design Bugs

Were there any details in the UI that were unintelligible

Ease of use

In the app experience, were the next steps logical and intuitive

Preference

In a few cases I showed two alternatives for the UI and let them decide which was best.

What users said about it


"The onboarding walk-through helped me understand the project"

Nikki Anderton, regular class user

"Finding some of the text hard to read, especially on the coloured backgrounds."

Kaspar Iskjær, PT in training

"Hard to understand how exactly the animations would work, but I like the idea."

Drew Jackson, former PT

Conclusions


Don't overdo the visual effects

Textures and business of tool-tips were distracting users from the simple sign up flow.

Celebrate successes

The guys really liked the idea of announcements on the wall monitor when personal bests were reached.

The colour scheme did divide

The all pink brand was seen as both gaudy and unique. Perhaps more colours needed?

Up next

Part 5 of the design process: Apply a visual aesthetic

Using the conclusions of testing to improve the app through visual design consolidation