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Five graduate students were tested following the designer's cognitive walkthrough. Data was gathered for 5 user sessions, using a Likert scale for 10 questions. 4 out of 5 users specifically mentioned the clean, simplicity of the site's design.
Five graduate students were tested following the designer's cognitive walkthrough. Data was gathered for 5 user sessions, using a Likert scale for 10 questions. 4 out of 5 users specifically mentioned the clean, simplicity of the site's design.
Five graduate students were tested following the designer's cognitive walkthrough. Data was gathered for 5 user sessions, using a Likert scale for 10 questions. 4 out of 5 users specifically mentioned the clean, simplicity of the site's design.
Five graduate students were tested following the designers cognitive
walkthrough, in order to clarify strengths and weaknesses of the system. Testing methodology A PowerPoint presentation was developed as a low-fi prototype with hyperlinks, to enable click-navigation, like a website. Screen-cast-o-matic software was used to record screencasts of the user testing mouse clicks, audio, and timing. User comments were captured in the audio portion of the recording, supplemented with manual note-taking of comments for later review and compilation. Data Gathered Data was gathered for 5 user sessions, using a Likert scale for 10 questions, with 3 additional questions inviting user-written comment. Additional key comments are compiled from notes and recordings.
(5.6) 2. Overall, the site has clear features. (5.4) 3. The site provided me new information. (5.2) 4. The website was easy to navigate. (5.4) 5. I was able to keep track of where I was on the website. (4.2) 6. The feedback information provided helpful clarifications. (4.4) 7. I would participate in future research on this topic. (4.0) 8. The design of the website was clear. (5.6) 9. The questions were clear. (4.4) 10. I was able to complete the task in a
timely manner.(4.8) Time to completion Minutes: seconds
10: 41
8:2 1
14: 58
10: 23
13: 23
Written feedback comments were provided in response to the following
3 prompt questions: 1. I found_________ to be confusing. 2. I wish the website has more_________. 3. My favorite feature of the website was__________. Analysis of the users written comments revealed the following themes: o 4 out of 5 users specifically mentioned the clean, simplicity of the sites design as their favorite feature of the prototype. o 2 out of 5 users requested more pictures or animations. o 3 out of 5 users expressed confusion and guessing about what the correct answers might be. o 1 user was more specific in requesting that the videos or animations demonstrate scenario application of the concepts prior to test questions. Observations and notes from the Think Aloud sessions revealed the following themes of positive and negative experiences with the test session: o Users value navigation ease and feel calmer when a clean, simple interface prevents them from getting lost. o 5 out of 5 users commented that the repetition of the question & feedback pattern was helpful. While this point was interesting to note, the final design will focus on less repetition and more interesting engagement with scenarios. o Several users commented that they learned more from feedback when they were wrong, and were less likely to read the dense text when they were correct. o Strategies for multiple choice demonstrated that there was more interest in getting the questions correct and moving-on quickly, rather than the question system creating significant curiosity about the information.
Major Findings for Usability
The system at this initial testing phase was primarily comprised of dense text. The information and assessments were focused on vocabulary first, with the intention of providing a foundation fro upcoming components. The 6 vocabulary questions in a row were still too much wording to cover, and the user testing suggests that in this case
with sensitive and complex material involved, media animations
or video assists with creating an accessible, relaxed attitude for the information to be absorbed. The information contained in questions and feedback will have greater relevance and effectiveness when presented in a more entertaining and less test-oriented format.
The system provided opportunities for deep learning and application of
knowledge, yet without first providing sufficient visual variety or interest-gathering scenarios, prior to testing. Feedback was the most effective portion of the learning. Requiring learners to test and learn from right or wrong answer feedback is stressful. This risks alienating adult learners who gather information more willingly when they: 1.) see it as immediately relevant, and 2.) feel thoroughly prepared and confident before entering any testing scenarios. There was frequent disbelief that some of the statements or scenarios could occur. This reaction validates the projects Challenge statement. Unfortunately, the disbelief reaction also underscores the weakness of reading text for presentation method versus compelling video or animated scenarios to engage learners. Visual design and animations will also allow users to watch situations unfolding, rather than asking them to imagine. The system was not particularly fun or engaging.
Since the subject matter is already challenging and potentially
offensive, efforts should be made to make it as entertaining and interesting as possible. Visual design and animations will facilitate a visual branding style, setting a friendly tone for the project.
Major Findings for Learning
The initial system supported: o Academic knowledge of foundational vocabulary. o Navigation ease and clarity. The initial system did not support: o Interesting, non-threatening exposure to visual scenarios (animations or video.) o Immediate learner opportunities for scenario applicationknowledge of the priority compassion & empathy goal-states. o Lighthearted, non-shaming, learning presented in a way that calms learners and overcomes possible psychological resistance to experimentation and examination of the microaggression topics. Priorities for Revision and Future Development Major priorities for developing the system to completion next semester: Incorporating story/scenarios immediately as a key to generating interest and overcoming resistance to this information. o Based on user testing, the highest priorities for revising the current system prototype will be to add engaging stories and visual variety (videos, animations, humor) to the examples and
training portion prior to the introduction of emotionally-charged
vocabulary. o The initial system focused on academic approaches to vocabulary strength first, elaborating and applying in progressive steps. o The heaviness of the topic, and the need for immediate interest and engagement indicates a much different approach. The project goal will not be to create experts on the topic of Microaggressions, but rather to create a friendly introduction for those who might otherwise remain unaware or resistance. Revisions to the Instructional Analysis will prioritize: reducing amount of text vocabulary, increasing scenario applications, increasing immediate user-engagement with scenarios from the beginning of the first module, and emphasizing follow-up strategies for after communication errors and microaggressions have already occurred. System Maps require complete revision to incorporate new content.