|
Usability
Test Results: Masters of Gravity Soap Box Derby Math & Science
Usability testing was conducted on Masters of
Gravity Soap Box Derby Math & Science on September 30, 2003.
Users easily determined the purpose of the CD-ROM as an educational
tool for teaching math and science. One user stated “I can see where
kids would like it,” and another that “hands-on exploration would
really appeal to people who are visual learners.” This report will
highlight some of the areas the CD-ROM can be made even more
effective. Areas of focus will be: General Navigation, Visual
Recognition, Activity Instructions, Activity Navigation, and
Activity Level Recommendations. Areas of interest and other user
comments will also be highlighted.
return to top
General
Navigation
Main Menu Page: Highlight ‘Activities’ link
In a number of cases,
users were immediately drawn to “Teacher’s Tools.” This link is bold
in color and font and draws attention immediately. Drawing the
user’s eyes to the ‘Activities’ link would highlight the major
purpose of the CD-ROM. This can be achieved by enlarging the font,
changing the background color, or repositioning the link. Two users
were also confused by the size of the clickable area under the
activities text, they thought there were multiple links associated
with this large area.
Activities Page: Clearly define individual
activity links
Three links on this page
gave some of the users difficulty. The first is the “Energy” link,
one user knew that the sandwich was clickable but did not notice the
word energy. This text could benefit from being darker or
highlighted in some way. The second is the “Simple Machine” link,
which two users pointed out was not entirely on the screen. Lastly,
is the Main Menu link, which one user thought was the starting place
for the activities and was shocked to be taken back to the garage
page. This could be remedied by changing to terminology to “Return
to Garage” or simply “Garage.”
Activities Page: Improve text navigation
Some users tried to click
on the colored text in the instructions on this page. This can be
helped by rending these words in bold typeface or giving them a
rollover behavior that highlights the area of the page being
discussed.
return to top
Visual Recognition
Visual hierarchy
In many cases users were
found roaming around pages waiting for a hand to appear in order to
find what was clickable. Even when an icon was perceived as
clickable, it was not always easily understood. The sandwich was an
example of this. “I know I could click on
it, but I didn’t know what it was about.” Some users did not
realize the sandwich said “energy” until the page was explored for
several minutes. The occasional lack of visual hierarchy hampered
navigation. Design elements, although visually pleasing, at many
times confused users. This could be resolved with consistently
emphasizing visual hierarchy throughout the program.
Visual conformation
Users need feedback, which
could increase navigability and decrease frustration.
Users were found saying,
“it doesn’t look like it is working,” and “I broke the program.”
Lack of communication may lead to a lack of interaction. Enhanced
communications might include be solved by including visual
indication of load time, or indications such as beeps that
communicate what cannot be clicked on.
Visual Structure
Emphasizing a structure
that flows visually may lead to a much more fluid navigation and
exploration. One major strength of the interface was that its
non-linear approach that encourages exploration, but lack of
transitional flow between exercises led to users having a lack of
direction. Furthermore, knowing what to do next hampered the
experience for some users. Brief rollover descriptions may be one
way to foster direction. A more complete integration of visual flow
into this non-linear style could be achieved through a combination
of enhancing visual hierarchy, visual conformation and overall
structure constructed not just offered exploration, but to channel
it naturally.
return to top
Activity
Introduction
Make it clearer to users that they should exit
the instructions before they can do an activity
Several users encountered
problems with the instructions; they did not understand that the
instructions needed to be closed before they could begin the
activities. Generally, they attempted to move directly into doing
the activity after reading the directions, and grew frustrated when
they could not work on the activity. They wondered if the program
was broken or if something was "supposed to happen."
Potential solutions for
this problem include changing the wording of the "Close" button to
something that would indicate the user is going to begin the
activity, such as "Begin Activity," "Start Activity," or just
"Start." Additionally, this button could be moved to a more
intuitive position, such as centered directly below the directions
text. To get the user to focus more on the directions, the screen
behind them could be blanked out, dimmed or made translucent to
increase user focus on the directions, or they could be enlarged to
cover the entire activity area.
Make the purpose of the notebook clear or move
directions so that users can see them while working on an activity
Several users were
confused as to the function of the information notebook in the
upper-right hand corner, or were not aware of how to recall the
instructions once they had closed them. One user felt that she had
to "try to remember what the directions were." That same user also
did not like that the instructions covered up the activity, and she
could not see the portions of the activity referenced in the
instructions.
Solutions here would
include placing some sort of "Help" or "Directions" label on the
notebook to make the purpose of the notebook clearer to the user.
Additionally, moving the instructions to the location of the
notebook in the upper-right hand corner might solve both this issue
and the ones referenced in the first recommendation in this section.
Users would be able to see the directions at all times, and would
not need to close the directions to get to the activity.
Reduce the amount of text in the instructions
Several users skipped the
directions or did not read all of them because they felt they were
too long and, as one user said, they "wanted to get started on the
activities."
This could be solved by
paring down the amount of text in the instructions. Perhaps they
could be reduced only to bare essentials — pointing out that users
can click on an icon to explore activities on that topic and that
the notebook is available if users need help. Moving the
instructions, as mentioned previously, might also help; users would
be able to reference them as needed during the activity and wouldn't
feel like they had to read something lengthy before they could get
to the activities.
Change colored
text in the instructions
One user thought that
colored text in the instructions was clickable. This text should be
changed to bold or italics to still make it stand out, but not carry
the connotation that it might be a hyperlink.
return to top
Activity
Navigation
Throughout the individual
activities themselves we noticed a few things about the navigation
between activity 1, 2, and 3 in any given activity. We feel it’s
necessary to recommend a few alterations in the general design to
make the interface more usable.
Some suggestions for
improvement are as follows. Remove reference to additional
activities. The subject tried to click on the “2” for the second
activity from the instruction page while the instruction notebook
was still active. The numbering scheme, although quite
understandable once you have used the interface, is confusing when
one is first starting to use it. Perhaps the buttons could be
re-titled into something more immediately understandable and blatant
such as “activity 1” and “activity 2”.
There were a few more
observations in this area. The subjects always attempted activity
one, mainly because it was right there in front of them, and rarely
did they ever notice the 1 and 2 in the corner, furthermore did they
have any idea that the numbers in the corner did anything. Perhaps
those options could be made to stand out a bit more instead of sort
of blending into the page as they do right now.
Some suggestions were to
add tabs to the top of each activity page that represents activity
1, activity 2, and so forth. Oftentimes the bottom left hand corner
is the last place a subject looked for further activities.
Although the subjects did
read the instructions thoroughly and noticed that it does state
“Click 2 for a different activity”, the subjects often said
statements such as “I don’t know what the ‘2’ stands for.” If the
subject was interested enough in the activity they then inquired
about more activities, then searching for a way to get to another
one. It was almost as if what they had read and understood from the
directions were forgotten in a sheer matter of seconds.
Some suggestions were to
include the actual location of the number 2 in the instructions, or
to place a phrase such as “more activities” above the location of
the numbers 1, 2, and 3 on the activity screen.
return to top
Activity Level
Problems
Friction (The Race: Off-Road): Clarify how users
choose a car
Users encountered problems
when attempting to choose a car. One of the users tried to pick a
tire then put it on a car, not knowing the car came with the
selected tire. Other users clicked on a car, then clicked “Start
Race”, and were puzzled when the race did not begin. One user
commented, “It says choose a car and I chose a car and started the
race and nothing happened.” This problem could be remedied in a
number of ways. One option would be to make it so that a car could
be selected by clicking on either a tire or a car. Another
possibility would be to change the text to “Choose a tire style”
instead of “Choose a car.” A final option would be to make the tires
look more like tires.
Simple Machines (Identify the Simple Machines):
Extend the image map
One user experienced
difficulties when choosing a pulley. She clicked on the pulley, but
nothing happened because the image map only covered portions of the
pulley. This could be fixed by extending the image map for the link
to contain the entire pulley.
Simple Machines (Identify the Simple Machines):
Provide clues on the activity screen
One of the users encountered
several problems when trying to play this activity. First of all,
she tried to click the word boxes on the right before selecting a
simple machine part. Secondly, she noticed that the parts on the
cars were highlighted on mouse over, but did not know to click to
select one. A possible way to fix these problems could be to add
text to the activity screen. The text above the cars could say “Step
1” and tell the user to click on a simple machine. Above the simple
machine names, the text could read “Step 2” and tell the user to
choose the appropriate simple machine name.
Simple Machines (Identify the Simple Machines):
State that the pictures show two different views of the same car
One of the users was
confused because it took her awhile to realize that the two cars
were actually the same car, just different views. A possible
solution would be to add labels saying “View 1” and “View 2”.
Collection & Analysis (Who’s Won the Most):
Clarify the purpose of this exercise
This exercise confused one
of the users. She asked, “Who won the most what?” She also remarked
that the other activities in the section were “actual activities and
number one [was] just like a list of something.” A possible way to
correct this would be to include a more detailed explanation of the
purpose of the exercise on the instruction screen.
General Problem: Correct instruction typos
One user noticed that
instructions for several of the activities told the user to “chose”
an aspect of the activity instead of “choose”. This typo appears on
instruction screens within “simple machines,” “geometry,” “ratio &
proportion,” and “collection & analysis.”
General Problem: Highlight the text that informs
the user about a correct or incorrect answer
One user had difficulty
determining if she had made the correct choice within some of the
activities. This problem could be eliminated by changing “Sorry. Try
again” or “Great Job! Try another?” to a brighter color or a larger
font size.
return to top
PMI
We had the subjects come
up with some ideas based on immediate impressions about the
interface. There are three main categories: plus, which is
everything positive about the interface; minus, which is everything
that is bad about the interface; and interesting, which is
everything that is neither plus nor minus and is just something
interesting about the interface.
Plus:
-
Teaching kids about
science
-
Pictures and
explanations
-
Creative
-
The visuals – better
having a visual than just talking about it in class
-
Graphic
-
Pictorial Links
-
Easy to use
-
Colorful
-
Familiar things
-
Hands on
-
Notebook instructions
were shown at the beginning of each exercise
-
Unique activities
-
Gather & keeps kids
attention
-
Very well laid out
Minus:
-
Seen as geared towards
men
-
The closed buttons on
the instruction boxes pose problems
-
Visual hierarchy
problems
-
Simple machines section
is cut off halfway on the interface; a child might not think it’s
clickable
-
Color changing
-
Open instruction
notebook, when it’s open you cannot tell which is the active page
Interesting:
-
Basics of physics are
demonstrated
-
Soapbox derby racing is
an interesting way to present these ideas
-
The use of graph paper
for the exercises is very relatable to the exercises
return to top
 |
PDF files require Adobe Acrobat Reader 5.0 or
above. Get it here.
|
|