3.0 Usability Testing
3.1 Initial Usability Testing
6 participants were invited to test out the proposed design. (Participants did not want to be photographed)
Each participant was given similar tasks to create a squad, join someone else's squad, update a friend's status during the outing, checking home.
5 out of 6 users were able to easily complete the task.
The one user who had some trouble navigating the prototype was concerned about all the options the app offers during navigating which we noted.
3.2 Synthesized Conclusion
Despite the rather easy completion of tasks by our participants, they said the low fidelity UI sometimes becomes confusing because the icons are unclear. Our group decided to focus on creating a high fidelity with a more streamlined happy path for better testing.
3.3 Medium Fi Mock up
This happy path of the core experience was created to test a simplified scenario of using our app during a party environment.
The gamified nature for planning a safe outing is shown in choosing a role function where a team is similar to a MOBA or team tactic game with different roles balancing each other out.
The room function of Squad shows an abstract understanding of proximity and location of all party members relative to each other since absolute accuracy of maps and GPS tracking is not too useful when everyone is at the same venue.
Leaving the party and returning home is oftentimes one of the riskiest time frames, most of the safety features are designed here, alerting all "Squad" mates automatically if you fail to check in after a set amount of time.
3.4 Medium Fi Usability Testing Party Environment
This design was tested at a real party environment. This is important since seeing how people navigate and complete the tasks during distractions and none sober situations was something we needed to design for.
3.5 Redesigned Validations & Critique Feedbacks
The redesigned mockup was able to produce much better results since the more polished mockups had better signifiers to the testers. We were also able to test out how party members would check in with each other using a wizard of oz prototyping method.
The key takeaway and feedback were at a darker environment many users disliked the bright white UI, this gave us thought to create a dark mode for our final deliverable.
From our observation we noticed users still misclick the emojis during the check up screens.Therefore we simplified our status checking system from picking a certain emoji to scroll emotion indicators through left to right.