Evaluation & User Study

Heuristic Evaluation

Testable Questions

Data to Collect (Dependent Variables)

To evaluate usability and test the hypotheses, the following data will be collected:

Quantitative Data

  • Task completion time (in minutes)
    • User 1: 2:08, User 2: 4:59 (minus 2 minutes, because of duration of one of the dailies), User 3: 6:03
  • Task success rate (completed / not completed)
    • Choose a pet: User 1 ✅, User 2 ✅, User 3 ✅
    • Rename the pet: User 1 ✅, User 2 ✅, User 3 ✅
    • Complete one daily: User 1 ✅, User 2 ✅, User 3 ✅
    • Buy one thing in the shop: User 1 ✅, User 2 ✅, User 3 ✅
    • Feed the pet: User 1 ✅, User 2 ✅, User 3 ✅
    • Delete the pet: User 1 ✅, User 2 ✅, User 3 ✅
  • Number of errors per task
    • All the users successfully completed all the tasks
  • Number of help requests or hints needed
    • User 1 had difficulties finding out how to make their pet fall asleep
    • User 3 requested help after struggling with the daily quests
  • Questionnaire scores (e.g., usability rating)
    • User 1 score 4/5
    • User 2 score 4/5
    • User 3 score 3/5
    • 4+4+3 / 3 = 3.67 / 5
Help requests per user
Figure 1: Help requests per user
Usability scores
Figure 2: Usability scores
Task completion time
Figure 3: Task completion time

Qualitative Data

Interview (before testing)

Interview (after testing)

Overalls the test users had little to no difficulties when navigating the app. There were concerns regarding the delete icon and that it’s too open. It gives the users the feeling of stress and unease when the delete icon is visible. User 1 talked about color changes for the buttons in the first screen, because they seemed too standard and didn’t match the background. All three of the users like that the app is all self-drawn and gave good feedback about the cute drawings. User 3 had difficulties with the daily quests, because he thought they were interactable and stated that because of prior experience with other games, where you press on one quest to choose it, he felt confused. User 2 felt very emotional and said that some daily quests, like the quest where you must drop either the love or hunger bar to zero, feel like the user must abandon the pet to complete it. Overall the users enjoyed the experience and would play the app in its finished form.

Materials & Tools

Prototype

Questionnaires

Observation Tools