User Testing – Plan
Within the design iterative process it is important to implement user testing both in the development and the end product stage. I will implementing critical user testing for my interactive graphic as part of the end product stage. This testing will involve both a female and male representative, a dancer on production day, as well as involving random audience participants on the day of display. Audience testing is essentially a form of market research – audiences are asked what they like and what they don’t, but most importantly, why? (Dallas 2012). The information gathered can then be used for further development opportunities for the purposes of solving errors, finding unknown errors and improving where necessary to assure a successful end product is achieved.
Howarth (2000) states ‘human beings are thrown into a World of meaningful discourses and practices, and it is this World that enables them to identify and engage with the objects they encounter’. This suggests that our cultural differences and meanings of the World differentiate how we interact with objects. Users who will test my interactive graphic will potentially interact differently due to cultural differences or upbringing etc. They may also have a different perspective and meaning of its use entirely and this is something to be noted when gathering user feedback.
I have written 5 qualitative user-testing questions to ask the intended audience and participants as mentioned above. The 5 qualitative user-testing questions include the following:
1. What movements did you find yourself doing when interacting with the piece?
2. What do you understand about the piece?
3. What do you like about the piece?
4. What emotions and feelings did you experience when interacting with the piece?
5. If the piece was to be further developed what would you want from the piece in terms of interaction?
I chose these specific questions to understand whether my audience and participants experienced the intended emotions and feelings of being entrapped and claustrophobic in a space. In addition to critique what movements they find themselves enacting, such as pushing the box open to release themselves from the closure of the space. I would also like to analyse their experiences, what they enjoy when interacting with the piece and what they personally desire from the piece. Gathering this information will help me to improve my product and therefore improve its interaction with users.
Furthermore Danaher (2000) mentions that ‘Criticism is a historical investigation into the events that have led us to constitute ourselves and to recognise ourselves as subjects of what we are doing, thinking, saying’. In relation to my interactive graphic, receiving feedback and criticism will allow me to not only understand myself as a subject, but others as well.
Dallas, S., 2012. Audience Testing: why it works [online]. IF. Available from: http://if.com.au/2012/07/23/article/Audience-Testing-why-it-works/AAFGXAICEN.html [Accessed 17 January].
Danaher, G et al, 2000. Discourses and Institutions. London: Sage.
Howarth, D., 2000. Introduction: defining the concept of discourse. Buckingham: Open University Press.