USER TESTING EXPERIENCEÂ
ArtPrize STEAM Village Project
 DETAILED NOTESÂ
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- A look at STEAM Village
- Students: Chad Bitner, Corbin Swets, Mia Zhang, Kaitlynne Heyworth
- Interactive, digital experiences that taps into a users creativity for an educational experience (all ages)
 SUMMARYÂ
- Environment Description
- The room was a big open space
- Well lit
- Able to see the media on tv screens
- Each station isolated for better focus
- Research Summary - Tilt Brush
- It was most engaging, but least educational
- Taps into creativity
- It relies on space and tech to make it valuable
- It's memorable, immersive and could become addictive
- Educational risk in losing attention in the classroom
- Working the media into lectures
- Research Summary - Code.org
- Most educational
- User friendly and fun with different themes
- Taught well of logic and hierarchy - most memorable instead of syntax
- Research Summary - Planet3
- High production value, but function is confusing
- Wasn't immersive
- Navigation wasn't intuitive
- Sound design wasn't good and robotic voice
- Volume control in the app as an option
- Better directions
- Every minute spent wandering, is a minute of lost learning
- Timing doesn't work for everyone
- Have to re-listen to the narrative every time you start over
- Game was user friendly
- Explains what is going on before and during so the user always understands the objective
- Fun to play and intuitive, inspiring, you get your own ideas from playing the game
- Gave up on level 7
- Themed games attract better attention. i.e. star wars is always an easy appeal
- If lines of code was incorrect, it was difficult to detach the wrong part. By dragging one action, everything under goes with. It took me a minute to realize you had to breakup code beneath, and then drag that one line out.
- Volunteer describing the use of the game and the joysticks to the user
- VR headset is disorientating to put on at first, user had a hard time putting on VR headset
- The user started right away without much instruction
- Hard to find center piece in the environment
- The user used her entire body to paint in the environment and enjoyed the experience
- User was able to pick different brushes and environments quickly.
- The response from the user was Tilt Brush was awesome.
- After asking the user "What kind of value they see in the media?" Â She responded, "They are educational opportunities through experimentation in VR."
- Can be used as artistic expression, or real concept ideation. Especially for wardrobe design.
- Young adults wanted to jump right in and old adults were less likely to use Tilt Brush.
- Uninhibited - not embarrassed to use VR.
- Breaking interpersonal barriers with classmates
- Redirected back to the rug
- Cable was getting in the way and constantly moving it
- There was time limit because of the demand
- After about 20 minutes, the user gets tired of painting in VR
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- Weather Adventure
- Very educational video in the beginning, the user suggested to cut the video throughout the game to guide you in weather conditions.
- Game is confusing in function when you get started
- Predict weather patterns, but failed because I don't know where I'm suppose to finish in weather predictions
- User wants to play again because they failed the first time playing the game
- Can't move the characters easily, you have to click through instructions which are hard to understand
- Game immediately restarts if you are idle for more than 5 minutes and can't check your progress and game immediately stops at the end of the game.
- User commented on the good graphics for the game
- Navigational buttons are too small and not labeled, so it's hard to to know what to use them for
- The user finally guesses the weather prediction and runs into tornado, collecting data
- If a player isn't going the right way, there is no indication. Some users walked right passed the vehicles and ended up running around until giving up.
- Instead of using only the mini-map for direction, on screen indications would be far more useful
- Plants Adventure
- Video should be a guide throughout the game
- Navigation buttons are too small
- User got lost inside the greenhouse, it's more engaging to run around outside
- Water hose is a good component to the game and plants grow after watering, but have to go back inside to figure out what to do next.
- User questioned, "Am I learning anything?"
- Plants Analysis
- More info about the game, wants to move forward in playing the game
- Confusing information at first, but understood later when grouping cells together
- I would be nice if the animation should make you listen rather than giving you the option
- Some users got up after a few minutes of playing the game, didn't finish an adventure
- A user found the plants activity fun because she studied biology in college, she thought the analysis was valueable in educating the user about photosynthesis
- Users checked out case studies briefly, but didn't pursue the information after the first screen