DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP University - - PowerPoint PPT Presentation

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DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP University - - PowerPoint PPT Presentation

DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP University of Hawai`i at Mnoa Elon Ng Masters in Learning Design and Technology ptayng.app.appery.io DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP University of Hawai`i at


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DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP

University of Hawai`i at Mānoa Elon Ng Master’s in Learning Design and Technology

ptayng.app.appery.io

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DEVELOPING AND EVALUATING A PERSONAL TASK ANALYSIS APP

University of Hawai`i at Mānoa Elon Ng Master’s in Learning Design and Technology

ptayng.app.appery.io

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Quick Survey!

How many apps do you have on your phone?

  • A. 0-5

B.6-10

  • C. 11-15

D.I have an app to count all my apps (too many)!

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Quick Survey!

How many of those apps would you say are “self- help” or “productive?”

  • A. 1-4
  • B. 5-8
  • C. 8+
  • D. Candy Crush is pretty productive (none)!

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Problem

■ Technology has exploded over the previous decade – seemingly making our lives more convenient

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Problem

■ Technology has exploded over the previous decade – seemingly making our lives more convenient ■ Interest in digitalizing an in-class activity for a graduate class

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Problem

■ Technology has exploded over the previous decade – seemingly making our lives more convenient ■ Interest in digitalizing an in-class activity for a graduate class ■ Personal motivations to develop and evaluate an app

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Purpose

The purpose of this usability project was to develop and evaluate the ease of use for a gamified app of a personal task analysis from an activity in a graduate course used at a university on the island of O`ahu.

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

The In-Class Activity

Maslow, A. H. (1943). A theory of human motivation. Psychological review,50(4), 370.

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Personal Professional Student Life

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INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

The In-Class Activity

Maslow, A. H. (1943). A theory of human motivation. Psychological review,50(4), 370. Personal Professional Student Life

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INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

Paper Prototype First Iteration Second Iteration Future Iterations

Design Process

First Round of Testing Second Round of Testing

Materials Developed

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Paper Prototype Ideas

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Choosing a Platform

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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First Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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First Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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First Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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First Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Second Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Second Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Second Iteration

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Implementation

■ Usability Protocol ■ 6 Participants, two rounds of 3 participants each ■ Pre-Test and Post- Test ■ Given four tasks to perform

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Implementation

■ Recording Using FlashBack Express ■ Free software that lets you see user input ■ Sound Recording and Screen Capture with no watermark!

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Participants

■ Recruitment Email Sent ■ Six Participants ■ 2 Male, 4 Female ■ 25-54 years old ■ 4 Master’s Students, 2 Doctorate Students ■ Most did look at their weekly schedule

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Pre Test Results

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

  • Sample apps include –
  • Social Media programs (Instagram, Facebook, Twitter)
  • Organizational Apps (Calendar, Mail, Scheduler)
  • Activity Apps (Nike+, Runtastic, Bus Schedule)
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During the Study – Round 1

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

Task 1 – Average 4 clicks Task 2 – Average 3 clicks Task 3 – Average 2 clicks Task 4 – Average 2 clicks

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During the Study – Round 1

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

Participant 1 Participant 3

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During the Study – Round 2

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

Task 1 – Average 3 clicks Task 2 – Average 2 clicks Task 3 – Average 1 clicks Task 4 – Average 1 clicks

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During the Study – Round 1

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

Participant 4 Participant 5

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Post Test Results

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

1 2 3 4 5 Labels for buttons or pages are clear and concise. I can use the app without instructions. The app is user-friendly.

Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree

Round 1 Testing Post-Study Survey

Participant 1 Participant 2 Participant 3

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Post Test Results

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

1 2 3 4 5 Labels for buttons or pages are clear and concise. I can use the app without instructions. The app is user-friendly.

Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree

Round 1 Testing Post-Study Survey

Participant 1 Participant 2 Participant 3 1 2 3 4 5 Labels for buttons or pages are clear and concise. I can use the app without instructions. The app is user-friendly.

Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree

Round 2 Testing Post-Study Survey

Participant 4 Participant 5 Participant 6

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Written Results (Round 1 Post-Test)

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Written Results (Round 2 Post-Test)

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Findings (discussion)

■ Second Iteration an improvement – Improved visuals – Less confusion on Home page – Higher post-test results (more satisfaction overall) ■ Further iterations incorporating feedback continues to improve the app

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Conclusion (Reflections)

■ Limitations – Time and Resources – Settling on a Platform – Gamification might better be reserved for another type of app ■ Usability Study Protocol ■ Technical Skills – Javascript ■ Conducting a Usability Study

INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION

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Questions?

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Thank you for Listening!

A HUGE thank you hug to: ■ My advisor, Dr. Catherine Fulford ■ LTEC Ohana -- Faculty and Staff ■ Critical Friends ■ My Cohort ■ Good Friends at UH ■ Tea