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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


  1. 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

  2. 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

  3. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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)!

  4. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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)!

  5. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Problem ■ Technology has exploded over the previous decade – seemingly making our lives more convenient

  6. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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

  7. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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

  8. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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.

  9. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION The In-Class Activity Personal Professional Life Student = Maslow, A. H. (1943). A theory of human motivation. Psychological review , 50 (4), 370.

  10. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION The In-Class Activity Personal Professional Life Student = Maslow, A. H. (1943). A theory of human motivation. Psychological review , 50 (4), 370.

  11. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Design Process First Second Materials Round of Round of Developed Testing Testing Paper First Second Future Prototype Iteration Iteration Iterations

  12. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Paper Prototype Ideas

  13. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Choosing a Platform

  14. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION First Iteration

  15. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION First Iteration

  16. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION First Iteration

  17. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION First Iteration

  18. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Second Iteration

  19. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Second Iteration

  20. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Second Iteration

  21. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Implementation ■ Usability Protocol ■ 6 Participants, two rounds of 3 participants each ■ Pre-Test and Post- Test ■ Given four tasks to perform

  22. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Implementation ■ Recording Using FlashBack Express ■ Free software that lets you see user input ■ Sound Recording and Screen Capture with no watermark!

  23. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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

  24. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Pre Test Results • Sample apps include – • Social Media programs (Instagram, Facebook, Twitter) • Organizational Apps (Calendar, Mail, Scheduler) • Activity Apps (Nike+, Runtastic, Bus Schedule )

  25. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION During the Study – Round 1 Task 1 – Average 4 clicks Task 2 – Average 3 clicks Task 3 – Average 2 clicks Task 4 – Average 2 clicks

  26. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION During the Study – Round 1 Participant 1 Participant 3

  27. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION During the Study – Round 2 Task 1 – Average 3 clicks Task 2 – Average 2 clicks Task 3 – Average 1 clicks Task 4 – Average 1 clicks

  28. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION During the Study – Round 1 Participant 4 Participant 5

  29. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Post Test Results Round 1 Testing Post-Study Survey The app is user-friendly. I can use the app without instructions. Labels for buttons or pages are clear and concise. 1 2 3 4 5 Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree Participant 1 Participant 2 Participant 3

  30. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Post Test Results Round 2 Testing Post-Study Survey Round 1 Testing Post-Study Survey The app is user-friendly. The app is user-friendly. I can use the app without instructions. I can use the app without instructions. Labels for buttons or pages are clear and concise. Labels for buttons or pages are clear and concise. 1 2 3 4 5 1 2 3 4 5 Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree Likert Rating 1 = Strongly Disagree, 5 = Strongly Agree Participant 4 Participant 5 Participant 6 Participant 1 Participant 2 Participant 3

  31. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Written Results (Round 1 Post-Test)

  32. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION Written Results (Round 2 Post-Test)

  33. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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

  34. INTRO PROBLEM/PURPOSE DESIGN IMPLEMENTATION RESULTS FINDINGS CONCLUSION 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

  35. Questions?

  36. 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

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