Testing Session

Laurel Rountree
Future Factory
Published in
3 min readMay 14, 2021

For the in-class user testing session, we decided to each test different aspects of the experience to get more feedback from our peers. We tested the digital intro and board setup, the part where users pick a stakeholder and write their requirements for the final design, and reflection/takeaways from the game. We were looking to find out whether the digital and physical components worked together well, if the board communicated the experience /journey, if people were able to put themselves in the shoes of a stakeholder, and if there were any ways we could improve on the 3 aspects of the game we were testing.

We found that from the takeaways testing, that people were really confused about having to switch from physical to digital frequently and preferred the idea of having more of the components/activities be physical. They felt that physical activities would be easier to look back on and remember what they learned/did in previous activities. They also thought it would be nice if there was a way for them to document the physical process or post it somewhere. The intro and setup feedback was mostly positive. From walking through the digital guide prefacing the experience, users felt they understood clearly what the experience would be about and what they would be doing. They seemed to understand how they would move throughout the board and interact with it and liked the aesthetic/colors used for the board and the digital experience.

From testing the stakeholder activity, we found that some users had difficulty putting themselves into the shoes of stakeholders, particularly ones that they didn’t politically align with. Nobody wanted to play as Martha the elderly conservative woman. They felt it would be easier to remember the perspective of their stakeholder if they had a physical card rather than a digital one. 2of 3 had difficulty at times coming up with requirements for their stakeholders or understanding what we meant by requirements.

From the sessions, we felt there needed to be more explanation of what we meant by “requirements” in the final as well as physical stakeholder cards. We plan on making changes to the physical and digital experience based on our feedback. The digital components will be used predominantly to guide the user through the mostly physical experience and we will add documentation to the end. We hope that by having the experience/process be mostly physical, that there will be less confusion going through the game and with documenting process work.

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