Prototyping, Part Two

This week we continued working on prototypes and used our peers as a chance to run a quick pilot usability study.

Pilot Usability Test

We used our last critical friends group meeting as a chance to conduct a pilot version of our usability test, using the prototypes we worked on last week. That meant setting up two separate studies, one with the gesture prototype and one with the touch prototype. We took our users into separate rooms and had them run-through the tasks we came up with, recording things like time-on-task and failures/successes. Their feedback:

Gesture Test

  • Gesturing to the four corners proved easier and faster than the set of “unique” gestures to add a type of movie ticket.
  • For the unique gestures, participants found the adult and child poses more preferable and easier to perform.
  • For the corner gestures, participants found the lower corners easier to perform.
  • For the corner gestures, a few participants mentioned gesturing for an upper corner made them feel “silly” or “exposed.”
    • To remedy this, we can identify the upper corner gestures as a raised hand 90 degrees from the elbow, a less exaggerated pose.
  • Time on task for the corner gestures were near identical across participants. This consistency is nice to aim for.
  • Unique gestures are not off the table, but the particular gestures we tested likely are.

Touch-Based Prototype Walkthrough

  • When presented with the pickup or purchase options, the nav arrows on the sides of the screen are not a clear indication of what action can be taken.
  • We should try 3 main buttons: Pick Up Tickets, Purchase Tickets for MOVIE TITLE, or See Another Movie.
  • When selecting another movie, the interface should proceed with the purchase, not require an additional push of the “Purchase Tickets” button.
  • The time listings have some numbers in blue that are difficult to see on a black background.
  • It is unclear how to get to more times.
  • The overall process was extremely quick. Even with think-out-loud and forcing the participant to change their order, the entire interaction took around a minute.
  • The critical friends would like to see the customize ticket screen implemented as well as the pick-up tickets scenario.

Overall, our critical friends reported they liked both methods of interaction and suggested if we can’t decide on one to try allowing for both interactions in the way we design the prototypes.


Based on the above feedback, we set out on refining our prototypes so that we could conduct real usability tests in the next week or too. We decided that we would use the touch-based prototype as our primary interface and retrofit the gesture interactions onto it once that prototype is further along. As it stands right now, Yongji is hard at work with the Xbox One Kinect SDK and the rest of us are working on putting together the interface prototype. We have also started writing up a formal task list and putting together the whole test kit. All of these things will be shared on this blog once they are completed.

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