Role: Researcher/Designer

Research Team: Rawnson Ivanoff, Faduma Ali, Jasmine Hoskins, Lengiso Hussein

Methods: Heuristic Analysis, Remote Usability Testing Sessions, Affinity Diagramming, Wireframes & Prototyping

Design Tools: Axure, Trello, Excel, Google Docs

Client: Code Championship

Target Audience: Parents of children in (3rd-9th) grades, Children in (3rd-9th) grade, Educators, Women

Project Overview

By: Lengiso Hussein

This website was designed to depict coding in an extracurricular activity setting with a unique sport based theme. The site’s objective was to depict to their audience that Code Championship could be an enjoyable and family friendly experience based on their content’s delivery method.

Design Process

Heuristic Analysis SC.png

Heuristic Analysis

First order of business was to look over Code Championship’s Website while taking notes on any Heuristic violations present.

Examples:

  • Text Size

  • Typos in text

  • Consistency issues

  • Visibility Issues

View Heuristic Analysis PDF here

Usability Test Script

In order to test the site against our tasks, a Test script was created. In our test script certain tasks were selected that addressed our client’s intended site goals.

Selected Tasks

  • Task 1: Signing up for one time tournament

  • Task 2: Build-a-Bot game

  • Task 3: Creating a tournament as an Educator

View Usability Test Script here

View Usability Test Script here

Screenshot of Moderated Remote Usability Testing Session

Screenshot of Moderated Remote Usability Testing Session

Moderated Remote Usability Testing Sessions

  • All 5 sessions were conducted in a 1-1 setting

  • 3/5 of the participants were parents with children in (3rd-9th) grade

  • With 1 team member moderating the session, the remainder of the team had various responsibilities such as note taking or technological support.

Affinity Diagramming & Synthesis of Notes

  • Trello was a tool used to take notes and also create our affinity diagram

  • Once notes were gathered together under similar themes, key findings became more evident

  • Common themes would also be recognized as key findings

Screenshot of Affinity Diagram

Screenshot of Affinity Diagram

Axure Website Prototype SC.png

Digitized Prototyping

  • In order to start prototyping, the findings were finalized then recommendations were made up based on these findings.

  • Prototype Recommendations

    • Make buttons seem like buttons

    • Modify to add clear instructions to various parts of the site

    • Add clear and concise messages for intended audience

  • In Axure, the buttons were modified to feature a mouseover style effect in order to ensure it wouldn’t be mistaken for anything but an interactive button.

  • Also added sections that spoke directly to the target audience

  • Also added headlined instructions for signup pages

View Axure Prototype here

Next Steps

The next steps would be to go further into the B.A.B (Build-a-Bot) portion of the website and add clear and concise instructions in order to ensure users understand how to start and play the game. For the entry level in the game there are many unnecessary pieces available, which should be removed. If the user isn’t going to use those pieces for the first level then it should not even be an option to select from. 

Another suggestion would be to add instructions as to what specific pieces do and how they correlate to the users game piece ie the bunny. After conducting another research session on the improved prototype, did users still feel like the buttons were not interactive buttons? Did users see any keywords that captured their attention in regards to the targeted audience. This would enable researchers to observe any differences with how users interact with the updated site.

Key Findings

 
Unknown-11.jpeg

Buttons did not suggest they were interactive buttons.

  • After hovering over certain buttons and observing no changes this left users in a state of confusion

    “So I’d go to this button right here, although it doesn't change when i scroll over it so it doesn’t look like a button.” - Quote from Participant

three-reasons-define-target-audience.png

Website doesn’t adequately speak to target audience

  • About half of the participants stated that the website did not make it clear who the website’s intended audience was

    “I’m assuming that it’s for kids but I don’t see you know, something that says this is for youth programming so i’m not positive.” - Quote from participant

Screen Shot 2021-04-26 at 1.53.41 PM.png

Overwhelming amounts of information

  • Amount of information in the B.A.B portion led to users feeling puzzled

  • Users are given too many unnecessary block pieces in Level 0 portion

    “A lot to look at right away, I don’t really know where I’m supposed to start.” -  Quote from participant

Recommendations

 
Screen Shot 2021-04-26 at 2.01.58 PM.png

Altering Buttons in order to provide visual affordance

  • Using more commonly established visual affordances to indicate buttons are actually buttons

  • Use more widely established button layout practices

  • Include expected hover interactions

Screen Shot 2021-04-26 at 2.01.50 PM.png

Adding specific prompts to attract Target Audience

  • Address the targeted audience in a straightforward manner

  • Suggest adding a section that will attract the target audience

  • Offer special sectors that encourages there target group to participate in the site

Screen Shot 2021-04-26 at 2.03.54 PM.png

Reduce Irrelevant information pertaining to B.a.b Game

  • Display only the appropriate amount of information for set levels

  • Suggest displaying only relevant pieces for each game level

 

View Findings & Recommendations Report here