User Tests

After I finished the first working prototype, I started with user tests. None of the test users were informed about the subject but all of them have recognized the subject of “New York“.
With the user tests I wanted to find out if people understand the functionality of the interactive shop window. Could they understand how to interact with the application? I asked them what they would change and what was difficult for them to do.

To test the prototype I used different scenarios.

Scenario 1:

Setup
For the first user tests I asked 3 people to try the interactive shop window at a very early stage. Each of the user was only informed that the installation is a shop window. Neither the possibilities of interaction nor functionality are known. The users had to discover everything by them self. The users didn’t have a time limit or a goal to reach. Time spend in front of the prototype was between 29 seconds up to 1min.

Result:
All users could see the parallax effect, however, they could not recognize the additional features once they activated the controller.

Conclusion:
A simple and fun way to make the user wave to the application needs to be added.
Also the bags are not recognize as part of the installation. Adding lights to selectively illuminate the bags will hopefully solve this problem. The time spend in front of the shop window was very low. This value will increase when the user knows more about the functionality.

Scenario 2:

Setup
In the second user test round I asked 5 participant.
All users knows what they could do in front of the shopping window. They knows that with a simple wave gesture he can get several ways to interact with the screen and can quickly explore the various scenes. I had to tell them this information because by the time I did this test I did not have a visual feedback to show them this information. The users didn’t have a time limit or a goal to reach. Time spend in front of the prototype was between 1min up to 5min.

Result:
In some cases, the wave gesture was still not clearly recognizable. Once the users had control, they moved around on the entire surface with their hands. Most users stand still when doing that. Problems have occurred when users were in the middle. Then no scene appeared. Many users point to the non-active product. Some users were disappointed that there were only three small interaction in each scene. A major problem was the placement of the hotspots. Some of these were too low and could not easily be reached by the user.

Conclusion
The products must be clearly associated with the scene. The active areas need to be better placed. No empty spot in the middle of the shop window. Since the users knows how to interact with the application they played for a longer time with it. The empty part between the two screens need to removed.