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6.2 Prototype III (Final): User Testing
For the final prototype, we tested our interactive installation with the physical game controller our team made that is connected with Makey Makey. The purposes of this round of testing are:
- To discover whether users understand how to interact with the interactive game
- To discover whether users understand what the installation is about
- To discover what users learn from interacting with our installation
- To discover the impact of the concept collect effort and its social implications
As our interactive installation is a two-player game, testing two users at the same time will be the most ideal. The ideal workflow is one of the two users will step on the piece of board we made that is actually connected to the start button on screen. They will each hold one game controller and control the avatar to collect plastic bags. The game will last for 1 minute. After the game, the users will not leave but stay to read the animated slides that contains the three-part message about plastic bags we want to deliver.
After the user testings, we asked the users a few interview questions to get some insights. The questions are as below:
- To what extend would the interactive game provoke your interest if it were located in a public space?
- In one sentence, tell me what this interactive installation is telling?
- What is the most impressive feature of this interactive installation?
- How effective do you think this installation will raise people’s awareness of plastic bag impacts?
- How effective do you think this installation will persuade people to reduce the usage of plastic bags?
Results
We tested a total of 10 users. As a result, most users said if they are with their friends, they would play with the installation even if it were located in a public space. This is because it is a two-player game, and they would not want to find a stranger to play with them just to check out what the installation is about. Most users clearly understood that the purpose of this installation is to persuade people to stop using plastic bags in order to protect the ocean, with one user saying that “It’s telling us to stop using plastic bags because they will destroy the marine animals’ habitats.” Out of the 10 users, 8 of them are aware of the impact of plastic bags on the marine wildlife, and 5 of them seemed to have more knowledge in what marine animals and how the animals are specifically affected. Some of them pointed out that the last scene (call for action) made the purpose obvious.
Majority of the tested users liked the game and thought the interface was adorable and most of them liked that fact that it is a 2-player game, which you get to compete with another person. However, half of the users felt that reading the message after the game could be a little bit boring. Although the content was interesting, they believe that some people would not be interested in reading all the messages displayed. Some suggested adding an extra interaction that will force or motivate the people to actually read through the content, since after all the content is what is most important. 4 participants also pointed out that the fact “In some locations, there is 46 times more plastic then available food for marine animals” (“Plastic Bag Environmental Impact”, n.d.) we included as part of the message was shocking and made them learn something new, but it would be better if we could include a stronger connection between the fact and the game results.
As one participant claimed, “I was surprised to see that the scores were added together because I thought this was a competition. But I like it. I think I understand you’re trying to emphasize that collective effort.” 6 participants thought the concept of collective effort was relatively novel and believe that it would be helpful in changing people’s behavior, as it is likely people will be reminded the importance of individual effort after playing with our interactive installation. The other 4 participants believed that the interactive installation is more effective in raising awareness than it is in behavior change. This implies that they did not see the installation providing any incentives to help people stop using plastic bags. The messages were straightforward and their positivity may be effective in encouraging people to user fewer plastic bags. However, on the other hand, it is also possible for some people to feel frustrated about reading facts about impact on marine wildlife because there are already many relevant campaigns. This means for people who are more informed about the environmental impacts but haven’t taken actions to reduce plastic bag usage, our installation might still be ineffective in persuading them to change their behavior.
Overall, the results show that the game is a fun component of the interactive installation, and the fun experience is what might help motivate people to reduce their usage of plastic bags. In addition, the feature of highlighting the importance of collective effort is perceived as a relatively novel design that might also help improve the problem. The messages are interesting and educational, but not everyone would have the patience to read through all of them, and therefore this means not everyone would be persuaded by the data visualization, shocking fact, and call to action message.