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Second Iteration of User Testing

  1. User 1
    1.  User user sees profile information in the top right, and finds the drop-down arrow easily.
    2. No no problems updating their profile information
  2. User 2
    1. likes the "newsfeed"-like design on the right showing upcoming games
    2. after reading the description for rank, thinks it's weird that it's called "rank" because the user saw it more as a grading/rating system
    3. asks to clarify whether the stars on the create profile page mean the fields are required fields
    4. thinks the save button is too far from the editing of profile
    5. wishes there's a drop-down menu for location when creating game
  3. User 3
    1. took a while looking for how to save profile
    2. wasn't sure if roster closes if "mouse" stops hovering over the arrow
    3. wanted to use a drop-down menu for location when filtering

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  • Space Usage issues were addressed. We noticed that the user was focused on the right side of the screen for the majority of the tasks so the space along the left profile area was not effectively utilized. One major change in the paper prototype was to rearrange the layout so that more useful information would be displayed. This was accomplished by moving the main page information (ex. the list of all games on the Main page, the profile information on the Profile page, etc) to the left. A new section to the right would continuously display information about the user’s upcoming games as a news feed. Since this is the most important piece of information for users of PickFind, it seems fitting to have this information always visible. The profile information was moved to the top right corner. It is still continuously visible, but takes up less window space. The option to view/edit ones profile, can be selected from the drop down menu by clicking the arrow next to the username.

Overall, paper prototyping was useful for getting rapid user feedback on our site design. We were able to immediately recognize what was lacking in terms of visibility, learnability, and usability. Users were quick to point out when they were confused and what was unintuitive. Even beyond our two major design iterations, the paper prototyping enabled our team to make quick minor adjustments from one user to the next.