NFC Orienteering : Usability and User Experience Evaluation and Redesign
Salamat, Shahzad (2017)
Salamat, Shahzad
2017
Tietojenkäsittelytieteiden tutkinto-ohjelma - Degree Programme in Computer Sciences
Viestintätieteiden tiedekunta - Faculty of Communication Sciences
This publication is copyrighted. You may download, display and print it for Your own personal use. Commercial use is prohibited.
Hyväksymispäivämäärä
2017-02-13
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:uta-201702151154
https://urn.fi/URN:NBN:fi:uta-201702151154
Tiivistelmä
Recent technological advances offer new ways for encouraging people to participate in physical activities. The NFC Orienteering app is developed for the orienteering sport. Orienteering is an outdoor sport, in which orienteers compete to navigate from one point to another as fast as possible using a map and a compass. The aim of the app was to eliminate the need of physical equipment such as a physical compass, a printed paper map and an electronic control punch device that are required in conventional way of orienteering sport.
The primary goal of this thesis was to find the usability problems in the current prototype. In a usability test I organized a small orienteering track of 500 meters with the targeted end-users in its real context of use. Moreover, the study also involved measuring the essential user experience (UX) elements such as aesthetics, ergonomics, interest, frustration, motivation and effectiveness of the app. Classical usability testing method was used with some modifications to make it suitable for this study. The data was collected using different techniques such as think-aloud protocol, questionnaires, field observation, system logs and semi-structured interview. Usability testing identified many usability problems. Moreover, participants seemed to expect more complex and interesting features in the app. Despite the identified problems, all the participants were able to complete the orienteering track by visiting all 4 control points, which showed that the app fulfils its basic function. Most of the participants expressed their interest to use a better version of the app in the future. Finally, based on the test study I proposed a new design for the app.
The primary goal of this thesis was to find the usability problems in the current prototype. In a usability test I organized a small orienteering track of 500 meters with the targeted end-users in its real context of use. Moreover, the study also involved measuring the essential user experience (UX) elements such as aesthetics, ergonomics, interest, frustration, motivation and effectiveness of the app. Classical usability testing method was used with some modifications to make it suitable for this study. The data was collected using different techniques such as think-aloud protocol, questionnaires, field observation, system logs and semi-structured interview. Usability testing identified many usability problems. Moreover, participants seemed to expect more complex and interesting features in the app. Despite the identified problems, all the participants were able to complete the orienteering track by visiting all 4 control points, which showed that the app fulfils its basic function. Most of the participants expressed their interest to use a better version of the app in the future. Finally, based on the test study I proposed a new design for the app.