
Detail
Part 2.3: Develop
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Design Ideation
Insights
How might we...
Product Ideas
Struggling students often find it challenging to develop intrinsic motivation independently. However, literature reviews suggest that intrinsic motivation can be effectively fostered by initially employing extrinsic motivational techniques.
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Idea Grouping & Prioritization
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I engaged the team to brainstorm as many ideas as possible in response to each 'How Might We' question.
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I categorized ideas based on their similarities, themes, or the specific aspects of the problem they address.
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I employed a 2x2 matrix to prioritize ideas, with the axes being 'Effort' and 'Impact'.
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Effort Axis: Estimate the effort required to prototype each idea within a 4-month timeframe. This includes considerations of resources, time, technical feasibility, and logistical challenges.
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Impact Axis: Evaluate the potential impact of each idea, both in terms of learning outcomes for users (educational impact) and business implications.
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Low Effort
High Effort
High Impact
Low Impact
Idea 1
Idea 2
Idea 3
Idea 4
Idea 5
Idea 6
How can we design extrinsic motivators within our game (that will effectively transition into fostering intrinsic motivation in players?)
Idea 1
Idea 2
Idea 10
How might we questions? & Idea Generation

Usability Testing with Students

The usability testing process with students is designed to be iterative. In this context, I will discuss two major rounds of testing: the first round will concentrate primarily on evaluating the product concept, while the second round on assessing the usability aspects of the product.
Process
Facilitator
Rules for the Facilitator
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Encourage participants to think aloud as they interact with the prototype.
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Remind participants that there is no right or wrong way to interact with the prototype.
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Actively listen to the participants' feedback.
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Avoid giving hints or directing the participants on what to do next
Task
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The tasks are segmented into two rounds, each of which is detailed further in the table below.
Participants
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Number of participants: 5 students / round.
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4th-grade students who are currently enrolled in school.
Round
Round 1
Research Goal
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To determine which features in the game most effectively generate extrinsic motivation among participants, as indicated by their desire to play the game again.
Usability Testing Process
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Step 1: Participants interacted with the game incorporating the first added feature (team competition).
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Step 2: Participants were asked to rate their willingness to replay the game. This was followed by some additional questions to gather more in-depth feedback on their experience with this feature.
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Step 3: Participants then engaged with the game including the second added feature (Leaderboard).
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Step 4: Similar to Step 2
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Step 5: The game session continued with the introduction of the third added feature (Avatar).
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Step 6: Similar to Step 2
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Feature Order Variation: To minimize bias, each participant experienced the added features in a different sequence.
Analysis Methods
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User Feedback: Direct feedback was collected from participants regarding their experience and willingness to replay the game after interacting with each feature.
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Observation: During the gaming sessions, I closely monitored participants' reactions and engagement levels in response to each feature.
Round 2
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To confirm that participants understand the gameplay mechanics.
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To verify that participants can effectively access and understand their team's scores.
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Step 1: Provide participants with specific scenarios that align with the two research goals.
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Step 2: Observe participants as they interact with the prototypes. Collect feedback on their experience.
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User Feedback: Gather direct feedback from users about the interface and overall ease of navigating the game's scoring system.
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Task Completion: Assess whether participants successfully complete the tasks as per the given scenarios.
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Observation: Carefully note how participants interact with the game.