Prompt: You have just signed in to SparkPet for the first time and have read the introductory instructions. You see your hungry pet on the home screen with empty bowl and your steps goal for the day. You want to feed your pet.
Success: User meets step goal for the day and feeds pet. Pet is happy and full. User is happy and full.
Prompt: You have achieved your step goal for a few days and you notice that your pet’s experience bar is full. You want to level up your pet and increase your daily step goal.
Success: User levels up pet and increases daily step goal. User is a little nervous about meeting new step goal, but determined because they don’t want their pet to suffer.
Prompt: You have been using SparkPet for a few days and you want to join a challenge to further motivate yourself and earn more $bones (which can be used to purchase accessories for your pet).
Success: User browses current challenges and finds one that they want to try. User wants to earn $bones and make their pet happy with new accessories.
Prompt: You have been using SparkPet for a few days and you want to see how you are doing compared to other users.
Success: User views leaderboard and is happy to see that they are in the top 10. User is motivated to continue using SparkPet and wants to stay in the top 10. User selects other users on the leaderboard to view their profiles and see what their pet looks like. User sees other pets with cool accessories and wants to earn more $bones to buy accessories for their pet.
Participants were recruited through the project team’s friends, family, and classmates. All participants used the application running on an Android device. Participants were asked to complete a consent form prior to the usability test. Participants were not compensated for their time.
Here is a copy of the consent form used for this user study. A hard copy of the signed consent form for each participant has been collected by the project team.
The application was loaded onto each user’s phone. Each user was given a brief introduction to the concept of the app and were informed that they were required to meet a goal of 2,000 steps in the next 24 hours or their pet would suffer. Users were instructed to meet with the project team the following day to discuss their experience with the application.
After 24 hours, the project team met with each user individually to discuss their experience with the application. Each of the scenarios above were presented to the user. The project team observed the user’s interaction with the application and took notes on the user’s experience. At the conclusion of the test, the project team asked the user to provide feedback on the application.
Test took place on 12/01/2023 at UH Manoa.
User A is not a pet owner, does not exercise regularly, and does not currently use another application to track their steps.
After 24 hours, user met step goal.
Test took place on 12/01/2023 at UH Manoa.
User B is a pet owner, does not exercise regularly, and does not already track steps.
After 24 hours, user did not meet step goal (claimed that they forgot).
Test took place on 12/04/2023 in downtown Honolulu.
User C is a not pet owner, exercises regularly, and already tracks steps (though doesn’t take it too seriously).
After 24 hours, user met step goal.
Test took place on 12/07/2023 at UH Manoa.
User D is a not pet owner, exercises “fairly” regularly, and checks steps every once in a while on phone’s built-in step tracking app (Samsung Health).
After 24 hours, user met step goal.
Test took place on 12/08/2023 in Ala Moana Shopping Center.
User E is a not pet owner, exercises regularly, and does not track steps.
After 24 hours, user met step goal.