Conclusion

Our Approach

Eye tracking

Think aloud test

Design solutions

Educational game

Trash locatoR (AR)

Improving the usability of an educational game :

Sorted

Designing a prototype and conducting usability tests for an educational game to teach students about the waste segregation process in Germany.

The Sorted project, undertaken as part of the Human-Computer Interaction module at HSRW, identified and addressed key challenges in waste segregation education through a user-centered design approach. Our comprehensive research methodology, including site visits, surveys, interviews, and card sorting exercises, enabled us to deeply understand the design problem and user needs.


Through iterative design and rigorous usability testing, such as eye tracking and think-aloud protocols, we refined our prototypes to enhance user experience and effectiveness. The final product is a user-friendly and educational application that not only informs users about proper waste segregation practices but also engages them interactively, thereby promoting sustainable behaviour.


The positive feedback from usability tests indicates that our design choices effectively facilitate user learning and interaction. Without the guidance of Prof. Dr. Kai Essig, this project wouldn't have been possible.

CONTEXT


Waste separation in Germany is immensely complex. Germany has strict laws regarding waste segregation. There are more than five categories of waste and sorting them can become a difficult task.

USER BEHAVIOUR


We conducted card sorting exercise with 12 students who are living in Germany for less than a year. And found out how their assumptions differed from the waste sorting guidelines.

MAJOR FINDINGS


  • Objects made of multi-materials are the most difficult to sort

  • The users categorised waste differently from how it is supposed to be categorised

  • Most of the instructions are only in German or difficult to understand

HOME SCREEN:


  • The users were expected to start the game or use the trash locator from the home screen

  • The sample size of this test was 4 users

  • On our first design iteration, users spent more time looking at the secondary elements

  • In our second version, we reduced the cognitive load by only keeping what is relevant to the CTA

  • With the improved prototype, users completed the tasks more efficiently, their response time was also quicker in the later version

FIRST VERSION


  • In addition to the eye tracking tests, we conducted think-aloud tests where we requested the users to say what they were thinking while using the app

  • We identified issues such as users not being able to understand the concept of the app

  • Confusion in following instructions

  • And not being able to interact with certain components

IMPROVED PROTOTYPE


  • After understanding the user issues and comparing them with the eye-tracking test results, we were able to reiterate the design more efficiently

  • We made changes such as making the onboarding and instructions clearer

  • Better navigations And illustrations etc

  • The system usability scale score improved from 39.5 to 70

UNIVERSITY PROJECT


This project was done as a part of our Human computer interaction module at HSRW. The key objective was to practice usability tests.

APPROACH 01

APPROACH 02

The user study concluded that we need to educate the user about different types of trash and where it goes. Let’s think about how to do this.


Maybe we can also extend the possibilities of this to users reality. Something like an AR assistant would be nice too.

Since the objective of this assignment is usability testing, we might need screens that demands the user to behave intuitively. An educational game would be a challenging idea. Eye tracking and think aloud tests are common in game design.

PROBLEM STATEMENT

UX Designer

3 months

University students who have been living in Germany for less than a year.

MY ROLE

TARGET AUDIENCE

TEAM

TIMELINE

01

02

01

Analysing the type of materials using AR and object recognition. This helps the user to dispose correctly if the instructions are unclear on the packaging.

IDENTIFICATION

02

The trash locater then directs the user to the nearest disposal location in the university.

NAVIGATION

03

The users are given instructions on how to separate the materials and dispose correctly in AR.

INSTRUCTIONS

01

02

03

01

A clear onboarding that educate the fundamentals and functions of the app.

ONBOARDING

02

Educating the user on how to dispose of correctly by separating the trash components.

WASTE SEPARATION

03

Motivational delights intended to encourage the user to learn more.

REWARDS

01

02

03

VIEW PROTOTYPE

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