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Occupied! App: Pilot Testing Evaluation Report Page 1 Occupied! App: Pilot Testing UNL iLab App Development Formative Evaluation Amy N. Spiegel, PhD April 2015 Biology of Human is funded by the National Center for Research Resources at the National Institutes of Health through the Science Education Partnership Award (SEPA) Grant No. R25OD010506 (2012 2017). Its content is solely the responsibility of the authors and does not necessarily represent the official views of NCRR or NIH.

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Page 1: Occupied! App:!Pilot!Testing!worldofviruses.unl.edu/wp-content/...8April2015.pdf · Occupied!)App:)Pilot)Testing)EvaluationReport) Page)6) notallthestudentsunderstoodtheconnectionbetweentheglow

Occupied!  App:  Pilot  Testing  Evaluation  Report   Page  1  

 

Occupied!  App:  Pilot  Testing  UNL  iLab  App  Development    

Formative  Evaluation    

Amy  N.  Spiegel,  PhD  April  2015  

 

   

                               

Biology  of  Human  is  funded  by  the  National  Center  for  Research  Resources  at  the  National  Institutes  of  Health  through  the  Science  Education  Partnership  Award  (SEPA)  Grant  No.  R25OD010506  (2012-­‐  2017).  Its  content  is  solely  the  

responsibility  of  the  authors  and  does  not  necessarily  represent  the  official  views  of  NCRR  or  NIH.  

   

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Table  of  Contents  

INTRODUCTION  ....................................................................................................................................................  3  PURPOSE  .....................................................................................................................................................................................  3  DESCRIPTION  OF  PHASES  .........................................................................................................................................................  3  

PHASE  I  ....................................................................................................................................................................  4  PARTICIPANTS  ............................................................................................................................................................................  4  METHODS  ....................................................................................................................................................................................  4  LIMITATIONS  ..............................................................................................................................................................................  5  RESULTS  ......................................................................................................................................................................................  5  Turning  pages  .........................................................................................................................................................................  5  Training  hotspot  about  SEM  coloration  (p.  2)  .........................................................................................................  5  Tree  of  life  hotspot  (p.  7)  ....................................................................................................................................................  6  Microbe  Close-­‐up  hotspot  (p.  10)  ...................................................................................................................................  6  The  four  microbe  “gang”  members  (p.  13)  .................................................................................................................  6  Candi/  hypha  (p.  14)  ............................................................................................................................................................  6  100  trillion  (p.  18)  .................................................................................................................................................................  6  Menu  itself  ................................................................................................................................................................................  6  Narration  toggle  ....................................................................................................................................................................  6  ZoomU  (mouth,  skin,  gut)  ..................................................................................................................................................  7  Field  Guide  ................................................................................................................................................................................  7  About  ..........................................................................................................................................................................................  7  Additional  notes  .....................................................................................................................................................................  7  

SUMMARY  ...................................................................................................................................................................................  7  RECOMMENDATIONS  ................................................................................................................................................................  8  REFERENCE  ................................................................................................................................................................................  8  

PHASE  II  ..................................................................................................................................................................  8  PARTICIPANTS  ............................................................................................................................................................................  8  METHODS  ....................................................................................................................................................................................  9  LIMITATIONS  ..............................................................................................................................................................................  9  FINDINGS  AND  RECOMMENDATIONS  .....................................................................................................................................  9  I.  Typos/Errors  .......................................................................................................................................................................  9  II.  Strongly  recommended  changes  in  user  interface:  ...........................................................................................  9  III.  Additional  suggestions  ..............................................................................................................................................  10  IV.  Other  issues  ....................................................................................................................................................................  11  

CONCLUSION  ............................................................................................................................................................................  11  DISCUSSION  .........................................................................................................................................................  12  APPENDIX  A  .........................................................................................................................................................  13  APPENDIX  B  .........................................................................................................................................................  15    

   

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Occupied!  App:  Pilot  Testing  

UNL  iLab  App  Development:    Formative  Evaluation  

Introduction  The  Biology  of  Human  project,  funded  by  the  National  Institutes  of  Health  (NIH)  Science  Education  Partnership  Award  (SEPA),  focuses  on  helping  youth  and  adults  understand  themselves  by  exploring  scientific  principles  that  underlie  modern  research  in  human  biology.  Currently  in  its  third  year  of  a  five-­‐year  grant,  the  project  is  creating  innovative  outreach  materials  for  youth,  educators  and  librarians.    One  of  the  educational  materials  that  has  been  developed  is  a  virtual  comic  book  (available  on  the  BioHuman  website)  targeted  to  young  adolescents,  entitled  “Occupied!”  about  two  students  in  biology  class  who  enter  the  world  of  microbes  and  meet  the  “gang”  of  bacteria  in  the  human  gut  that  help  keep  us  healthy.    A  prior  formative  evaluation  study  conducted  on  a  draft,  print  version  of  the  comic  indicated  that  youth  reading  the  comic  wanted  more  information  about  the  microbes,  such  as  where  they  live  in  the  body,  what  they  actually  do,  and  what  they  look  like  (Spiegel,  2014).    Consequently,  to  provide  interested  readers  with  more  information  about  the  microbes  and  other  topics  in  the  comic,  an  iPad-­‐based  app  is  being  developed  around  the  comic.    Five  senior  level  undergraduate  computer  science  students  enrolled  in  the  UNL  Innovation  Lab  (iLab)  Senior  Design  Capstone  Course  are  working  closely  with  the  project  PI  and  other  project  team  members  to  design  this  interactive  app.    Narration  to  accompany  the  app  was  facilitated  Adam  Wagler  and  recorded  by  Ford  Clark,  both  faculty  at  the  UNL  College  of  Journalism  and  Mass  Communications.    The  app  features  the  voices  of  students  participating  in  the  local  middle  school  afterschool  science  club  sponsored  by  the  BioHuman  project.  

Purpose  The  purpose  of  this  evaluation  was  to  trial  test  the  app  using  a  target  age  group  audience  to  assess  usability  and  understandability  in  order  to  make  recommendations  to  the  development  team  about  how  to  improve  the  user  interface.  

Description  of  Phases  The  trial  testing  consisted  of  two  distinct  phases.    In  the  first  phase,  with  the  app  about  90%  completed,  the  iLab  development  team  was  directly  involved  in  gathering  information  from  the  target  audience,  observing  and  interacting  with  youth.    The  piloting  started  with  a  brief  group  introduction  about  the  app,  and  then  the  youth  interacted  with  the  app  and  iPad  in  a  small  group.    In  addition  to  gathering  formal  evaluation  data  about  the  app,  this  interaction  between  the  iLab  development  team  and  the  youth  provided  the  team  with  first-­‐hand  feedback  about  how  the  youth  interacted  with  the  app  and  with  more  general  information  about  their  target  audience.  The  majority  of  students  involved  in  the  first  phase  were  somewhat  familiar  with  the  comic  since  they  had  helped  review  the  print  version.    The  feedback  from  the  first  phase  led  to  some  changes  in  the  app  based  on  the  

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recommendations  resulting  from  the  pilot  testing.    The  second  phase,  to  assess  functionality  for  users  who  were  unfamiliar  with  both  the  comic  and  the  app,  took  place  about  one  month  after  the  first,  and  involved  all  new  users  who  interacted  with  the  app  individually.    The  app  was  fully  functional  for  the  second  phase.    Detailed  methods  and  findings  from  both  phases  are  provided  below.  

Phase  I  This  initial  pilot  testing  took  place  on  Feb  25,  2015  during  a  regularly  scheduled  afterschool  science  club,  4:15-­‐5:30PM,  at  a  public  middle  school.    The  app  was  approximately  90%  complete,  with  some  features  still  under  development,  so  not  all  elements  were  assessed  during  this  pilot  testing.    

Participants  9  middle  school  students  (6th,  7th  &  8th  graders;  2  female,  7  male)  involved  in  an  afterschool  “3D  Science”  Community  Learning  Center  (CLC)  club  sponsored  by  the  Biology  of  Human  project  participated  in  this  pilot  phase.    All  the  students  had  extensive  experience  using  touchscreen  devices.  

Methods  All  data  were  collected  in  one  data  collection  period,  during  a  single  club  meeting  (one  75  minute  period).      Presenters  and  observers  at  the  meeting  included  UNL  iLab  app  developers  (5  UNL  computer  science  seniors),  the  CLC  facilitators  (four  BioHuman  staff  who  normally  work  the  afterschool  club),  the  BioHuman  project  director,  the  evaluator,  and  a  CLC  staff  member.    The  app  was  briefly  presented  on  overhead  projector  by  the  iLab  app  developers.    The  narration  was  turned  on,  and  the  presenter  paged  quickly  through  the  entire  comic,  stopping  briefly  to  show  the  first  interactive  hotspot,  but  bypassing  the  rest.    Only  a  small  portion  of  the  narration  was  audible  because  of  the  rapidity  with  which  the  app  was  presented.    This  large-­‐group  introduction  was  designed  to  only  briefly  introduce  the  app,  thus  allowing  the  youth  the  opportunity  to  explore  the  app  on  the  iPad  themselves.    Originally,  the  evaluation  plan  for  this  session  called  for  one-­‐on-­‐one  data  collection  with  the  available  iPads,  so  that  one  or  possibly  two  students  would  work  individually  with  an  iPad  and  a  single  observer  taking  notes.    However,  because  of  the  smaller  number  of  students  participating  in  this  particular  CLC  session,  and  the  availability  of  three  iPads  with  the  app,  we  decided  to  create  three  groups  of  three  students  each,  with  one  to  two  iLab  app  developers  and  one  to  two  CLC  facilitators/observers  assigned  to  each  student  group.    The  youth  were  instructed  to  use  the  app  as  they  wished,  and  adult  facilitators/  observers  took  notes,  answered  students’  questions,  and  when  needed,  provided  help  with  using  the  app.    This  unstructured  app  exploration  time  was  designed  to  see  how  user(s)  in  the  target  age  group  interacted  with  the  app  and  the  different  components.      

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Limitations    No  formal  observational  training  was  provided  to  the  adult  observers  prior  to  this  session,  but  they  were  asked  to  take  detailed  notes  about  student  comments  and  questions,  including  any  difficulties  students  had  with  app,  what  they  skipped,  incorrect  and  correct  gestures  they  use,  etc  (see  Appendix  A.  Field  Notes  Instrument).    The  iLab  developers  were  intimately  familiar  with  the  app,  and  had  a  vested  interest  in  its  usability  as  well.    This  may  have  made  it  more  difficult  for  them  to  ascertain  usability  issues  as  the  youth  worked  with  the  app.    Conversely,  their  familiarity  may  have  helped  them  anticipate  possible  issues  to  look  for  as  the  youth  interacted  with  the  different  components.    Having  a  group  of  three  students,  and  two  to  three  observers  per  student  group  is  not  a  naturalistic  setting  within  which  to  use  an  app.    Thus,  the  student  behaviors  may  be  different  from  what  they  would  do  if  they  explored  an  app  alone,  or  without  someone  observing  them.    Over  half  of  the  students  involved  in  this  evaluation  experience  had  read  the  Occupied!  comic  in  paper  form,  participated  in  narrating  the  comic,  and/or  listened  to  the  narration  of  the  comic  as  they  read  an  electronic  version  of  the  comic  and  were  therefore  familiar  with  the  content.    Because  of  this,  those  students  did  not  explore  the  comic  and  app  as  a  new  user  who  had  not  seen  it  before  would  explore  it.    In  addition,  some  were  distracted  by  the  voices  in  the  narration,  and  they  spent  time  trying  to  ascertain  which  of  their  classmates  was  speaking  during  the  narration.  

Results    Overall,  the  usability  of  the  app  was  high.    The  youth  were  able  to  easily  page  through  the  comic  and  access  the  different  hot  spots.    However,  there  were  a  few  areas  that  were  confusing  or  problematic.    In  some  cases,  the  needed  modifications  are  obvious,  in  others,  less  so.    The  feedback  is  summarized  below  by  each  hotspot.    More  detailed  notes  by  the  observers  are  included  in  Appendix  B  and  also  organized  by  hotspot.  

Turning  pages  Students  enjoyed  turning  the  pages  and  liked  how  smoothly  this  feature  worked.    Some  students  spent  time  playing  with  this  feature  and  flipping  the  page  rapidly  back  and  forth.    Some  students  who  were  familiar  with  the  comic  paged  rapidly  through  the  comic  and  when  doing  so,  accidently  skipped  by  some  pages  and  missed  the  interactive  hot  spots.      

Training  hotspot  about  SEM  coloration  (p.  2)  The  app  developer  previewed  this  first  hotspot  during  the  introduction  demonstration.    When  using  the  app  independently,  some  students  pointed  at  or  otherwise  indicated  that  they  saw  the  hotspot,  and  one  asked,  “why  is  it  glowing?”    Others  did  not  indicate  they  saw  it,  and  only  one  activated  it  without  prompting.    It  may  be  that  students  skipped  by  this  hotspot  because  they  thought  they  had  seen  whatever  there  was  to  see  during  the  demonstration.    However,  the  fact  that  one  student  asked  about  the  glowing  indicates  that  

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not  all  the  students  understood  the  connection  between  the  glowing  as  an  indicator  of  a  hotspot  and  the  accompanying  activity  or  additional  information.      

Tree  of  life  hotspot  (p.  7)  Some  students  missed  this  hotspot,  but  many  found  it.    Of  those  who  tapped  on  it,  one  read  it  all  out  loud,  the  others  glanced  quickly  at  it  and  went  back  to  the  comic.      

Microbe  Close-­‐up  hotspot  (p.  10)  It  appeared  that  all  the  students  noticed  this  hotspot  and  either  opened  it  right  away  or  returned  to  open  it  after  reading  the  whole  comic.    Most  appeared  to  read  the  text  that  accompanied  the  photo  image,  and  one  student  asked,  “What  is  food  gel?”  

The  four  microbe  “gang”  members  (p.  13)  All  the  students  appeared  to  notice  these  hotspots,  and  most  touched  on  them  to  get  the  descriptive  “bios.”    In  each  case,  the  student  tapped  every  “gang”  member,  not  just  one  or  two.    Some  students  appeared  to  read  the  descriptions;  others  just  glanced  quickly  at  the  image  and  text.    One  student  commented  that  the  animation  for  the  hotspot  was  distracting  and  should  only  go  once  or  twice  instead  of  continuously.  

Candi/  hypha  (p.  14)  All  the  students  appeared  to  notice  this  hotspot,  but  several  students  thought  that  there  were  two  different  hotspots,  not  just  one,  and  they  tried  to  tap  both  sides  of  the  animated  image.    Students  spent  varying  amounts  of  time  looking  at  the  additional  information  provided  through  the  hotspot.    One  student  remarked,  “I  am  learning  so  much  my  mind  can’t  handle  all  this.”  

100  trillion  (p.  18)  Not  all  the  students  noticed  this  hotspot,  but  that  may  have  resulted  from  skipping  this  page  altogether  the  first  time  they  were  flipping  through  the  comic.    This  page  elicited  more  comments  from  students  than  other  pages,  with  remarks  of  “Cool!”,  “Needs  more  corn,”  and  “Wow  –  that  is  a  lot!    A  lot  of  zeros.”      

Menu  itself  Some  students  readily  found  the  menu;  others  did  not.    One  student  knew  to  open  the  menu  when  s/he  wanted  to  access  the  narration,  but  another  group  did  not  find  the  menu  when  wanting  to  turn  on  the  sound.    For  those  who  tried  to  open  the  menu,  some  used  it  as  intended,  but  others  tried  to  swipe  the  button  and  were  thus  unable  to  get  it  to  open  at  first.    One  student  advised  another  to  “just  hit  it”  to  successfully  access  the  menu.    When  asked  about  it  specifically,  some  students  said  they  thought  it  should  be  bigger  but  others  felt  that  is  was  fine  as  is.      

Narration  toggle  Once  students  had  located  the  menu,  they  seemed  to  understand  how  to  use  the  toggle  appropriately,  but  not  all  were  able  to  locate  the  narration  control  when  they  wanted  to.    Some  students  needed  help  with  volume  control.  

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ZoomU  (mouth,  skin,  gut)    Once  they  had  opened  the  menu  itself,  most  students  were  able  to  readily  access  this  from  the  menu  options.    However,  a  couple  students  missed  this  option  and  had  to  be  directed  to  use  it.    Most  were  able  to  zoom  in  on  the  images  as  intended,  but  a  few  tried  to  swipe  or  pinch  the  image  instead  of  tapping.    Once  they  began  the  activity,  they  zoomed  all  the  way  into  the  most  magnified  image.    Some  did  this  very  quickly,  so  did  not  appear  to  read  much  if  any  of  the  text.    Students  appeared  to  enjoy  the  images,  with  comments  such  as,  “Oh  my  gosh!”  “What’s  that?”  and  “Can  you  zoom  in  on  that?”        All  students  experienced  some  difficulty  returning  to  the  screens  that  they  intended  to  go  to,  tapping  the  “back”  button  when  the  “menu”  button  would  have  taken  them  to  where  they  wanted  to  go  next.    When  asked,  students  recommended  that  the  buttons  be  labeled  differently,  such  as  “Zoom  U  menu”  to  make  it  more  obvious  which  button  would  take  them  back  to  the  three  choices    

Field  Guide    This  feature  was  not  yet  fully  functional,  so  two  of  the  groups  did  not  use  it  at  all.    The  one  group  that  did  click  on  it,  just  looked  at  the  menu  page  with  the  images  but  did  not  explore  into  the  individual  descriptions.    When  asked,  the  students  said  they  did  not  recognize  that  the  images  were  a  menu  and  that  they  could  access  additional  pages  of  information  by  tapping  the  images.  

About  The  “About”  page  was  not  yet  functional  at  the  time  of  piloting.  

Additional  notes  When  reviewing  the  app  for  this  report,  I  had  some  trouble  with  the  narration  toggle.    I  turned  it  off,  and  then  next  time  I  returned  to  comic,  it  was  on.    Then,  it  indicated  that  it  was  on  (showed  green),  but  it  was  off.    I  could  not  get  the  error  to  happen  again,  so  perhaps  it  was  the  result  of  pressing  buttons  too  quickly.    This  may  be  something  to  investigate  further  if  possible.    

Summary  This  simple,  interactive  app  provides  interested  readers  with  additional  information  and  interesting  images  to  accompany  the  comic.    This  trial  testing  indicated  that  the  app  seems  to  be  relatively  easy  to  use  for  the  intended  audience  as  well  as  appealing  to  them.    This  was  especially  true  for  some  of  the  individuals  in  this  participating  group  since  many  had  been  involved  in  the  narration  of  the  comic  and  recognized  the  voices  of  the  characters.        Students  easily  identified  most  of  the  access  points  or  “hotspots”  as  they  read  through  the  comic,  although  students  exhibit  different  styles  of  using  the  app.    Some  students  listened  to  the  entire  narration  through  the  whole  comic  first  and  then  went  back  to  access  the  hotspots.    Others  flipped  rapidly  through  the  comic  first,  not  listening  to  the  narration  at  all,  searching  for  the  hotspots  to  tap.    This  trial  testing  showed  that  for  students  with  experience  with  touch  screens,  even  if  not  with  iPads,  could  readily  manipulate  the  app  and  access  the  additional  available  information.  

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Recommendations  A  few  changes  are  recommended  to  the  app  as  a  result  of  this  evaluation.  

• Add  a  “ZoomU  Menu”  button  (or  similar)  for  users  to  easily  return  to  that  menu  from  the  magnified  images.  In  ZoomU,  the  “back”  button  and  “menu”  button  were  confusing,  and  students  consistently  returned  all  the  way  to  the  comic  instead  of  back  into  ZoomU  to  continue  to  explore  that  feature.    So  they  ended  up  having  to  press  multiple  buttons  to  get  where  they  wanted  and  intended  to  go.    A  button  titled  “Zoom  U  Menu”  would  be  a  good  way  to  clarify  things  for  the  user.  

• Make  the  menu  button  easier  to  find  and  use.  The  menu  button  was  not  obvious  to  all  users,  and  was  difficult  for  students  to  access  even  if  they  knew  it  was  there.    Some  suggestions  were  to  label  it  “menu”  or  to  make  the  button  larger.      

• Consider  providing  some  clue  that  the  images  in  the  Field  Guide  menu  are  actually  buttons  to  access  additional  information.  Some  students  who  accessed  the  Field  Guide  menu  did  not  recognize  that  there  was  additional  information  to  access.      Consider  adding  some  animation  or  directions  that  say,  “tap  on  microbe  for  more  details”  or  similar.  

• Conduct  an  additional  usability  evaluation  with  users  unfamiliar  with  comic.  Because  of  the  limitations  present  in  this  study,  it  is  recommended  that  a  second  phase  usability  study  with  students  not  familiar  with  comic  be  conducted  to  assess  how  well  the  app  works  with  new  users.  

Reference  Spiegel,  A.  N.  (2014).    Biology  of  Human  Formative  Evaluation:  Youth  Feedback  on  Occupied  Comic.  Lincoln,  NE:  Center  for  Instructional  Innovation,  University  of  Nebraska-­‐Lincoln.  

Phase  II  This  second  phase  was  undertaken  to  identify  any  issues  with  usability  that  were  not  detected  in  the  first  phase  of  the  evaluation.    For  this  phase,  changes  to  the  app  on  the  Zoom  U  feature  had  been  made  based  on  the  Phase  I  findings.    In  addition,  final  modifications  had  been  completed  and  all  the  app  features  were  fully  functional.    This  pilot  testing  took  place  between  March  20-­‐23,  2015.    Because  of  the  time-­‐sensitive  nature  of  this  information,  an  earlier  version  of  this  section  of  the  report  was  made  available  to  the  development  team  on  March  24.    Because  the  focus  of  this  evaluation  is  to  identify  needed  changes,  I  will  focus  here  on  recommendations  for  change  rather  than  include  both  strengths  of  the  app  and  recommendations  for  change.  

 

Participants  Six  (6)  youth,  ages  9  –  17  years,  with  varying  levels  of  experience  using  an  iPad  participated  in  this  pilot  testing  phase.    All  indicated  that  they  were  familiar  with  iPads  (either  their  own  

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or  that  of  a  family  member).    Ages  and  genders  were:  M9,  F11,  F11,  F14,  F14,  F17.    This  was  a  convenience  sample.    

Methods  Each  participant  used  the  app  and  interacted  with  the  evaluator  individually.    Each  youth  was  told  that  the  evaluation  of  the  app  was  being  undertaken  to  assess  usability,  and  were  instructed  to  use  and  explore  the  app  on  his/her  own.    Each  was  observed  as  s/he  manipulated  the  app,  and  then  asked  questions  about  elements  s/he  had  not  accessed.    At  the  end,  participants  were  also  asked  to  provide  recommendations  for  elements  they  found  frustrating,  confusing,  or  hard  to  find.    Participation  for  each  youth  took  between  15  and  30  minutes.      

Limitations  The  app  was  only  available  for  pilot  testing  for  a  limited  time  on  a  single  iPad.    Thus  this  imposed  significant  constraints  on  arranging  for,  scheduling,  and  interacting  with  participants.    The  participants  consisted  of  a  convenience  sample  of  youth  volunteers  who  were  available  to  the  evaluator  to  pilot  the  app,  so  they  may  not  be  representative  of  the  youth  who  will  be  using  the  app  in  the  future.      

Findings  and  Recommendations  These  are  organized  in  four  sections.    The  necessary  changes,  errors  in  text  that  are  also  easy  to  change,  are  listed  in  the  first  section.    The  strongly  recommended  changes,  those  that  would  have  a  significant  impact  on  usability,  are  listed  second.    The  third  section  comprises  suggested  changes  that  are  not  critical  but  were  identified  by  participants  as  confusing,  or  as  possible  areas  to  improve.      The  last  section  includes  additional  issues  to  consider,  for  which  changes  may  or  may  not  be  warranted  or  possible.    Within  each  section,  items  are  listed  in  order  of  appearance  in  comic,  with  “menu”  items  last.  

I.  Typos/Errors  • In  ZoomU,  Skin,  X20000,  first  line  should  read,  “E  coli  bacteria  mostly  hang  out  on  

the  skin  that  lines  your  intestines.”    (currently  reads  “you  intestines”).  • In  ZoomU,  Stomach  X40000,  last  line  reads,  “This  trick  that  has  allowed  them  to  

colonize  humans  for  the  past  60,000  years.”    This  is  grammatically  incorrect,  and  could  be  corrected  by  omitting  “that”.  

II.  Strongly  recommended  changes  in  user  interface:  

Beginning  of  App    • On  cover  page,  put  an  arrow  or  other  indicator  so  the  user  knows  to  turn  the  page  to  

start.  Five  of  the  six  youth,  after  opening  app,  waited  for  something  to  happen  because  

they  did  not  understand  that  they  were  supposed  to  turn  the  page.    They  thought  the  app  was  still  loading.    All  the  other  WoV  apps  start  with  arrows  to  indicate  that  the  reader  needs  to  turn  the  page.    This  app,  aimed  at  even  younger  readers,  should  also  have  an  indication  of  what  to  do  when  you  start.  

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When  asked,  one  participant  suggested  that  having  the  page  curl  might  work  as  an  indicator  that  the  reader  needs  to  turn  the  page.    Others,  when  shown  the  arrow  used  on  one  of  the  other  WoV  apps,  thought  that  would  work  well.  

Training  Hotspot  (microbe  on  page  2)  • Make  first  hotspot  more  obvious  and  indicate  what  the  user  should  do.      

Only  one  of  the  six  youth  knew  to  tap  the  hotspots  to  access  new  information  or  an  activity.    When  asked,  all  the  rest  replied  that  they  thought  the  glowing/changing  colors  on  the  hotspots  were  just  decoration  or  animation.    They  did  not  know  that  there  was  something  interactive  for  them  to  do.    The  first  hotspot,  which  is  also  the  most  subtle,  needs  to  be  more  obvious  (two  readers  did  not  find  it  even  after  going  back  to  look  for  a  hotspot  on  that  page).    It  also  needs  to  explicitly  encourage  the  reader  to  tap  it.    One  user  suggested  making  it  move  rather  than  just  change  color.    Another  user  suggested  putting  an  arrow  pointing  to  it.  

Many  apps  start  with  some  bubbles  of  instruction  to  alert  the  user  how  to  interact  and  use  the  app.    Adding  a  bubble  that  says,  “tap  here  for  more  information”  or  “tap  glowing  images  for  more  information”  would  let  the  reader  know  there  is  more  to  the  app  than  just  the  comic.    If  having  this  information  in  the  comic  would  be  too  disruptive  to  the  narrative,  it  could  be  included  at  the  end  of  the  comic.      

Menu  • Make  the  menu  more  obvious  to  find  and  to  use.  

Only  one  reader  successfully  accessed  the  menu  without  help.    None  of  the  others  would  have  accessed  the  menu  without  prompting  and/or  coaching.    A  couple  noticed  the  button,  but  after  swiping  and  getting  the  iPad  menu,  did  not  think  to  tap  instead  to  access  the  menu.      

Many  readers  waited  until  the  end  to  access  interactive  elements.    Perhaps  one  solution  would  be  to  label  the  menu  explicitly  and  provide  information,  such  as  “tap  here  to  access  menu,”  on  the  last  page  of  the  comic.  

III.  Additional  suggestions  

Copyright  page  • Move  copyright  page  to  the  end.  

Kindle  books  (ebooks)  now  mostly  have  this  page  at  the  end  of  the  books  so  that  the  reader  can  get  right  to  the  story.    This  seems  like  a  good  precedent  to  follow.    As  one  youth  articulated,  having  the  mostly  black  and  white  page  of  credits  be  the  first  thing  is  an  “unrewarding  way  to  start.”      

Candi  hotspot:  • Simplify  the  ‘Candi’  hotspot  on  page  14.    

Just  have  the  hyphal  form  of  ‘Candi’  be  the  hotspot,  instead  of  alternating  the  colorization  between  the  two  forms  of  ‘Candi.”    All  but  one  of  the  readers  tapped  both  images  in  sequence,  thinking  that  there  were  two  hotspots  and  two  different  pages  that  would  open,  not  just  one.  

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ZoomU:  • Label  the  levels  of  magnification  in  ZoomU  from  the  beginning  instead  of  waiting  until  

all  images  in  a  set  have  been  viewed,  and  have  those  labels  be  active  (to  access  corresponding  image).      

Two  participants  were  interested  in  going  back  to  an  earlier  image  to  compare  to  another  right  away  but  were  unable  to  access  it  because  of  the  prescriptive  nature  of  this  exploration.    When  asked,  four  of  the  participants  thought  that  the  magnification  labels  should  be  included  right  away  with  the  first  image.    Five  of  the  six  participants  used  a  swiping  motion  across  the  screen  to  move  from  the  lower  magnification  images  to  the  next  higher  level.    For  most  users,  this  swiping  (instead  of  tapping)  was  effective,  but  not  for  all.    When  swiping  did  not  work,  at  least  one  user  then  tried  unsuccessfully  to  tap  on  the  purple  buttons  to  see  the  next  image.      

Having  the  purple  buttons  be  active  and  labeled  from  the  beginning  would  allow  the  users  more  freedom  of  exploration,  and  hopefully  be  less  confusing.    One  user  did  not  understand  that  the  magnification  information,  when  it  appeared,  corresponded  to  the  earlier  images  shown.    One  user  said,  “have  the  magnification  numbers  there  right  away;  otherwise  it’s  confusing.”      

Menu  access  • Consider  adding  the  menu  button  to  the  cover  page  or  not  have  “THE  END”  button  

return  to  cover  page.  Because  users  return  to  the  cover  page  when  they  reach  the  end  of  the  book,  if  

they  have  not  found  any  hotspots  or  the  menu  by  then,  they  are  then  very  unlikely  to  find  the  menu  since  it  is  not  available  from  the  cover  page.  

IV.  Other  issues  • Consider  adding  a  “done”  button  to  the  hotspot  destinations  instead  of  just  

expecting  the  reader  to  tap  the  image  to  get  back  to  the  comic.    

• Fix  the  intermittent  bug  in  the  narration  toggle.    Sometimes  the  toggle  will  be  green  when  narration  is  off  and  then  purple  when  narration  is  on  (it’s  the  opposite  of  what  it  should  be).    This  error  manifest  when  one  of  the  youth  participants  was  using  the  app,  and  once  when  the  evaluator  when  using  the  app  prior  to  trial-­‐testing.  

 • Consider  switching  the  x-­‐ray  images  to  photographs.    One  participant  found  the  x-­‐

rays  confusing.    Referring  to  the  x-­‐ray  mouth  image  that  has  teeth  colored  from  white  to  greens,  yellows  and  oranges,  this  user  commented,  “I  don’t  get  the  x-­‐ray.      It  has  nothing  to  do  with  microbes  and  the  different  colors  make  you  think  you  have  different  microbes  on  your  teeth.”    

 

Conclusion  If  the  goal  is  for  new  users  to  be  able  to  find  and  access  the  interactive  elements  of  this  app  using  the  menu  and  hotspots,  then  the  access  to  these  features  must  be  made  more  obvious.    The  results  of  this  trial  testing  suggest  that  without  these  changes,  it  is  likely  that  many  users  (maybe  even  the  majority)  would  not  access  any  of  the  interactive  features.    

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Particularly  given  the  young  age  of  the  target  audience,  making  the  app  as  user-­‐friendly  as  possible  so  that  all  the  information  is  readily  accessed  seems  critical.    The  additional  recommendations  for  change  may  also  help  make  the  app  easier  and  less  frustrating  to  use.  

Discussion  This  two-­‐phase  pilot  test  provided  key  information  to  use  in  making  revisions  prior  to  the  initial  public  release  of  the  Occupied!  app.    This  written  report  serves  as  documentation  of  the  evaluation  process  used  and  resulting  feedback  recommended  to  improve  usability.    The  evaluation  activities  also  included  face-­‐to-­‐face  meetings  with  the  iLab  development  team  to  further  discuss  findings,  recommendations,  and  possible  modifications.      

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Appendix  A  Field  Notes  Instrument  

 

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Appendix  B  Compilation  of  comments  and  observations  from  Phase  I.  (Also  provided  as  initial  notes  to  developers  on  March  3,  2015)    Observer  Notes    

• Group  1  did  not  listen  to  narration  at  all,  but  paged  through  quickly  to  find  hotspots.    The  three  youth  in  this  group  were  all  familiar  with  the  comic,  so  the  plot  was  not  new  to  them.    

• For  Group  2,  first  one  youth  used  the  app,  and  then  a  second  youth  (who  arrived  a  little  later)  used  the  app,  so  it  was  more  individual  exploration.    The  third  youth  in  this  group  was  familiar  with  the  comic  and  not  interested  in  exploring  the  app.  

• Group  3  listened  to  entire  narration  and  then  went  back  to  explore  hotspots.    None  of  the  three  students  in  this  group  were  familiar  with  the  comic  prior  to  this  session.    

Student  comments  &  questions    /  Student  actions  &  behaviors  1.  Turning  pages  Group  1  

• Worked  well  for  the  most  part.  • Accidently  skipped  pages  quite  often.  • Liked  to  play  with  pages  back  and  forth.  • Liked  that  it  was  smooth.  • “Are  you  trying  to  rip  it?”  [one  student  to  another,  who  was  flipping  page  rapidly  back  and  forth]  • “Is  that  you?”  [to  student  who  narrated  story  on  app]  

Group  2  • Skipped  quickly  first,  then  played  with  pages,  smiling,  “I  like  the  page”  

Group  3  • “There  is  no  volume”  [iLab  app  developer  then  helped  turn  on  sound]  • “How  long  is  this  thing?”  • Easily  followed,  worked  nicely.  • Students  took  turns  turning  page  • Got  pages  to  turn,  but  students  didn’t  read.    Flipped  through  fast  to  get  the  hang  of  it,  then  listened  to  narration  

all  the  way  through.    

2.  p.  2  (training  hotspot)  This  was  previewed  in  the  demonstration,  so  students  may  have  not  explored  it  because  they  already  knew  what  happened.  Group  1  

• Did  not  touch  it,  but  pointed  at  it  • Noticed  right  away,  didn’t  think  to  touch  it  • Able  to  catch  it  right  away  

Group  2  • Obvious  to  first  user  • Skipped  hot  spots  –  did  not  notice  without  prompting  

 Group  3  

• Missed  first  time,  might  be  because  shown  on  TV  (reading  as  well)  • Missed  first  • “Why  is  it  glowing?”  [but  didn’t  tap  to  try  it]  

 3.  p.  7  (Tree  of  life)  Group  1  

• Touched  hotspot,  glanced  at  enlarged  image,  went  back  to  comic  • Noticed  right  away,  didn’t  think  to  click  it  • Able  to  catch  it  right  away  

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Group  2  • Obvious  to  first  user  • Second  user  missed  it  the  first  time,  then  went  back  and  found  it  • Went  in,  but  needed  to  be  directed  and  did  not  stay  in  

Group  3  • One  student  read  out  loud  • Passed  it  because  shown,  possibly;  also  they  were  reading,  went  back  after  reading  

 4.  p.  10  (microbe  close-­‐up)  Group  1  

• “What  is  food  gel?”  [reading  text  in  hotspot  image]  • Noticed  right  away,  clicked  it  and  really  liked  it.  • Able  to  catch  and  explore  

Group  2  • Obvious  button  to  click  • Second  user  clicked  it  right  away  • Skipped  at  first,  then  went  in  but  did  not  stay  long  (~5  seconds)  

Group  3  • Skimmed  past  it  (was  reading),  but  went  back  after  reading  

 5.  p.13  (4  “gang”  members)  Group  1  

• Touched  each  of  them  to  get  the  descriptions,  but  quickly  clicked  back  to  comic  and  did  not  appear  to  read  the  “bios.”  

• Noticed  right  away,  clicked  them  all.    Enjoyed  seeing  more  info  about  each  person.  • Able  to  catch  and  explore.  

Group  2  • Clicked  into  and  out  of  all  of  them    • Second  user  clicked  on  all  the  names  

Group  3  • “Should  only  go  once  –  it  is  distracting;  Once  or  twice”  [animation  over  the  word]  • “Long  name!”  • Went  back  after  reading,  read  all  the  hot  spots.  

 6.  p.  14  (Candi/  hypha)  

• “Looks  like  a  piece  of  candy!”  • Clicked  on  it  right  away.  • Tendency  to  click  the  before  then  after  Candi  (as  if  expecting  two  different  hot  spots)  

Group  2  • Thought  the  Candi  hotspot  was  2  hotspots  • Clicked  in  and  out,  did  not  spend  much  time  inside  • Easily  detected  hot  spot  • “How  long  is  this  comic?”  • “Skipped  to  the  end”  

Group  3  • “I  am  learning  so  much  my  mind  can’t  handle  all  this.”  • One  student  read  hot  spot  content  out  loud.  • Skipped  (reading  comic),  went  back  after  reading.  

 7.  p.  18  (100  trillion)  Group  1  

• Skipped  by  this  the  first  time,  since  they  were  flipping  quickly  through  all  the  pages  and  not  listening  to  the  narration.    So  they  had  to  be  directed  to  look  at  it.  

Group  2  • Knew  to  click  the  animation  • “Needs  more  corn”  

Group  3  • “Cool!”  [first  reaction]  • “Wow  –  that  is  a  lot!    A  lot  of  zeros”  • Passed  by  first  time  (reading),  went  back  through  and  clicked  after  reading  

 

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Menu  itself  Group  1  

• Did  not  find  menu.  • One  student  was  trying  to  swipe  the  menu  button,  and  another  student  advised,  “just  hit  it.”  • Suggested  it  be  bigger.  • Not  too  subtle.  • Didn’t  interact  with  it  until  asked  to.  

Group  2  • Knew  open  to  turn  menu  for  narration  • Went  through  whole  comic  quickly  at  first,  then  went  back  to  beginning  and  turned  on  narration  

Group  3  • Tried  tapping  and  swiping  • Found,  used  as  intended  

 Narration  toggle  Group  1  

• “Turn  off  narrating!”  • Very  self-­‐explanatory.  

Group  2  • Shrugged  at  first,  then  found  it  • Easy  to  use  • “Why’s  it  keep  doing  that?”  • Understood  how  to  turn  on  narration,  but  struggled  to  turn  it  down  without  help.  

Group  3  • “I  would  read  it  without  narration”  • With  the  audio  –  “don’t  pay  as  much  attention  to  content”  • Did  not  find  it  originally.    Needed  help.  • Had  to  turn  on  narration  

 ZoomU  (mouth,  skin,  gut)    Group  1  

• “Oh  my  gosh!”  • “Oh  my  gosh,  whoa!”  • “What  is  that?”  [stomach]  • Student  hit  “back”  not  “menu”  to  go  back  each  time.    When  asked,  recommended  that  the  buttons  be  labeled  

differently,  such  as  “Zoom  U  menu.”  • Thought  images  were  “gross,  kind  of”  • “Main”  vs  “Back”  button  functions  weren’t  obvious.  • Zooming  in  by  pressing  down  was  obvious.      Made  sense  to  choose  where  to  go  next.  • Seemed  intuitive.  • Explored  all  the  way.  • The  menu  button  (upper  left)  should  say  something  else  than  menu  

Group  2  • Trying  to  swipe  • Tried  to  pinch  Zoom  • “That…that’s  nice”  • “Whoa!”  • “Is  it  detecting  the  heat?    Is  that  why  it’s  that  color?”    • Use  “zoom  U  home”  rather  than  menu  button  • “What’s  that?”  • “Can  you  zoom  in  on  that?”  • “The  skin  is  like  diamond  shaped”  • “What  the  heck?”  • Both  students  skipped  this,  and  needed  to  be  directed  by  facilitators.  • Once  they  got  into  it,  they  both  spent  about  5  minutes  on  it.  

Group  3  • “That’s  your  tongue?”  • “Why  does  it  have  a  sharpe  in?”  • “That’s  a  tastebud?    Looks  like  a  rotting  rose.”  • Suggest  maybe  swipe  left  and  right  • Students  did  not  read  descriptions  

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• Clicked  on  back  to  get  to  the  other  zooms  • Found  interesting,  used  as  intended  • Hit  back  first,  before  menu  –  change  “back”  to  “ZoomU  menu”  

 Field  Guide    Group  1  

• Clicked  on  it,  but  just  looked  at  it.    When  asked,  students  said  they  did  not  recognize  that  the  images  were  a  menu  and  led  to  additional  pages  of  information.  

• Clicked  it  in  the  menu,  but  thought  it  was  only  a  picture.  • Still  buggy,  needs  to  be  fixed.  • They  didn’t  think  those  characters  were  actual  buttons  to  click  

Group  2  • Skipped  –  both  students.  • Advised  not  to  use  since  it  is  not  working  

Group  3  • Did  not  use.  

 About  Group  1  

• Doesn’t  work  very  well  when  they  hit  the  end  of  the  comic.  Seemed  odd.  • Wanted  to  know  why  it  was  blank  •  

Group  2  • Add  color  to  the  person  on  the  About  page  

Group  3  • Did  not  use.  

 Other  observations  and  student  comments/  questions  

• There  was  a  bug  with  turning  off  • “Can  you  pause  and  restart  it?”  • “Pictures  should  be  more  realistic”  • “Highlight  words  as  narration  goes”  • “I  don’t  like  comics”  • “So  you  can  record  anybody?”  • “Why  have  books  when  you  have  the  internet?    Why  are  most  education  books  so  boring  and  pointless?”  • “Is  this  an  iPad?”  • “How  long  is  this?”  • “So  it’s  called  Biology  of  Human  and  these  are  just  other  things?”  • “How  long  did  it  take  to  make  it?”  • They  were  not  interested  in  the  interactive  aspects  of  the  comic.  • Viruses/  bacteria  good  and  bad.