INTRODUCTION:
This report presents the usability testing process for VirtuLearn, an Augmented Reality (AR)-based application specifically developed for final-year university students who are preparing for their internship programs. The application provides an interactive overlay of digital information onto real-world environments, allowing students to visualize and understand professional settings before beginning their actual internships. The target users of VirtuLearn are students with little to no prior exposure to the working world. By offering a contextual preview of workplace scenarios, the application aims to reduce anxiety, increase confidence, and improve student readiness before entering the job market.
The purpose of this usability test is to ensure that VirtuLearn is user-friendly, intuitive, and effective for its intended users. The test focuses on identifying usability issues related to navigation, interaction, content presentation, and overall user experience. Through this process, we aim to gather valuable feedback that can help improve the system’s design, functionality, and performance.
The main objectives of this usability test are to assess how easily users can interact with the AR environment, to determine whether the system effectively conveys relevant workplace information, and to evaluate user satisfaction during their experience. The report will also define several key terms that are central to the study, including usability, augmented reality (AR), user experience (UX), effectiveness, efficiency, and satisfaction.
Usability refers to the ease with which users can achieve
their goals using the system, while augmented reality (AR) is a technology that
enhances the real-world environment by overlaying digital content through
devices such as smartphones or AR glasses. User experience (UX) describes the
overall feelings and responses users have when using a product. Effectiveness
relates to how accurately and completely users can complete tasks, efficiency
measures the amount of effort or time required to complete them, and
satisfaction reflects the comfort and positive attitude of users toward the
application. By evaluating these aspects, this usability test aims to ensure
that VirtuLearn delivers a high-quality learning experience for
internship preparation.
METHODS & PROCEDURES
Participants
The
usability test involved 4 university students from diverse
academic. Participants ranged in age from 21 to 24 and were
selected based on their prior experience with augmented reality (AR) technologies.
None of the participants had previously interacted with the AR prototype,
ensuring unbiased feedback. This sample was purposefully chosen to capture a
variety of perspectives from students familiar with both the technical
and non-technical aspects of the application.
Testing Tasks and Scenarios
Participants
were instructed to complete four core tasks, designed to simulate
realistic usage of the AR application intended to assist with internship
preparation. The tasks were crafted to measure user experience, ease
of use, and task success. These tasks were:
- Exploring the AR Environment: Participants were asked to
navigate a virtual company environment within the AR app.
They needed to interact with different virtual objects and familiarize
themselves with the layout of the space, simulating a realistic office
tour for a potential internship.
- Completing a Mission: In this task, participants were
tasked with identifying and completing a mission within
the AR environment. They needed to locate specific objects and complete
interactive steps associated with the mission, such as gathering
information or simulating actions related to the internship duties.
- Accessing Skills Information: Participants were asked
to search for information on required internship skills
within the AR interface. This task tested how well users could navigate
the app's content structure to find specific information relevant to the
role they were simulating.
- Providing Feedback: After completing the tasks,
participants were required to submit feedback on their
experience using a questionnaire. The feedback was designed to assess
their satisfaction with the app’s usability, interface,
and overall experience.
Testing Metrics
To
ensure an objective assessment of the usability of the AR prototype, the
following metrics were recorded:
- Task Success Rate: This metric measured the percentage
of tasks successfully completed by each participant. Success was
defined as completing the task without assistance or errors.
- Time on Task: The amount of time each
participant spent completing each task was recorded to assess efficiency in
the AR environment.
- User Errors: Errors such as miss
clicks, incorrect navigation, or failure to
complete a task were tracked. This metric provided insights into
areas where the interface might be causing confusion or difficulty.
- User Satisfaction: A post-task
questionnaire was administered to capture participant perceptions
of the AR experience. Participants rated aspects like ease of use, clarity
of task instructions, and overall enjoyment on a 5-point
Likert scale (1 = Strongly Disagree, 5 = Strongly Agree).
Tools and Equipment
The
following tools and equipment were utilized to conduct the usability test:
- Devices: The test was conducted
using laptop, which is necessary for running AR . The devices
were standardized to ensure consistency across all tests.
- Software: The AR application was designed
using Figma for wireframes and mockups, integrated with
an AR engine to render interactive AR environments and
tasks.
- Recording: All testing sessions were recorded
using phone camera, which allowed us to capture on-screen
interactions for later analysis. Additionally, a video camera was
used to record participants’ facial expressions and actions during testing
for qualitative observations.
Overall Procedures
The
usability testing was conducted in a controlled environment, ensuring
consistency and minimizing external distractions. The overall testing process
was as follows:
- Pre-Test Briefing: Participants were briefed on
the purpose of the usability test and given a brief introduction
to the AR app. No specific instructions were given on how to complete
the tasks to allow for natural exploration and interaction.
- Task Execution: Participants completed
the four tasks in sequence. They were encouraged to
explore the AR app and complete the tasks to the best of their ability
without external help. Each task was observed and timed, with the testers
making note of any difficulties or errors.
- Post-Test Debrief: After completing all tasks,
participants were asked to provide feedback on their experience. They were
given the questionnaire to rate their satisfaction and
give verbal feedback. This debrief helped capture more qualitative
insights into the usability of the app.
- Data Collection and Analysis: The data collected from
the task success rates, time on task, errors,
and user feedback were analyzed to identify common
issues or patterns. The results were used to make
recommendations for improving the interface and functionality of the AR
app.
RESULTS &
ANALYSIS
User Task Completion Overview
User 1
Time completion: 5:22 minutes
|
Task |
Success Rate |
Average Time |
Common Errors |
|
Users need to be
figuring out how to begin virtual Internship. Use available assistant to get
guidance and follow any suggested steps. |
100% |
2:05 mins |
Most Confusing – At
Recommend for you |
|
Users need to access
about their performance after complete internship task. Check performance
results and take note of feedback given. |
100% |
1:35 mins |
- |
|
Users find a way to
reach out to a classmate. Start conversation and try to add them for contact. |
100% |
1:09 mins |
Most Easy – Direct
at menu |
User 2
Time completion: 6:09 minutes
|
Task |
Success Rate |
Average Time |
Common Errors |
|
Users need to be
figuring out how to begin virtual Internship. Use available assistant to get
guidance and follow any suggested steps. |
100% |
2:36 mins |
Most Confusing –
Button and “Recommendation for you” |
|
Users need to access
about their performance after complete internship task. Check performance
results and take note of feedback given. |
100% |
1:04 mins |
Most Easy – Direct
after complete intern task |
|
Users find a way to
reach out to a classmate. Start conversation and try to add them for contact. |
100% |
2:08 mins |
- |
User 3
Time completion: 4:41 minutes
|
Task |
Success Rate |
Average Time |
Common Errors |
|
Users need to be
figuring out how to begin virtual Internship. Use available assistant to get
guidance and follow any suggested steps. |
100% |
2:05 mins |
Most Confusing –
Button and” Recommendation for you” |
|
Users need to access
about their performance after complete internship task. Check performance
results and take note of feedback given. |
100% |
1:10 mins |
- |
|
Users find a way to
reach out to a classmate. Start conversation and try to add them for contact. |
100% |
1:15 mins |
Most Easy – Easy to
find |
User 4
Time completion: 6:46 minutes
|
Task |
Success Rate |
Average Time |
Common Errors |
|
Users need to be
figuring out how to begin virtual Internship. Use available assistant to get
guidance and follow any suggested steps. |
100% |
1:15 mins |
Most Easy - Direct |
|
Users need to access
about their performance after complete internship task. Check performance
results and take note of feedback given. |
100% |
2:10 mins |
- |
|
Users find a way to
reach out to a classmate. Start conversation and try to add them for contact. |
100% |
2:45 mins |
Most Confusing –
Button Position and Box Frame line |
Observation
-
User 1 confusing
at our Task 1 on “Recommend for you”, User 1 thought below of “Recommend for
you” have video or button.
-
User 2 also had
same problem and confuse at “Recommend for you”.
-
User 3 felt
confused when she explores at our task 1 at “Recommend for you” and she thought
same as User 1 and User 2.
-
User 4 felt
confused on Task 3, He got confused on “Friend” button and Friend List Box
Frame.
Quantitative Feedback
On a scale of 1(low) to 5(high) we make an average for user
satisfaction feedback about our app prototype on usability testing:
·
Ease of Use:
4(Average)
·
Enjoyment:
4.5(Average)
·
Satisfaction:
4.2(Average)
Insights
- Our app experience was engaging, but for first-time users need clearer guidance.
- Button labelling and position to make users see and responsive need improvements.
- Positive feedback showed that users
valued realism and interactivity, indicating potential for high
engagement if minor friction points are resolved.
- Our app design approach needs more improvements and follows HCI 8 Golden Rule.
IMPROVEMENTS/ACTION TAKEN:
Problem 1: Confused Homepage Design
Before:
Too
much imagery and overlapping elements: Violates Rule 4: Design dialog to reach
closure and Rule 6: Make easy reversal of action possible — the interface is
cluttered, without apparent end or direction.
Doesn't
have a clear CTA: Violates Rule 2: Make universal usability accessible and Rule
1: Make consistency an objective — users are uncertain where to begin.
Purpose
of the site unclear: Violates Rule 7: Promote internal locus of control — users
are confused and lacking control.
Login/Sign-up
buttons not prominent: Violates Rule 3: Provide informative feedback — no
instructions on next steps.
After:
Clutter
reduced by removing background distractions → adheres to Rule 8: Reduce
short-term memory load.
Clear
title/subtitle added to make platform clearer → aids Rule 1: Consistency and
Rule 7: Internal locus of control.
Standout
CTA buttons like "Get Started" → adheres to Rule 3: Feedback and Rule
5: Error prevention through guiding the user.
Better
spacing and visual hierarchy → obeys Rule 2: Universal usability and Rule 4:
Closure.
Outcome:
More
clarity, more visual guidance, and faster comprehension by the user. Users know
what they need to do next, with low cognitive load.
Problem 2: Dizzying Flow in Chat & Add Friends Features
Previously:
Flow
from role pages to chat not obvious: Breaks Rule 1: Aim for consistency and
Rule 4: Design dialogs to result in closure — users uncertain what to do next.
Icons
not clearly labeled or intuitive: Breaks Rule 2: Aim for universal usability
and Rule 8: Minimize memory load — users have to infer icon functions.
No
feedback when making friends: Breaks Rule 3: Provide informative feedback —
users cannot tell if action succeeded.
Following:
Tooltips
& icon names included → supports Rule 2: Universal usability and Rule 8:
Minimize memory load.
Straightforward
and simple flow (add with confirmation or click to chat) → supports Rule 4:
Closure and Rule 6: Easy reversal.
Feedback
through confirmation like "Friend request sent!" or icon change →
supports Rule 3: Feedback and Rule 5: Prevent errors directly.
Result:
Increased
confidence in interactions. The users now know how to interact and communicate,
with the reactions of the system confirming their actions.
CONCLUSION
The
usability testing session gave us a clearer picture of how users interacted
with our AR practicum app and what kind of experience they had. Overall, the
participants responded positively to the idea and design of the app. They found
the concept of exploring a virtual workplace fun, engaging, and useful,
especially as a way to prepare for real internships or future jobs. Many users
said the app felt modern and exciting, and they were curious to explore more
job roles through the virtual simulation.
At
the same time, the testing also helped us discover areas that needed to be
improved. One of the main issues was the ‘homepage’ , which several users found
confusing. Some were unsure where to click first or how to get started, and
this made the app feel less welcoming at the beginning. Another part that
caused confusion was the chat platform and the "Add Friends" feature.
Although users were interested in chatting and connecting with others, they
found it unclear how to use this function properly or where to find certain
actions.
Based
on this feedback, we made some key improvements to help users have a better
experience. We redesigned the homepage layout to make it easier to understand,
with clearer labels and better organisation so that users can quickly find what
they need. We also updated the flow of the chat platform and made the add
friend process more straightforward, so that users can interact smoothly
without getting stuck or lost. These changes helped improve the overall
usability of the app and made the navigation feel more natural.
This
usability test was very helpful and showed us that even small changes can make
a big difference in how users feel when using an app. It reminded us that
designing a good product isn’t just about how it looks, but also about how
people actually use it. We believe that with continued testing and updates,
this AR/VR practicum app can become a valuable tool for students who want to
explore real job environments in a virtual way. We are excited to keep
improving it and hope it can support more students in preparing for their
practical training in the future.
Comments
Post a Comment