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Week 8

Playtest & research

We did onsite research and let high school students test our low-fi prototype. Here is our research plan:

StepObservationQuiz + interviewPlaytest (Bluestream farm)Focus group
time10-15 mins10 mins10 mins10 mins
goalIdentify the pain points during the tradition.evaluate how the students absorb the knowledgetry low-fi under our guidancegather feedbacks

Tester: 5 high school students: 3 girls and 2 boys

The key conclusion of the quiz:

  1. Students can not understand aquaponics deeply after the guidance of the tutor. 60% of testers think that fertilizer should be added to the system and 40% think that it is fish poop that is absorbed by the plant. They can get the benefits of this recycling method but it seems that it is hard for them to understand the chemical principle.
  2. Students are satisfied with their current experience and are willing to share it with their friends. The happiness score is 4.2. 

Focus group after playtest:

  • Objectives: evaluate if our product sparks interest and helps them to better understand the knowledge?
    1. Is it easy for kids to understand?
    2. Attitude to this kind of gamification design?
  • Question list:
    1. What do you think about the BF App? Is that easy for you to get that you are the fish food?
    2. What extra information do you get after you play the app?
    3. Which part do you think is the most exciting?
    4. What else do you want to experience on our AR app?
  • Feedback:
    1. Pain point
      1. Do not know they need to be eaten by the different fish: fish go away or change color
      2. Need a clear indicator for approaching the sticker
      3. Need an indicator for finding filters and stand up the phone
      4. Guide students to leave the barcode and find an empty space.
    2. Exciting part: Finding the fish
    3. Suggestion: add Audio/video, Subtle vibration