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Bryan Michael Lancien edited this page May 14, 2020 · 26 revisions

Welcome to the E_Metrobus wiki!

Goals of the E-Metrobus App

  • Allgemeiner Überblick zur Energie- und Verkehrswende

    • Politische Rahmenbedingungen/Zielstellungen
    • Von groß nach klein: Klimaschutz -> Energiewende -> Verkehrswende -> Maßnahmen Berliner Senat (z.B. Elektrifizierung ÖPNV)
  • Blick ins Projekt

    • Aufklären über Herausforderungen bei der Elektrifizierung des Busverkehrs
    • Technische Details zu Bussen und Ladeinfrastruktur
  • Blick auf den Nutzer

    • Was bringt die Fahrt mit dem Ebus für den einzelnen CO2-Fußabdruck?
    • Wie sieht der Vergleich mit anderen Verkehrsmitteln aus?

Gamification

Concept of Gamification was chosen to captivate the attention of users (instead of displaying a purely information-heavy website).

Use of gamification concepts: Octalysis Framework

Source: Octalysis Complete Gamification Framework

General concepts about the framework:

  • Use few of the core drives but do it really well
  • Focus on intrinsic motivators (no goal or reward, but instead desgin something fun and rewarding in of itself)
  • „Positive“ motivators at the top of the framework
  • Always focus on how you want the users to feel instead of what types of game you want to implement

Examples of drives from Octalysis Framework that can be used

  1. Epic Meaning & Calling
  • Urge of being part of something bigger than oneself
  • Drive usually introduced when at the beginning (discovery phase, onboarding)
  • Possibillities:
    • Narrative at the start (story to give people a larger context) → Explain shortly what it is about and why it is important that users care about it (inclusion of the self in the whole → environment)
    • Humanity hero → Make users aware that they have an impact on the environment and therefore can influence it positively
    • Free lunch → Give winners freebies (Free ticket for 200 bus line?)
  1. Development & Accomplishment
  • Make progress
    • Answer questions and reach 100% proficiency
  • Develop skills
    • Learn about energy transition
    • Learn about project
    • Learn about own impact
  • Overcome challenges
    • ?
  1. Empowerment of Creativity & Feedback
  • Milestone unlock
    • Unlock the „ICH“ block before being able to interact with the other blocks
  • Poisen Picker/Choice Perception (make the user feel they are empowered to make a choice)
    • Users have to choose which block they can interact with
  1. Social Influence & Relatedness
  • Touting Flag (obvious display showing the achievement of the users)
    • XXX users have reached first level, XX have reached second level, X have won the game
  • Conformity Anchor
    • Display comparison of users with best citizens (e.g. footprints)
  1. Unpredicatbility & Curiosity
  • Glowing Choice (curiosity, leading the user)
    • Emphasize a block over another one

Open questions

  • Is gamification for everyone? If yes, to which extent?
  • Integrate „non-gamified“ content into the app too?
  • What would user „win“ when she finishes the game? (Achievement)
    • Leaderboard → Comparison with other users
    • Share on social media platforms

App Design

Structure

A flowchart (from 09.09.2019) based on research done about gamification was designed.

2019_09_19_Flowchart_Emetrobus

Prototype

Based on the flowchart a prototype was created.

UX Research

State of research

Although the prototype was showed to partner projects, no research has been done at the beginning of the project due to a lack of resources. It is therefore imporant to keep in mind that the app is still 'under construction' and will probably change over time. For this, user testing can be used for getting feedback and improving the app usability.

Getting feedback and improve app

Possible ways of getting feedback:

  • Evaluation using heuristics principles
    • Including RLI people involved in the project
    • Including partners involved in the project
  • Informal method of reviewing
    • Including RLI colleagues
    • Including partners involved in the project
  • Formal method of reviewing
    • Including 200 bus users -> can be done by TU staff?
    • Set of (open-ended) questions needs to be predefined
    • Answers need to be categorized (e.g. code - content) in order to be analyzed

User Scenarios

They can be to define specific tasks that need to be tested and analyzed.

  1. Als User, der nicht viel Zeit hat, möchte ich einen schnellen Eindruck vom App und die wichtigsten Informationen bekommen (90 Sek.)
  • Welche Informationen bekomme ich? Verstehe ich, worum es geht (Projekt)?
  1. Als User, der sich für das Thema interessiert, möchte ich so viele Informationen wie möglich bekommen (keine Zeitbegrenzung)
  • Verstehe ich schnell, wo ich die Informationen bekommen kann, die ich suche?
  1. Als User, der sich für das Quiz (als Spiel) interessiert, möchte ich alle Fragen beantworten können
  • Wie einfach ist das Quiz zu nutzen?
  • Verstehe ich, was ich richtig oder falsch geantwortet habe?
  • Kann ich sehen, was mein Score ist?
  • Kann ich einfach meinen Score auf Social Medien teilen?
  • Kann ich meinen Score mit dem von anderen vergleichen?
  • Was habe ich beim Quiz gelernt?

Remote User Testing

There is a lot of documentation available about that topic. From simple blogs to scientific papers.

Steps: https://www.invisionapp.com/inside-design/6-tips-for-remote-user-testing/ Templates: https://www.hotjar.com/usability-testing/template-checklist/

  1. Planning phase:
  • Clear goal: What do we want to reach with the user testing?
    • "We want to know if the users knew how to use the app on their own"
    • "We want to know if the users understood why the app exists"
    • "We want to know if the users learned new things"
  • Who?
  • When?
  • How? Moderated or unmoderated testing?
  1. Gather the participants

  2. Write clear, short tasks

Tasks are useful for unmoderated testings.

Examples:

  • In the case "We want to know if the users understood why the app exists"
    • Task: "You enter the bus and see the poster. You want to know what it is all about but you don't have much time. After 2 minutes on the app, can you explain what it is about and why it exists?"
  • In the case "We want to know if the users knew how to use the app on their own"
    • Task: "Can you open the app and answer all the questions?"
  • In the case "We want to know if the users learned new things"
    • "After you used the app, do you remember or can you find on the app your CO2-footprint with that bus trip?"
  • In all cases, some questions can be asked:
    • "What did you learn?"
    • "What did you find good?"
    • "What did you find annoying/difficult to use?"
    • "Do you have any suggestions for improving the app?"
  1. Pilot testing with colleagues before starting external testing

  2. Perfom test

  3. Evaluate test

https://www.hotjar.com/usability-testing/evaluation-analysis/ Probably quantitative evaluation (it depends on the number of participants)

  1. Prioritize issues

Critical, serious or minor

Link to User Testing Results https://next.rl-institut.de/f/483059

Links

https://www.netguru.com/blog/how-to-improve-the-ux-of-your-application-extensive-guide

UI Design

Animation

https://material.io/design/motion/understanding-motion.html#principles