High-fidelity Prototype


1. User manuals and prototypes

For the Participants

  • Prototype
  • User manual

  • For the Presenters

  • Prototype
  • User manual

  • 2. Design Evolution


    Mental model 1

    Based on the feedback provided by the users through our tests on and by the new member of our team, we decided to make the following changes to our project’s design:

    3. User Population



    Relier’s user base will be primarily populated by presenters who seek more interaction with their audience during their online presentations as well as the participants of such presenter’s talk. Participants will be recruited according to the following criteria:


    However, more precisely, we will recruit participants who represent our different personas that could potentially interact with our system. We decided to apply the test plan on three of those:




    4. Usability Goals


    We decided to test four of our five usability goals: ease of use, efficiency, effectiveness and satisfaction. The reason why we decided not to test for learnability is because this would involve a much longer test as well as testing on second-time users. Here are the quantitative measures we used to evaluate each of the remaining goals:

    1. Ease of use: the system should be easy to interact with

    Quantitative measurement:

    • Time-on-Task
    • Completion rate
    • Error-free rate.
    2. Efficiency: Software supports live emotional expression and does not distract the user.

    Users should be able to react in real-time and view trends with minimal disruptions to focus.


    Quantitative measurement:

    • Time on Task (TOT) of each task

    Qualitative measurement:

    • Subject’s raw reaction to the system through the observer’s data.
    • Self-reported measurements through the post-test questionnaire about the efficiency of the system and its level of distraction.
    3. Effectiveness: Software increases engagement

    The user should feel more comfortable to express themselves and feel more a part of the presentation


    Qualitative measurement:

    • Subject’s raw reaction to the system through the observer’s data.
    • Self-reported measurements through the post-test questionnaire about whether the software helps increase engagement during video conferencing.
    4. Satisfaction: Users should be satisfied when using the system.

    Qualitative measurement:

    • Gather subject’s raw reaction to the system through the observer’s data.
    • Self-reported measurements through the post-test questionnaire about their level of satisfaction with the system (likert-scale).
    • Informal interview of the participant by the examiner to get feedback on the favorite features, what was distracting, etc.


    5. Usability test procedure


    Please view the attached User test plan. This is a very extensive document, for the sake of peer-reviewers, here is a summary of all questions addressed.


    How many examiners are required?

    At least two examiners are needed for this test, but three will be preferred. The examiners will be responsible for:

    - Guiding the user through the test, giving them instructions and answering their questions.
    - Observing the test and taking notes.
    - Recording the test.

    What equipment will the examiners need?

    Examiners will need to have access to a web browser on a computer to access the prototype. They will also need to have a filming device to record the test and a timing device for time measurements. All documents for the test are available in our website.

    How should the prototype be handled?

    The prototype is to be handled in the same way as you will handle your computer. It is designed to resemble a common website window on a typical web browser.

    How will you instruct your examiner to proceed?

    A detailed explanation of the test procedure is available in the usability test plan. Examiners should read that document and follow it during the test.

    What should the examiners avoid doing?

    The examiners should avoid giving their personal opinion to the user and/or interrupt the user when they're handling the prototype (even if they are using it in the wrong way).

    What should the examiners avoid telling the user?

    The examiners should avoid telling the user how to perform the tasks.

    What/How/When should the examiners measure?

    The examiners should present the user with the prototype and measure the time they spend in completing each task. They should also count the number of mistakes or pauses they make when completing each task.



    6. Reporting


    Each test session should be conducted via the video conferencing software of choice of the examination team given that there is a feature to record the meeting. The user should have their camera turned on and share their screen with the prototype visible on their screen.

    The examiner is expected to first ask the user to fill the pre-test questionnaire, before conducting the test. During the whole test session, an examiner should silently observe and record the user’s actions and comments and assess their task completion. These observations will allow us to identify potential usability problems with our computer prototype. Attached to the usability test plan is a data collection sheet which should be filled for each task that the participant has to complete. This includes gathering the time to complete the task (if completed), the number of mistakes the users make and any additional comments provided by the user. At the end of the test, the examiner should ask the user to fill the post-test questionnaire, these self-reported measurements will allow us to collect feedback on the design to help us design the future iterations of our product.


    If time permits, we ask the evaluation team to also provide a summary of their findings including specific usability problems identified and recommendations for resolution.


    7. Usability Evaluation


    Please use heuristic Evaluation Sheet for the evaluation.

    To assess usability, we decided to use Nielsen’s heuristic evaluation. These are the specific criteria that will be assessed:

    1. Visibility of system status
      • Provide feedback within 10 seconds when the user interacts with the system so the user is able to acknowledge that the action was performed and recognized by the system. For instance, when you submit your level of understanding, you are able to see that the value which you entered has a new count.
      • Criteria: The user should be visually informed when their feedback has been received by the system.
    2. Match between the system and the real world
      • Relier aims to allow presenters and participants to have online interactions that feel more real and close to in-person settings, by allowing them to give and view real-time reactions. The wording of the different elements should be familiar to the user such that the user does not need to spend significant time thinking about how to accomplish a task.
      • Criteria: The wording used in the system should be easily understood by the users and they should not second guess what the different functionalities aim to accomplish.
    3. User control and freedom
      • Our product aims to accommodate the users if they performed actions by mistake. In fact, we incorporated simple ways to undo the provided feedback. For the level of understanding, there is a reset button allowing participants to reset the value that they entered. As for the reactions’ panel, by clicking the enabled emojis, users are able to disable them and hence, “undo” that reaction.
      • Criteria: The user should be able to undo their actions quickly, without feeling anxious and confused by the interface.
    4. Consistency and standards
      • The different functionalities incorporated in Relier are not redundant and the terminology used follows the standards used in other video conferencing software. We designed our product so that the different actions that the user could perform should be straightforward. This way, users should not find our product confusing.
      • Criteria: The user should not have trouble distinguishing the different features nor feel like different features and/or labels mean the same thing.
    5. Recognition rather than recall
      • As Relier is a product that fits in the video conferencing software space, we wanted to ensure that the icons and the terminology used were consistent with commonly used software today. This way, our product will feel familiar to the user. For example, the feature for participants to raise their hands uses a hand icon which is consistent with several existing products in the space such as Zoom and Microsoft Teams. New users opening our product will then be able to recognize this icon and immediately know for which purpose it is displayed.
      • Criteria: The user should not feel like they need to remember how to interact with the system and what the different icons mean in order to use our product effectively.
    6. Flexibility and efficiency of use
      • We aimed to build a flexible and efficient system such that the users are able to perform their tasks in their preferred workflow. For example, presenters are able to lower the hands of participants individually, if they’re addressing questions one at a time but they’re also also to clear the whole queue with a click of a button if none of the participants who raised their hand still have questions but forgot to lower their hands. In the second context, it would be very tedious and time consuming if the presenter had to lower the hands one by one and we believe that by allowing our users to be flexible with their interactions will improve the efficiency of use.
      • We also incorporated the concept of flexibility when reacting and for the viewing of the reaction panel. For example, participants are able to add themselves to popular reactions by either clicking on the corresponding emoji on the reaction panel or by clicking on the bar of such reaction.
      • Criteria: The user should be comfortable with the different actions and shortcuts available in Relier, and feel that the interactions are efficient.
    7. Aesthetic and minimalist design
      • Relier’s design aims for all the features to be directly accessible on the main page such that the user does not need to navigate through collapsed interfaces and menus. The goal is to only include relevant information to the user so that they do not feel overwhelmed by the product.
      • Criteria: The user should feel like the interface only displays pertinent information that is easy to interpret.

    . Test Materials