Outline your testing protocol--a description of the steps that anyone on your team can follow to gather feedback from testing. It should include the following sections. IMPORTANT - You should not explain all the features of your service or app or lead your users thru a demonstration of its design features. For truly useful feedback, allow your users to interact with your prototypes and discover its features. Try to be an observer, not a tour guide. Answer any questions that come up as users interact with the prototypes, but keep in mind that asking "what do think will happen?" or "how do you think that might work?" will solicit very useful information about what's going on in the user's mind. Don't try to sell or pitch your product to your users. You're not trying to convince them that your product is good. Rather, you're hoping to learn from observing and hearing how they feel about your product. Then, after users have had a chance to explore your prototypes, you can ask about any specific issues that you'd like them to share their feedback on.
What will you share with your users to interact with?
For each feature that you're testing, how will you use your prototypes?
- Accepting privacy consent and to share private information
- Would they be willing to pay for the app on a subscription basis
- what factors/areas should be included to filter carbon footprint
- motivation to set up profile and answer questions
- Customer journey in the app, easy to navigate
Quiz & Gamification
- how often should the app send out questions, would the consumers be willing to take the time to answer everyday, with week summary?
- Is the competition stage motivational enough to keep using the app?
- Test if the progress map is easy to understand and follow when changes in behavior is made
- Is feedback on the progress motivating change in behavior.
What will you ask them to do?
What will you ask users to do with your prototypes?
- What is the relevant profile setup to cover your footprint?
- What will motivate them to pay for the product?
- How do they feel about the structure, answering the questions, competition element
- How would they be motivated to learn more about changing their behavior/footprint
What will you observe?
What you will be observing and noting as you watch users interact with your prototypes?
- Their initial reaction to the prototype
- Is the customer journey understandable and do they seem to think it is feasible
- What they think of the competition/gamification element of the product
What will you ask them to share feedback on after the testing?
What questions will you ask your users after they've had a chance to interact with and explore your prototypes?
- What do you think about the app/idea and would you be willing to pay for it?
- If not wanting to pay for it, would you rather want to have advertisement?
- How often would you be willing to use the app? Everyday? For how many minutes max?
- Would a competition element of the app make you more or less motivated to keep using it?
- What would be interesting to learn regarding making more sustainable choices?
- Is there any other elements that would motivate you to keep using the app?