Iteration 2 – Concepts


In Iteration 1 we had a participant flow which went through a series of calibration scenes covering different aspects of vision (e.g. Monocular vision present? Biocular vision? Depth perception?…). These scenes were originally focused on building up a calibration object which could describe the participants visual abilities, to then calibrate the “main” part of the app which would be games developed by third-parties.

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Why is designing EyeSkills difficult? – a quick note

When building software, one is creating a simplified model of reality, capturing those parts which are relevant to achieving the system goals. This model is not generally not built to be passive, it should then interact with reality to alter the nature of reality. It’s an interesting feedback loop called “active modelling”. If we don’t iteratively test as we design and build, we will inevitably design systems that fail to capture reality and fail to then interact with it as desired. This is particularly true of systems which interact with people. Continue reading “Why is designing EyeSkills difficult? – a quick note”

Dissecting a user test – how we improve!

Each user test is an exciting event.  Each user test throws up at least half a dozen “aha” or “why didn’t I think of that” moments, driving on and further inspiring development.  In our most recent user test (yesterday evening with Mr R) there were some obvious but useful minor improvements we could make to help practitioners, and a couple of major issues were also raised about determining what the participant is really perceiving.

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