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…

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…

First test of second iteration with Mr. R

What a wonderful test. Mr R has alternating strabismus, and a very strong suppression. The Binocular Suppression scene is now designed well enough that it not only demonstrates the suppression switching on very well (by introducing conflict), but allows us to find that breakthrough point where – despite the suppression – Mr R can see…

EyeSkills Prototype for Lazy Eye – Iteration 2 – Practitioner View

A first quick look at how the second iteration of the open-source EyeSkills prototype works. This prototype is designed to test the visual abilities of a person with Lazy Eye, and evaluate the effectiveness of a few techniques which may be useful in allowing a participant to re-establish binocular vision.

Iteration 2 – Concepts

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…