The focus of this project was the 'Time well spent' movement (http://www.timewellspent.io/). The big social media/tech companies have huge influence on our phone usage. On average, people look at their phone 150 times a day. Our phones have become some kind of slot-machines. To conquer this problem, the project Track 'n Trash came to life (by Yorick de Wit).
The concept: Track 'n Trash is an application that can be used in student homes. You create a group together with your roommates. In this group, you put all the chores that have to been done in the house. These chores are then arranged from least to most annoying. The app will register how much time each member spends on their phone, and will create a ranked list based on this information. Each position in the list is tied to a chore. At the end of the week, the chores will be allocated in the right order.
Our project group took this concept and started with creating prototypes and testing these. We conducted an expert-review, user tests and usability tests. The user test was conducted in the context, a student home. The usability test in a usability lab with eye-tracking hardware. Based on the results of those tests, we've made multiple iterations and created a hi-fi prototype including animations at the end of the project.
In this project, I focussed on the user testing. The project showed me all the different kinds of testing en what the pro's and con's of these methods are. For instance, the usability test (with eye-tracking) was really valuable for us, because it showed us where people struggled in the flow. But, this method is not suited to see how the app would behave in the actual context. The timing within the design process is also important. It would be a waste to test for usability problems when maybe the concept is not going to work in it's context.