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Prototype Iteration 3
After conducted additional research through survey and interviews, we managed to develop and refine the previous idea by implementing additional barriers for user such as comparison and story. These barrier is added in order to reflect them on their actions so that the product itself could actually help them in making the decisions.
Stages Discussion
Based on our discussion, we decided to implement three stages to the Puzzle Pay application flow. Comparison, Puzzle and Reminder (CPR).
- Comparison : On the comparison stage, we tried to compare the total amount of items that the user bought with daily necessity items that the user could have bought. Through the addition of comparison stage, we hoped that the user could rethink about their decision as they realized that there are other things that they need in their daily life.
- Puzzle : The puzzle page still holds the same idea as the previous prototypes. Through the puzzle stage, we hoped that the observer could judge whether the buyer needs the item that they want to purchase or not. At this stage, the user needs to get approval from the observer in the form of solution to the puzzle. The solution to the puzzle will be a keywords that determines the story that appears on the reminder stage.
- Reminder : The reminder stage is the last stage. The reminder stage consist of real worlds stories about people that have serious impulsive spending problem and have gone through unwanted events in their life. The keywords of the solution on the puzzle page will determine what stories that the user will get on this stage. Based on the interview with Debtors Anonymous, the majority of people that have impulsive spending problem tend to be woman in 20s or 40s. As our solution tend to move forwards online shopping, we decided to choose 20's females as our main target audience.
Difficulty Discussion
We also decided to implement different difficulty level based on the amount of money that the user spend. The difficulty level will adjust the difficulty of the puzzle and the level of the story that the user gets at the reminder stage. The levels are:
- $0 - $15 will get Type Words puzzle and level one stories
- $15 - $50 will get Type Words or Image puzzle and level two stories
- $50 - $100 will get Riddle or Crossword puzzle with normal difficulty and level three stories
- $100++ will get Riddle or Crossword puzzle with hard difficulty and level four stories.
The difficulty level will also determine the comparison items that the user is going to get. Below is the list of prices that we have gathered
Installing the Puzzle Pay on the Google Chrome
By clicking on the checkout button, user is redirected to the Puzzle Pay Web-Page
The observer got the key answers to solve the user puzzle
The user filled out the puzzle after communicating with the observer
User can pick Yes to come back to Amazon or No to close the Amazon
As we tried to implement the three different stage on this prototype, other basic pages such as the tutorial page are unchanged.
We ran multiple User Testing session to the targeted audience with the high-fidelity prototype that we have designed. The testing sessions are conducted with the participant as the user, and the tester as the buyer. The participants are required to buy an item an finish the application flow. While the participant are buying the item, the participant is required to justify why they need their item to the observer to obtain the solution from the observer. From the user testing that has been conducted, we gathered several insights:
- Most of the participants thinks that the implementation of the CPR stages is effective. Each stages makes them rethink about their decision from different aspects.
- Participants think that the usage of observer is really helpful, as most of them would not be able to justify their action if the items are unnecesarry.
- The addition of comparison stage is pretty good. But some data such as travelling prices might not be suitable, as it might also correlate to impulsive buying.
- Participants likes the connection between the solution of the puzzle and the story that is revealed on the reminder stage. Because it is difficult for the user to get the solution, the reminder that comes before that strikes hard.
Based on the user testing, we can say that the implementation of the CPR stage is a success as it had achieved its intended goal. Therefore, we decided to implement CPR on the final product.