Previous research found the software’s font was too small for the classroom, impacting readability and children’s learning
Research Question
This study aimed to determine the optimal font size for a large hardware product used in various classroom settings.
Approach
Research challenge: The company’s large hardware, similar to a 90 inch TV, presented a challenge for remote studies as critical contextual and environmental factors that influence user experience could be missed. In-person testing was required.
Another research challenge: The ideal study design required child participants (end user) in a typical classroom setting. However, due to school restrictions on teaching time, I couldn’t conduct the research in an actual classroom. After exploring several creative alternatives, I recreated the study by setting up two mock classrooms in the office and using coworkers as participants.
To accurately assess the best font size, a mock eye exam was conducted using a test format. Different questions were displayed on the hardware in descending font sizes. If participants could read the question, they were expected to answer it appropriately. This approach provided more externally valid insights.
In-person usability tests provided invaluable insights into the challenges users have using the hardware in their environment.
Multivariant testing allowed me to test multiple versions considered by the product team.
Impact
The in-person usability study uncovered several insights, including that the font size was too small to read at a distance or angle, the font had a drop shadow that made it hard to read at an angle, and a preferred font size was identified. These actionable results allowed the product team to quickly decide on font standardization.
It was also discovered that designers were creating products on small screens (e.g., 14-inch laptops) without testing on the much larger hardware. They had not fully accounted for the differences in hardware size or the environment (i.e., looking at a screen up close versus users being 10-20 feet away). As a result, the company sent hardware devices to each designer, enabling them to test their designs on the appropriate hardware.
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