ARitize: Design Evaluation

Duration

5 Weeks

skills

UX Research

User Testing

UX/UI Design

team

Bonnie Chen

April Diaz

Jasmine Wong

tools

Figma

Google workspace

Context

The learning objective of this project was to partner with a real-world organization and conduct a design evaluation of one of their products. We partnered with NexTech to analyze their product ARitize—an Augmented Reality (AR) mobile application. NexTech's design challenges for us were locating areas where users struggle within the app and aiding the learning curve for their novice AR users. We analyzed two portions within the ARitize mobile application: their public platform and AR experiences used by Ryerson University science students, which can only be accessed through QR codes.

Our design evaluation consisted of a usability study held virtually with 7 participants, a pre-test questionnaire to gauge new user expectations and their initial conceptual models, a post-test interview, and a post-test questionnaire to compare how users' conceptual models may have changed. Based on the data, we created a compilation and analysis and mock-ups of a potential redesign solution. We used a think-aloud method during the study to understand how the app’s interface causes complications for the user when completing a task.

responsibilities

I assisted with the study analysis and was the lead UI designer for our re-design solution. We collected quantitative and qualitative data, which were compiled into a report with tables and charts to identify improvement areas within the app.

As the lead UI designer, I was in charge of creating mock-ups in Figma and used the results from our study to drive the UX direction for our re-design. Nielsen’s usability heuristics were referenced as additional guidelines to better support each design decision.

analysis

The main pattern in our usability study showed that participants were often confused about how to complete a task, both with and without tutorial information available in-app. This was part of ARitize's overarching issue regarding interaction and interface clarity.

For example, when viewing an AR experience, participants struggled with scaling an object to be larger or smaller on screen. Despite the solution being available to them hidden under a "?" button, they needed test facilitators to guide them. This pointed to an issue for new AR users and the learning curve they faced when navigating it for the first time. To increase accessibility to tutorial information, I incorporated an optional pop-up tutorial for new users when they view their first AR experience and added button labels (see gallery below).

For example, when viewing an AR experience, participants struggled with scaling an object to be larger or smaller on screen. Despite the solution being available to them hidden under a "?" button, they needed test facilitators to guide them. This pointed to an issue for new AR users and the learning curve they faced when navigating it for the first time. To increase accessibility to tutorial information, I incorporated an optional pop-up tutorial for new users when they view their first AR experience and added button labels (see gallery below, and tap each image to view notes).

For example, when viewing an AR experience, participants struggled with scaling an object to be larger or smaller on screen. Despite the solution being available to them hidden under a "?" button, they needed test facilitators to guide them. This pointed to an issue for new AR users and the learning curve they faced when navigating it for the first time. To increase accessibility to tutorial information, I incorporated an optional pop-up tutorial for new users when they view their first AR experience and added button labels (see gallery below, and tap each image to view notes).

Another point of interest was during the AR Experience of a rat dissection. When we asked participants to rotate the rat, almost 30% of participants mistook the reset button in the top right corner for a rotate button. When asked to navigate to a different area of the rat dissection, participants were unsure where to go. Rather, they blindly clicked buttons on the screen hoping one would help complete the given task. This data in addition to the points above demonstrated how clarity throughout the interface was needed for ARitize users. Buttons were labeled and an extra screen was added after scanning a QR code so users know what AR Experience they have scanned. Additionally, darker backgrounds were added to camera screen prompts such as the "Scan a QR Code" instructions and rat dissection navigation tooltip to increase visual accessibility (see gallery below).

Another point of interest was during the AR Experience of a rat dissection. When we asked participants to rotate the rat, almost 30% of participants mistook the reset button in the top right corner for a rotate button. When asked to navigate to a different area of the rat dissection, participants were unsure where to go. Rather, they blindly clicked buttons on the screen hoping one would help complete the given task. This data in addition to the points above demonstrated how clarity throughout the interface was needed for ARitize users. Buttons were labeled and an extra screen was added after scanning a QR code so users know what AR Experience they have scanned. Additionally, darker backgrounds were added to camera screen prompts such as the "Scan a QR Code" instructions and rat dissection navigation tooltip to increase visual accessibility (see gallery below, and tap each image to view notes).

Another point of interest was during the AR Experience of a rat dissection. When we asked participants to rotate the rat, almost 30% of participants mistook the reset button in the top right corner for a rotate button. When asked to navigate to a different area of the rat dissection, participants were unsure where to go. Rather, they blindly clicked buttons on the screen hoping one would help complete the given task. This data in addition to the points above demonstrated how clarity throughout the interface was needed for ARitize users. Buttons were labeled and an extra screen was added after scanning a QR code so users know what AR Experience they have scanned. Additionally, darker backgrounds were added to camera screen prompts such as the "Scan a QR Code" instructions and rat dissection navigation tooltip to increase visual accessibility (see gallery below, and tap each image to view notes).

reflection & reflection

Our report and design evaluation were well received by NexTech upon presenting our findings to them. The NexTech representatives informed us that the results of our design evaluation would be incorporated into future improvement updates for the ARitize application.

Reflecting upon our process, I believe that there are improvements that could be made to improve our usability study. For example, I believe that our sample size of 7 participants was too small to best represent ARitize's user demographic but was restricted due to the time restraints of the case study. When analyzing participant recordings, I found that our think-aloud method felt too guided, helping participants more often than necessary to complete a task.

If I could redo this study, the first thing I would do is gather data from ARitize to see what the main demographics of their users are, such as the largest age group of their users or what devices they use the app on. With that information, I would be able to filter through possible participants to best replicate ARitize's main user base. I would also double the participant count. During the study, I would observe how participants explore the interface for longer before providing help, to gauge the severity of interaction and interface clarity. This would provide additional data on the time it takes users to come up with a solution and how it affects their overall experience with the app. I would also like to include a study with our app re-design to see the effectiveness of our design solution and note areas for further improvement.

© 2025

© 2025