Computers & Digital Literacy · Grade 8
Accessible Product Design and User Testing
Learners help improve RoomWise, the Cedar Valley Library's fictional study-room booking app. They describe users with personas and scenarios, find problems using four usability principles, plan and run a simple usability test with realistic tasks and think-aloud, and count task success. They finish with quick accessibility checks (keyboard only, 200% zoom, captions) and decide which fixes come first.
- 4 lessons
- About 100 minutes
- Design and testing check: 10 questions
- Ways to answer: choose an answer, highlight a text, match pairs, type a number, put in order and sort into groups
What learners will discover
- Describe users' goals, needs and situations with personas and scenarios, and turn them into design implications.
- Apply four usability principles (visible status, consistency, error prevention, clear language) to find problems in a design.
- Plan and run a simple usability test with realistic, non-leading tasks, observation and think-aloud, and count task success.
- Run quick accessibility checks (keyboard only, 200% zoom, captions) and prioritise fixes by how much they block users.
Lessons
-
Who are the users? Personas and scenarios 5 steps3 practiceabout 22 min
-
Four usability principles 5 steps3 practiceabout 24 min
-
Testing with real people 6 steps4 practiceabout 28 min
-
Quick accessibility checks and what to fix first 6 steps3 practiceabout 26 min
-
Design and testing check 10 questions at the end
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