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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
See plans Included with Family, Teacher and School plans. Open in PlayOwl

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

  1. Who are the users? Personas and scenarios 5 steps3 practiceabout 22 min
  2. Four usability principles 5 steps3 practiceabout 24 min
  3. Testing with real people 6 steps4 practiceabout 28 min
  4. Quick accessibility checks and what to fix first 6 steps3 practiceabout 26 min
  5. Design and testing check 10 questions at the end

Keep exploring

More 8th grade computer skills

Guide for grown-ups