In October 2022, the Sidia (Sidia Institute of Science and Technology is a research and development institute. This article is the result of the Digikin Adventure Pockets PD&I project carried out in partnership with Sam-sung Eletrônica da Amazônia Ltda., using resources from Federal Law No. 8,387/1991, and its dissemination and advertising following the provisions of article 39 of the Decree No. 10,521/2020.), research and development institute launched a game for mobile platforms. The game aimed at children aged between 8 and 12 years old, called Digikin Pocket Adventures, involves the projection of a 3D scenario into the real environment, in which the child needs to find a character hidden in the virtual scenario in a certain amount of time, accumulating points and gifts. The development of this game included a final phase of validation and iteration of the experience, in which the application was tested with a sample of children from Amazonas to evaluate elements of the user’s experiences and their gameplay. This article discusses the development of this testing tool with children and the construction of a rigorous protocol and test script targeting the particularities of this context, where we will discuss the construction of this methodology and share some test results.

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Conducting Usability Testing with Tweens on Mobile AR Platforms

  • Hanah I. S. Correa,
  • Marcos Silbermann,
  • Mariana Lopes

摘要

In October 2022, the Sidia (Sidia Institute of Science and Technology is a research and development institute. This article is the result of the Digikin Adventure Pockets PD&I project carried out in partnership with Sam-sung Eletrônica da Amazônia Ltda., using resources from Federal Law No. 8,387/1991, and its dissemination and advertising following the provisions of article 39 of the Decree No. 10,521/2020.), research and development institute launched a game for mobile platforms. The game aimed at children aged between 8 and 12 years old, called Digikin Pocket Adventures, involves the projection of a 3D scenario into the real environment, in which the child needs to find a character hidden in the virtual scenario in a certain amount of time, accumulating points and gifts. The development of this game included a final phase of validation and iteration of the experience, in which the application was tested with a sample of children from Amazonas to evaluate elements of the user’s experiences and their gameplay. This article discusses the development of this testing tool with children and the construction of a rigorous protocol and test script targeting the particularities of this context, where we will discuss the construction of this methodology and share some test results.