Ayana Metoxen Project: Part IV Data Presentation MMC 5279 PARTICIPANTS’ Detailed Report Who Was Tested: Six participants, diverse perspectives on online event ticketing. Demographics: Ages: 25 to 60 years old (Average: 40). Gender: Evenly split (3 Male, 3 Female). All own a computer at home. Learning Journeys: Majority (5 of 6) were self-taught computer users. 4 of 6 also learned through training classes/school. PARTICIPANTS’ Internet Usage Daily Digital Natives: All six participants use the Internet daily. Experienced Users: All have used the Internet for more than three years. Online Shopping Habits: All made more than 10 online purchases last year. Familiarity with Similar Products: Four purchased similar products (event tickets) online more than 10 times. Two purchased 1-4 times. PARTICIPANTS’ Testing Methodology When & Where: Usability tests conducted in-person over two weeks in the month of July. Two participants tested at our shared office. The other four tested from their homes, using personal devices. How It Was Conducted: Each session was a moderated usability test. Participants completed scenarios on Ticketmaster and SeatGeek while thinking aloud. Direct observation captured navigation, verbalized thoughts, and qualitative data. Quantitative metrics collected via post-task questionnaires. BOTH WEBSITES Findings Varied Usability Experience Perceived Utility: Mixed views, with a higher standard deviation (Mean: 5.73, Std Dev: 1.84). Impression of Usability: This had the lowest mean (Mean: 4.17, Std Dev: 2.62), indicating a wide range of user experiences, from very positive to somewhat challenging. High Intent to Use Easy to Learn Strong Product Offerings 6.50 0.67 6.30 0.83 6.22 1.44 Mean Std Dev Mean Std Dev Mean Std Dev TICKETMASTER Results Strengths: High Intent to Use (Mean: 6.50). Strong Product Offerings (Mean: 6.50). Good Ease of Learning (Mean: 6.20). Perceptions: Perceived Utility rated well (Mean: 6.42). Impression of Usability remained moderate (Mean: 4.19), reflecting some specific friction points observed during tasks. SEATGEEK Results Strengths: High Intent to Use (Mean: 6.50). Strong Ease of Learning (Mean: 6.40). Perceptions: Perceived Utility was notably lower (Mean: 5.04, Std Dev: 2.29), indicating varied usefulness among participants. Product Offerings were slightly lower (Mean: 5.94). Impression of Usability was moderate (Mean: 4.14), similar to Site 1. EASE & OFFERINGS Comparing Websites Ease of Learning: SeatGeek (6.40) was perceived as slightly easier to learn than Ticketmaster (6.20). Products & Services: Ticketmaster (6.50) was rated slightly higher for its offerings compared to SeatGeek (5.94). Perceived Utility: Ticketmaster (6.42) was perceived as significantly more useful overall than SeatGeek (5.04). This suggests that while SeatGeek might have offered price advantages in specific instances, Ticketmaster's general utility for tasks was more consistently recognized by our participants. Comparing Websites USABILITY & INTENT Impression of Website Usability: Both sites received similar, moderate scores (Ticketmaster: 4.19; SeatGeek: 4.14) with high variability (Std Dev ~2.6). It's important to note that questions related to frustration, confusion, and search difficulty were reverse-scored; thus, a mean around 4 with high deviation indicates a mix of positive and negative experiences, rather than universal ease. This highlights that "seemingly insignificant features often get overlooked by designers," leading to varied user perceptions (Sharps, 2025). Behavioral Intention to Use: Despite the mixed usability impressions, participants showed an equally high intention to use both websites in the future (Mean: 6.50 for both). This suggests that the fundamental value proposition of these platforms may outweigh some minor usability frictions for users. COLDPLAY CONCERT Scenario 1 Imagine you want to attend the Coldplay concert on July 26 at Hard Rock Stadium in Miami Task: Find this specific Coldplay concert on the website. Once you locate the event, dentify the cheapest available ticket price for a single ticket before any additional fees are applied. Ticketmaster: Search was effective. Minor friction was noted by some participants regarding initial price transparency. SeatGeek: Interface was generally clean and straightforward. Overall: Both platforms allowed task completion with minimal notable friction. MARLINS GAME You are planning to attend the Miami Marlins vs. San Diego Padres baseball game at LoanDepot Park on July 23. Task: Find this specific Marlins game on the website. Then, navigate to the seating chart and select two adjacent seats together in section 20, Row A. Identify the highest total price for both tickets that is displayed before the site prompts you to sign in or enter personal details. 2 oiranecS Key Friction Point: This scenario presented the most significant challenges, primarily due to user unfamiliarity with specific sporting event navigation and stadium layouts. Ticketmaster: Users sometimes struggled with finding specific sections on the seating chart. SeatGeek: Some participants, particularly older users or those less familiar with baseball stadium seating, expressed confusion with "section" names and navigating the detailed seating map. The "think aloud" protocol highlighted these moments of disorientation (Interaction Design, 2024). Overall: Unfamiliarity with the domain (sports events/stadiums) led to more navigation challenges on both platforms. Scenario 3ADAM SANDLER You are looking for a comedy performance by Adam Sandler in Miami Task: Use the website’s search tools to find this specific Adam Sandler comedy event. Once you’ve found the event, identify the name of the venue where it will take place and the exact date of the performance. Ticketmaster: Search was successful and straightforward. SeatGeek: Search was effective. Users found the event details clear. Overall: Both platforms allowed users to efficiently find the required event information quickly and effectively. The Power of USABILITY TESTING Beyond Assumptions: Confirmed that assumptions about user interaction are unreliable. Usability testing is crucial for uncovering hidden pain points (Isherwood, 2018). Value of Observation: "Think aloud" protocols provided invaluable qualitative data, revealing why users struggled beyond just that they struggled. Iterative Improvement: The process solidified UX design as iterative, emphasizing continuous improvement based on direct user feedback. Key Insights intoUSABILITY Clarity is King: Clear navigation and pricing transparency are paramount. Ambiguity caused user hesitation and frustration, underscoring the importance of intuitive interface design (Sharp et al., 2023). The "Familiarity" Factor: Users rely on established patterns from other e-commerce sites. Deviations, even well-intentioned, create friction by challenging users' existing mental models (Sharp et al., 2023). Optimizing Feature Presentation: While both sites offer comprehensive features, the challenge lies in presenting them in a way that is consistently intuitive for all users. This balance is key for positive UX, ensuring efficiency and effectiveness (Hotjar, 2021). Understanding the "Why": Knowing why users struggled (e.g., confusing labels) is more valuable than just that they struggled, driving meaningful recommendations (Sharp et al., 2023). Conclusions & Future Impact This usability testing exercise has been incredibly insightful, providing a practical application of the usercentered design principles discussed throughout this course. It has highlighted that effective data analysis and presentation are crucial for translating raw observations into actionable insights that can drive real-world improvements in the digital space. Presenting data effectively ensures that findings are understood and acted upon (Marr, 2017). The ability to identify user pain points, synthesize findings, and communicate them clearly is a foundational skill, regardless of one's specific role in the digital landscape. I am confident that these learnings will make me a more effective and user-aware professional in any future endeavor. References Dam, R., & Teo, S.(2022). Personas – a simple introduction. The Interaction Design Foundation. https://www.interaction-design.org/literature/article/personas-why-and-how-you-should-use-them Hotjar. (2021, April 9). Usability testing: What it is, benefits, and how to do it. Usability Testing: What It Is, Benefits, and How to Do It. https://contentsquare.com/guides/usability-testing/ Isherwood, M. (2018, February 13). How to write a user testing report that people will actually read. Medium. https://uxdesign.cc/how-to-write-a-user-testing-report-that-people-will-actually-read-652d15d2f92e Marr, B. (2017). 5 top tips for presenting data more effectively. Forbes. https://www.forbes.com/sites/bernardmarr/2017/09/11/5-top-tips-for-presenting-data-more-effectively/? sh=71b7875252a8 Sharp, H., Rogers, Y., & Preece, J. (2023). Interaction design: Beyond human-computer interaction. John Wiley & Sons, Inc.
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