Scenario Based Testing
Each user was assigned a unique persona, along with specific tasks to perform.
One participant was designated as the initiator of a new initiative, while the remaining three were instructed to sign up for the event.
To evaluate the seamless interaction between the totem and mobile app, two users were equipped with mobile phones containing the prototype. Simultaneously, the other two users were guided to the totem, equipped with their personal tokens, to complete the sign-up process.
The scenario assumed that users were already registered with the service, as the sign-up and onboarding processes were intentionally excluded from the testing scope during this simulation.
DEMO Madness Playground

DEMO Madness Personas
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User Testing Insights
All testers were asked to carry out a survey in 3 sections
1
Pre-Experience
Gathering information about their personal experience with natural disasters along with personal communication style
2
Post-Experience
Investigating the usability and task understanding, based on the given persona
3
Service Feedback
Collecting opinions and ideas for improvements of the project, in relation to concept and UI
In our quest to simulate the campsite experience, involving a group of four individuals who were unfamiliar with each other, we orchestrated a specific activity: basketball shooting contest.
This deliberate arrangement allowed us to observe firsthand how Agorà's features resonate practically and technologically within a group of strangers. Remarkably, even within the confines of this simulated setting, 61% of participants expressed feeling a deeper connection with others, emphasizing the potential of Agorà to foster meaningful bonds. By carefully curating the testing environment to mimic the dynamics of a real campsite, we aimed to glean insights into how Agorà could not only serve as a practical tool but also act as a catalyst for forging genuine connections among individuals facing adversity.
The participants' feedback provided valuable insights into the effectiveness of our choices, shedding light on both the system's practicality and its emotional impact.
61%
of testers felt like they got to know people in the campsite better
Positive Feedback
"It was engaging, well organized and realistic"
"Its a good way to meet new people in a bad situation"
"The concept
is heart-warming"
"The totem is useful
for people who don’t have
a phone"
Constructive Feedback
"The use of NFC was not clear in terms on how and why"
"The interface of the totem was overwhelming and difficult of navigate"
"The word “Initiative” was a bit confusing"
"Would love to have a post-event push to bring us together again after the initiative"
MVP Improvement
Totem Information Architecture

Mobile App Information Architecture








