Remote Control SuperUser!

Free instructions and downloadable materials

This activity is offered free of charge for your use in educational settings or World Usability Day events.

On this page: Activity Summary | Learning Goals | Preparation | Setup | Moderating

Activity Summary

Description:
This is a quick fun activity geared towards children that reinforces the thought process and activities needed to achieve an identified user goal. We will have the kids work in two teams of 2-4 participants each. Their first task will be to choose one scenario "Rescue Kitty" or "Save the Train" which represents the problem that needs to be solved. The kids will need to determine six actions and powers that are needed by SuperUser to solve the situation at hand. The team will then apply the six actions to a game-type controller and test it out by having the children shout out only the actions selected plus directional instructions to a "live" SuperUser. This person's improvisational skills will be put to the test in a fun interactive way based on the combination of actions communicated. We anticipate that this activity will be fun and educational for both participants and spectators.
Activity type:
Interactive easel-based and improvisational activity
Good for:
Individuals or small teams of elementary and middle-school aged children
Requires:
Instructional signage, props representing the two scenarios, two easels with paper representations of the controllers pasted on each one, markers and post-it notes (easel pads for drawing are also an option)
Minimum activity time:
5 minutes
Docents/Moderators:
Two to four depending on the number of participants and kids waiting to participate.
Equipment:
  • A free-form structure or table on which to place the signage
  • Two easels
Activity Signs

Learning goals

This activity helps participants think through the user profile, user actions and navigation needed to accomplish a goal identified by the user. The participants will then conduct a quick usability test to determine which combination of a limited number of selected tasks will quickly and easily lead to the desired result.

Activity Preparation

  1. Create or edit and print instructional signage to reflect scenarios of choice in the size desired based on space and type of display options
  2. Print two controllers
  3. Identify and assemble props needed to represent the two scenarios and to enhance the live improvisation during the testing process.
  4. Order and assemble supplies and easels needed

Activity Setup

  1. Set up instructional signage in the center of the space assigned to the activity
  2. Arrange props representing each scenario at the back of the space on either side of the instructional signage
  3. Place each of the two easels in front of each representative scenario with enough space in-between for the improvisational exercise
  4. Adhere a controller example to the front of each easel and arrange sticky notes and markers on the easels for easy access

Activity Moderation

This activity works well with a facilitator, but may be enhanced to be self-service.

  1. Invite 3-4 participants to work as a team.
  2. Explain the tasks to the team and ask if there's a volunteer that would like to act as the SuperUser test subject. If there isn't a volunteer one of the facilitators can act as the test subject.
  3. Another facilitator can work with the volunteer test to explain how the improvisation game will work during the testing process. The test subject can only do the action, plus directional instruction yelled out by a team member. If there is no directional instruction (i.e., forward, backward, left, right, etc.), the test subject will perform that action in place. An option is to have a colored cape to put on the test subject to make it more fun.
  4. While the test subject is being instructed, the rest of the team will pick or create the six actions (examples can be provided) and assign them to each of the buttons on the left and right of the controller.
  5. The team will pick someone to call out the actions. An option is also to provide a light pen to shine on the action or direction selected. Voice commands are needed because the SuperUser test subject won't be able to see the controller.
  6. The SuperUser test subject will react appropriately to each voice command until the goal is accomplished or the time limit is reached. There should be a 1-2 minute limit to keep things moving and to allow for as many teams to participate, as possible. A timer or stop watch is helpful for the facilitators.
  7. If time permits, the team may be allowed to try it again or to rearrange and/or replace actions that didn't work.
  8. The facilitator can reinforce what was learned by the activity and have the team share what they could have done to improve the results, if time permits.

Found a Better Way? Question? Comment?

If you have a variant, enhancement, or comment on this activity, send an email to: volunteer@upaboston.org.

Boston Sponsors:

Museum of Science, BostonBentley CollegeMitreHot Knife DesignBiggarNet UX ConsultingMorgan Kaufmann Publishers

Worldwide sponsors:

Supporting Organizations

STC User Experience Network