Background
I ran a seminar on Iteration and Playtesting with a group of students from the Parsons School of Design. My aim was to showcase study a product’s creation process as reactive to its technological context then run a playtest of that product using Sharp and Macklin’s framework for evaluating the design efficacy of games.
Specifically, I was interested in how users were able (or not) to achieve their goals of “Playing Music” using an iPod, the original portable music player released by Apple in 2001. I was curious to see if 20 years later the intended experience was still intelligible by a much younger audience. Most people in the focus were 1 when the iPod was released.
In evaluating the playtest, I looked at actions, goals, challenges, information spaces, feedback, decision-making, player perceptions, contexts of play, takeaways, and emotions.
After the playtest, I incubated and brainstormed on potential improvements to the first iPod and derived takeaways on the usabilty of the STEM player.
Following the playtest and iterative incubation session on the iPod, I presented the STEM player, a new audio player designed by Alex Klein and the team at KANO, to the group, with no introduction or instruction besides that the device was on and could play music. The STEM player is an interactive audio player that allows the user to remix the song they are playing. It comes loaded with music but any song can be uploaded to the device. The songs on the device are split by their stems: drums, bass, synth, vocals. Users can control each component as well as create loops and control pitch and speed. Finally, the player is also a recorder meaning the user can record and save their newly created remixed track.
Insights from the iPod playtest
Here are some of the insights the group adduced with regards to the iPod.
In terms of Actions, answering the question of whether they knew what they could and could not do, users, at first, found it difficult to understand the directions when using the wheel. However, it does not take long for the user to gain familiarity with the repetitive motions of the wheel. The main challenges they faced were in adding music using the iTunes software and using some of the Settings functionalities such as date- and time-changing.