A B Testing Protocol for Focus Groups - RutgersGRID/DanceAutism GitHub Wiki
BrainDance Game - A/B Testing Protocol for Focus Groups
Based on BrainDance developed by Anne Green Gilbert © 2000
Icons by Alecia Rossano © 2000
1. Testing Overview
1.1 Purpose
This protocol outlines procedures for conducting A/B testing with focus groups to evaluate key design elements of the BrainDance Game. The testing aims to gather data on participant preferences and effectiveness of different design approaches before finalizing the vertical slice implementation.
1.2 Testing Structure
- Individual sessions: 30-45 minutes per participant
- Small group sessions: 60-90 minutes per group (3-5 participants)
- Mixed methodology: Direct observation, guided feedback, preference selection
1.3 Participant Demographics
- Primary: Children and young adults on the autism spectrum (ages 8-16)
- Secondary: Parents, caregivers, and therapy professionals
- Mix of genders, mobility levels, and support needs
- Prior experience with technology/games noted but not required
2. Visual Art Style Testing
2.1 Test Elements
Option A vs. Option B comparisons for:
- Character/avatar design
- Environment/background style
- UI elements (buttons, menus, feedback indicators)
- Color palette options
- Visual feedback effects
2.2 Testing Methodology
-
Side-by-side comparison
- Present both options simultaneously on split screen
- Allow time for participants to observe both versions
- Record initial reactions and time spent looking at each option
-
Engagement measurement
- Track eye movement/focus between options (if equipment available)
- Note which elements draw attention first and longest
- Observe physical reactions (leaning forward, pointing, etc.)
-
Guided questions
- "Which one do you like better?"
- "Which one is easier to understand?"
- "Which one would you want to play with again?"
- "Is there anything confusing about either option?"
2.3 Data Collection
- Preference tallies for each option
- Qualitative notes on reactions
- Quotes from participants
- Sensory response observations
- Parent/caregiver observations
3. Gameplay Testing
3.1 Test Elements
Option A vs. Option B comparisons for:
- Movement recognition sensitivity levels
- Feedback timing (immediate vs. delayed)
- Instruction delivery methods
- Difficulty progression
- Target/objective visualization
- Point system mechanics
3.2 Testing Methodology
-
Sequential testing
- Participants try Option A followed by Option B
- Alternate starting option between participants to control for order effects
- Allow for rest periods between tests
-
Performance metrics
- Success rate with each system
- Time to complete equivalent tasks
- Number of attempts needed
- Signs of frustration or enjoyment
- Sustained attention duration
-
Facilitated feedback
- "Which one was easier to play?"
- "Which one helped you understand the movements better?"
- "Which one made you feel good about your movements?"
- "Which one would you want to play again?"
3.3 Data Collection
- Completion rates for each version
- Time-on-task measurements
- Observed emotional responses
- Verbalized preferences
- Physical engagement level
4. Animation Testing
4.1 Test Elements
Option A vs. Option B comparisons for:
- Movement demonstration style
- Transition animations
- Feedback animations
- Celebration/reward animations
- Character movement fluidity
4.2 Testing Methodology
-
Observation-based assessment
- Show animation sequences from both options
- Observe attention levels and emotional responses
- Note mimicking behavior or attempts to follow along
-
Comprehension testing
- After viewing animations, ask participants to demonstrate the movement
- Assess accuracy of movement reproduction
- Note which details were retained or missed
-
Preference dialogue
- "Which one was easier to follow?"
- "Which movements looked more like how you would move?"
- "Which one was more fun to watch?"
- "Was either one too fast or too slow?"
4.3 Data Collection
- Movement reproduction accuracy
- Attention span measurements
- Emotional response indicators
- Expressed preferences
- Sensory reaction observations
5. Music Testing
5.1 Test Elements
Option A vs. Option B comparisons for:
- Tempo and rhythm options
- Instrumentation choices
- Dynamic vs. consistent audio
- Audio feedback sounds
- Voice guidance vs. music-only options
5.2 Testing Methodology
-
Listening sessions
- Play audio samples without visual elements
- Observe physical responses (movement, rhythm following)
- Note emotional reactions and engagement
-
Movement synchronization
- Test how participants naturally move to different audio options
- Observe which audio elements trigger movement responses
- Assessment of rhythm following abilities with each option
-
Integrated testing
- Test audio options with visual elements
- Compare engagement with audio-visual combinations
- Note preferences when elements are combined
5.3 Data Collection
- Movement-music synchronization success
- Emotional response to different audio elements
- Duration of engagement with each option
- Physical responses (foot tapping, head nodding, etc.)
- Verbalized preferences
6. Testing Session Structure
6.1 Individual Session Flow
-
Welcome and acclimation (5 min)
- Introduction to testing environment
- Explanation of process (appropriate to participant's understanding)
- Comfort establishment
-
Sequential element testing (20-30 min)
- Visual style comparisons
- Gameplay testing
- Animation comparisons
- Music testing
-
Closing feedback (5-10 min)
- Overall preference questions
- Open-ended feedback opportunity
- Thank you and next steps
6.2 Group Session Flow
-
Welcome and introduction (10 min)
- Overview of testing process
- Ground rules for group participation
- Ice-breaker activity
-
Rotation-based testing (40-60 min)
- Small groups rotate through testing stations
- Each station focuses on one element (visual, gameplay, animation, music)
- Facilitator at each station to guide process
-
Group discussion (15-20 min)
- Facilitated group conversation
- Voting on preferences
- Collaborative feedback
7. Adaptation Considerations
7.1 Communication Adaptations
- Visual choice cards for non-verbal participants
- Simple language options for all questions
- AAC device accommodation
- Interpreter availability if needed
7.2 Sensory Adaptations
- Quiet space availability
- Lighting adjustments
- Volume control options
- Fidget tools available
- Break options clearly communicated
7.3 Mobility Adaptations
- Accessible testing environment
- Alternative input methods
- Adapted movement expectations
- Rest periods between activities
8. Analysis Framework
8.1 Quantitative Measures
- Preference percentages for each option
- Performance metrics comparison
- Engagement duration analysis
- Success rate comparison
8.2 Qualitative Analysis
- Thematic coding of responses
- Behavioral observation patterns
- Emotional response categorization
- Facilitator insights
8.3 Decision Making Process
- Criteria for selecting winning options
- Weighting system for different feedback sources
- Process for handling mixed results
- Implementation planning based on results
9. Documentation Templates
9.1 Observer Recording Sheet
[Template for documenting real-time observations during testing]
9.2 Participant Feedback Form
[Age-appropriate feedback collection templates]
9.3 Data Aggregation Framework
[Structure for compiling and analyzing results]
10. Schedule and Resources
10.1 Testing Timeline
[Specific dates and times for testing sessions]
10.2 Required Resources
- Testing facility requirements
- Technical equipment needs
- Staffing requirements
- Participant recruitment plan
10.3 Budget Allocation
[Budget breakdown for testing implementation]
Notes for Implementation:
- Ensure all testing materials are prepared in advance with backup options
- Prioritize participant comfort and engagement throughout
- Be prepared to adapt testing protocols based on individual needs
- Document all feedback systematically for thorough analysis