In the final prototype, it is possible to travel through all main menu but- tons and to open three categories: (i)objecten, (ii)veldenand (iii)eigen- schappen. If a category is active, then access to the main menu be- comes unavailable. Access can be regained by closing the category. Opening a category resets any previous process gained in that cate- gory, so a tester always begins with the same image when opening a category, even though they have been there before and clicked around.
7.5.1
The main menu
The first image to begin with when testing the prototype is called ‘B1’. This image gives access to the window to load in 3D tiles, the settings window and the quit window. The save window becomes available af- ter a tester has loaded at least one tile. It is possible to load in the prototype the first, the first two or all tiles in the window. In the save window a tester can create onetabbladwith two scenarios. All other buttons become clickable after a save location has been selected. The third button opens the location window. The fourth button opens the map, where also a miniature map can be opened, although this minia- ture map disappears if another button is selected or the map is closed. The fifth button gives examples of overviews of all wind turbines and solar panels and per tab.
7.5.2 Inside theobjectencategory
Inside theobjectencategory a tester can place five wind turbines, of which two are custom wind turbines. A tester can also place one solar panel and three types of vegetation. The user can hover over each wind turbine, solar panel or vegetational object to see the specifications of that specific object. The tester can create and edit one wind turbine and one solar panel.
7.5.3 Inside theveldencategory
A tester can create and place a marker and path points to create a field. A group can then be created and renamed and a beech object can be added to this group. The position of the object location can be moved in four directions and rotated. The objects can be planted in the field which results in seven beeches being placed inside the field, see figure7.3. This action can be undone or the beeches can be deleted. Placing the seven beeches enables the tester to continue to an alterna- tive version of theveldencategory where the possibility to choose from an ecosystem group is included. The tester can again place a marker and path points and can then choose between a group or ecosystem field toolbox. The group toolbox has no further clickable options, since it could be explored in the previousvelden variant. The ecosystem group toolbox enables the user to give a new ecosystem a name and a type of soil. It is then possible to create two groups, where the first
group can contain one object and the second group two objects. The distribution of percentages between groups and objects can always be visited and with two groups and three objects created its values can also be changed. When at least one group and one object are created, a tester can choose a selection method and select the marker. A field of grass and reed can then be planted in the field, see figure7.4. The placement can also be deleted again.
7.5.4
Inside theeigenschappencategory
Inside theeigenschappencategory there are seven buttons to choose from. Each button gives access to settings belonging to the theme of that button. All radio and regular buttons are clickable, but other values cannot be adjusted. It is important that a tester understands what they see and if they find logic in the ordering and placement of buttons and functions. Therefore, it is not necessary that all values are clickable.
7.5.5
Access to the prototype
The prototype as tested by the user can be accessed and examined by visiting the following link:
https://invis.io/6RCF5UDHT#/241119620_B1
The same page and prototype, but with hints with where clickable places are when misclicking, can be accessed and examined by visiting the following link:
https://invis.io/CBCF5RXVT#/241119620_B1
All images have been optimised for a screen with a resolution of 1600 by 900 pixels. It is advised with this resolution to clear the screen of other external menu bars, so no scroll wheel remains on the side.
Chapter 8
Testing
Testing the main design is necessary before any statements can be made regarding its quality or virtues. The created prototype, as dis- cussed in chapter7, is used for testing the main design with users. Two types of users are discerned during testing: (i) users from the public sector who are relatively new to the program and (ii) users that are employees of ROM3D and who are experienced users.
Testing started with two student testers to discover any remaining small mistakes. Then two new users and three experienced users were tested. Small adjustments to the prototype were made based on the results of these tests. Finally, one last new user test was performed.
8.1
Error testing
295 images are connected in Invision to create a prototype of the main concept design. Small mistakes and errors can easily sneak in with such numbers. Many mistakes and forgotten links were found by going through the prototype multiple times, but even then, it is not assured that no errors are remaining. A new pair of eyes and hands might see or do things differently, which might result in different discoveries that went previously unnoticed.
Two student testers have searched for mistakes, errors and dead ends that did not belong. Each student tester clicked around in the interface for an hour. Some of this time was also spent on discussing the in- terface and design choices. Found errors were written down on paper and after the error testing session corrected.
A few observations worth mentioning are that student testers under- stood quickly their limitation on buttons that is in place at the start of the program, and were quick to figure out that loading tiles resolved that limitation. They also understood the meaning behind icons quickly and figured out from the start how to make a button inactive again. Although both students had limited background knowledge about the program, they were both able to discern the functions and logic of the program while going through the interface.