Snorly

Sleep Tracker & Alarm Clock App

Download APK

Documentation of Usability Test

Usability Test Plan & Heuristic Evaluation

Part 1: Heuristic Evaluation

Methodology: Nielsen’s 10 Usability Heuristics

Scope: Initial MVP Prototype (Android / Jetpack Compose)

Evaluators: Team Snorly

1) Description of the Evaluation

We examined the interface against Jakob Nielsen's usability heuristics to identify usability problems before user testing. We focused on the critical paths: Setting an alarm, Sleep Tracking, and Puzzle Dismissal.

2) Results (Heuristic Violations & Severity)

Severity scale: 0 (No problem) to 4 (Usability catastrophe)

A. Visibility of System Status (Heuristic #1)

B. User Control and Freedom (Heuristic #3)

C. Error Prevention (Heuristic #5)

D. Recognition Rather Than Recall (Heuristic #6)

Part 2: User Test Plan (Lab/Field Test)

1) Hypotheses & Testable Questions

2) Planned Data to Collect (Variables)

Independent Variables

Dependent Variables

  1. Time to Dismiss (Quantitative): Time in seconds from alarm start to successful dismissal
  2. Error Rate (Quantitative): Failed attempts or accidental “Snooze” taps
  3. User Satisfaction (Qualitative): System Usability Scale (SUS)

3) Methods & Protocol (Tasks & Materials)

Participants: 5-8 students (hallway testing / fellow students)

Materials:

Task List (Script):

User Test Results

The charts below are generated from our collected data (demographics, questionnaire, and SUS). (Note: Error Rate is 0 so it isn't mentioned )

Participants

Count:
Gender:
Age:

Boxplot: SUS Score (0–100)

App Structure Rating (1 good – 5 bad)

Puzzle Difficulty Appropriate?

Participant Ages

Quantitative Summary

Participant Gender Age App Structure Puzzle Difficulty appropriate SUS Score

Task Completion Times (Time Rate)

Times are based on the observation.

Participant Task 1 (s) Task 2 (s) Task 3 (s) Task 4 (s) Notes

Limitations:

Most Relevant Feedback

Updates Made Based on Feedback

Conclusion

The usability test indicates very high overall usability (mean SUS ≈ 95), which is considered excellent. Participants were able to complete the core tasks with little difficulty. However, the low ratings for app structure and multiple comments about navigation indicate that the information architecture needs improvement. The puzzle-based dismissal was perceived as effective, but some users showed initial confusion, suggesting the need for clearer onboarding and UI guidance.

Evaluation of Hypotheses