Context beforehand from my side:
For this IM Project, as I wanted to emulate the vibe of an Escape Room I deliberately didn’t make it as obvious what was supposed to be done. When you try to solve a puzzle, obviously you’re not supposed to spoonfeed the answer so I kept it kind of vague as to what was needed to be done. For my user testing, I asked my sister to try it out and see how she felt about it. But what I also should mention is that, she didn’t have really any knowledge of what Tinkercad is and its various components, so she went in completely blind.
Video of the User Testing (My sister):
Feedback from The User Testing:
In the end, she was able to figure it out on her own. From her feedback to me, she mentioned that she didn’t understand what each component meant. She understood the keypad and from prior knowledge, knew she needed to enter a code, however she did not know what the LED was or what its function was. She did in fact understood that she could twist and turn the potentiometer, but after she played around with them a little bit.
I think the experience overall is working well. The connections between components worked out and all of the components reacted on time. In terms of any imporvements, if I’m honest I think you could definitely add something that’s much more visually appealing like an LCD screen, however I faced issues with it and also didn’t understand how to connect all of it to the Arduino Uno so I omitted it in place of the serial monitor. And another thing, I think if there were more components added, then the experience wouldn’t be as mysterious for it’s own little puzzle to solve.
From parts I needed to explain, it was mostly grounded in telling her what each component was as she did not have any idea what they were. For any new user that might not be well versed in Tinkercad, that would definitely be a common problem. But I think the best way to mitigate this, is to simply have speech bubbles or a list of instructions (most likely in the description of the Tinkercad Project), explaining the main goal and the options the user can do to reach it. In this case of this, the end goal would be to figure out the code, and the user will be told what each component does and that they’re able to twist the dial and enter a code on the keypad.


