Hard to speak without knowing what the app is, but two things spring to mind. One requires some extra effort in setting up testing.
First, look at the specific tools/techniques the app uses to engage users. Does it employ any specific elements, etc., to pull them into interacting? For example, many gaming techniques are useful in user engagement (chunking levels, abstracting complex things into simple interfaces or metaphors, awards, asthetic appeal). Itemize these to track during your testing (not telling the users, of course), and arrange them in different combinations to see what results in the most frequent activity - where is the mouse going, what gets the most attention? Second, the debriefing comments by Marijke R. are good. Additionally, try to take note of where a given user spends the most and least time. When you debrief the user, highlight those two things and ask what motiovated them about the highly active feature and what turned them off about the lowest active feature. bests, Alex O'Neal -- The best time to plant a tree is twenty years ago. The next best time is now. ________________________________________________________________ Welcome to the Interaction Design Association (IxDA)! To post to this list ....... [EMAIL PROTECTED] Unsubscribe ................ http://www.ixda.org/unsubscribe List Guidelines ............ http://www.ixda.org/guidelines List Help .................. http://www.ixda.org/help
