A Study On A Cognitive Walk Through Has Been Conducted Of A Mobile App
In this report, a cognitive walk-through has been conducted of a mobile app “gomoney NZ”1 which is a banking application from ANZ bank mainly used for online transactions. A non-user based evaluation method has been used for finding usability problems and determining various solutions in order to prevent them.
The primary task for a banking application is fund transfer, it can be either between users two different accounts or paying a person. In this experiment both the cases has been undertaken which reveals the lack of some user functionalities and usability defects in the app which needs to fix.
A number of tasks were predefined for the user and various aspects of difficulties faced in the path have been recorded and evaluated to find error occurrences. The main aim of such analysis is to prevent usability problems in banking applications by designing user-friendly interfaces and by including all common features and feedbacks for user understanding.
During this Experiment, some factors needs to be considered -
1 – All the personal information has been blacked out.
2 – Sequential screenshots are taken with bicolour annotations.
Key findings in the experiment -
User may not realise the correct steps for initiating the task.
No instruction is given on the start screen for initiating the tasks.
User may fail to recognise three dot menu on the upper right corner used for displaying the options.