Anis Slimani

Inter-disciplinary Creative

Quantitative UX

This project evaluated and improved the AI Act Game, an interactive web-based educational tool about the AI Act, the regulatory framework established by the European Commission. The game presents AI-related legal scenarios where users navigate compliance challenges, aiming to educate both legal professionals and the general public. Our objective was to assess its usability, engagement, and information retention through a quantitative UX study using an A/B testing approach.

We ran a study with 20 participants, collecting quantitative data through quiz scores, usability surveys (SUS, UEQ), and heatmaps, and qualitative data through think-aloud sessions and semi-structured interviews. Two versions were tested: Version A with a text-heavy interface, and Version B with improved segmentation, hover interactions, and light gamification. The analysis identified usability issues, comprehension barriers, and engagement gaps, leading to recommendations for refining interactivity and defining the target audience more precisely.

Version A — the original game, by Thomas Le Goff

Version B — our redesign

In collaboration with Yeajin AHN, Wenting BAI, Clara MARIS and Mai-Lan PHO

Quantitative UX

Version A — the original game, by Thomas Le Goff

Version B — our redesign

This project evaluated and improved the AI Act Game, an interactive web-based educational tool about the AI Act, the regulatory framework established by the European Commission. The game presents AI-related legal scenarios where users navigate compliance challenges, aiming to educate both legal professionals and the general public. Our objective was to assess its usability, engagement, and information retention through a quantitative UX study using an A/B testing approach.

We ran a study with 20 participants, collecting quantitative data through quiz scores, usability surveys (SUS, UEQ), and heatmaps, and qualitative data through think-aloud sessions and semi-structured interviews. Two versions were tested: Version A with a text-heavy interface, and Version B with improved segmentation, hover interactions, and light gamification. The analysis identified usability issues, comprehension barriers, and engagement gaps, leading to recommendations for refining interactivity and defining the target audience more precisely.

In collaboration with Yeajin AHN, Wenting BAI, Clara MARIS and Mai-Lan PHO