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UWE Life

UWE Life. UWE Life. Ben Argo (10008548) Gunnar Petzäll (10005826) Dushyant Kanungo ( 10036175). Introduction. Introduction. The App. The App. Process. Design Process. Brainstorming with whiteboard : from personal safety to breastfeeding support.

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UWE Life

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  1. UWE Life UWE Life Ben Argo (10008548) Gunnar Petzäll (10005826) DushyantKanungo (10036175)

  2. Introduction Introduction

  3. The App The App

  4. Process Design Process

  5. Brainstorming withwhiteboard:frompersonalsafety to breastfeeding support Research (PACT, requirements, competitors, etc) Presentation prototype Testing andrefined prototypes Earlywireframes

  6. Principles Design Principles

  7. First Principles of Interaction Design AestheticsAnticipationAutonomyColorConsistencyDefaultsDiscoverabilityEfficiency of the UserExplorable Interfaces Human Interface ObjectsLatency ReductionLearnabilityMetaphors, Use ofProtect Users’ WorkReadabilitySimplicityStateVisible Navigation

  8. Trenchard-Seys’ Shortlist Match Experience & ExpectationsConsistencyFunctional MinimalismCognitive loadEngagementFunctional LayeringControl, Trust & ExplorabilityError Prevention, Detection & RecoveryAffordanceHierarchy of Control

  9. Design Principle Example:Match Experience & Expectations • Carefully consider user’s knowledge • Use familiar iconography (affordance) • Use established practices (cognitive load and memorability) • UWELife – features matching the name • Incorporating user feedback

  10. Feedback Feedback & Iterative Design

  11. Labelling & Size

  12. Priority & Sortability

  13. Mapping

  14. Approaches Individual Approaches

  15. GunnarUser Testing/Feedback: Functional Minimalism/Layering PACT analysis Primary user Other users Survey More wireframes First wireframes More users (swipes)

  16. GunnarUser Testing/Feedback: Functional Minimalism/Layering ? Changed the process Additional requirements

  17. GunnarUser Testing/Feedback: Functional Minimalism/Layering • Ensured relevance to target audience • Added quantitative evidence (location & social) • Additional, unexpected, ideas from users (locked doors) • Lack of formal criteria • Additional planning would have been beneficial • Tying in work more with other team members

  18. BenFeasibility & requirement research: Control, Trust & Explorability Interrelationships Technical definitions Data privacy “Trust”

  19. BenFeasibility and requirement research: Control, Trust & Explorability • Ensured app is feasible • Plethora of documentation • Overwhelmingly positive feedback • More experience communicating with departments • Hard to see past technical constraints (improved) • Exploring more channels • Two new programming languages • Hard to prioritise ID principles in designs • Learning curve

  20. DushyantSeductive Design Approach: Engagement beyond 1st use – Longevity Functional – Reliable – Usable – Convenient

  21. DushyantSeductive Design Approach: Engagement beyond 1st use – Longevity Pleasurable – memorable experience worth sharing

  22. DushyantSeductive Design Approach: Engagement beyond 1st use – Longevity Meaningful – has personal significance

  23. DushyantSeductive Design Approach: Engagement beyond 1st use – Longevity • Visible differences over competition • High referral value (testing) • Useful after first install (independent features useful) • Elusive nature of the idea – Hard to define objectives • Trying to do too much? • Testing with live data missing for seductive design approach

  24. Conclusions Conclusions

  25. Importance of planned approach • Use of testing/iteration • Evidence • Surprising insights (doors) • Mobile development very different from web • Plenty of support available Learning Points

  26. Looking ahead • Learned a lot from AppFurnace (useful for location testing) • Limited – Can’t do much custom JS (chat) • Further development planned for the SU • Use Intel XDK framework instead? • Location based chat for freshers • Additional questions

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