Phase 3: Features

Our journey on exploring potential features and deciding core feature set

Kids learning at Phipps conservatory

Goals

We decided to focus our solution on designing a mobile application that raises awareness in the various plants at conservatories as well as the ecosystem as a whole. We narrowed down our target personas to the young child and the college student for now because these stakeholders are most likely to use our application and benefit from the features we’re most interested in implementing in our application. Our primary goal with this application is to engage our users in learning in a fun and novel way without overloading them by simply displaying long paragraphs of text. In addition, we are being mindful of the fact that most users want to enjoy the environment at conservatories when they are there so we do not want to take away from their experience by forcing too much technology into their routine.


Features for Our Mobile App

Our core feature set includes scavenger hunt, augmented reality and interactive learning. We identify these features to be most enticing and beneficial to our target users, young people and children. Scavenger Hunt is a game for a user to find the plant in conservatories. Augmented Reality is a special camera that shows plants in their original habitats in photos. Interactive learning serves to provide more relevant information of the plant that the user is interested in. Interactive learning might not be the best name for this features. We will decide later in prototyping stage.

Primary Features

  1. Scavenger Hunt
  • Hunt for plants in a playful game environment
  • Hints for ‘players’ giving more information as required (hints will include more ecosystem information)
  • Badges to incentivize people to participate in the game

2. Learning Through Augmented Reality

  • Show the plant in its original habitat
  • Taking photos or selfie and sharing on social media

3. Interactive Learning

  • More information about that plant (i.e. seasons, life-cycle, usages)
  • Sensor-based

Complementary Features

Competition in scavenger hunt

  • Involve mutiple users (i.e. complete with your friends)
  • See who can find the target plant first based on the given hints

Low Priority Features

Audio tour

  • Learn through recorded audio introduction about plants and exhibits
  • Learn specefic knowledge through interaction with intelligent conversational agent

Sitemap

Our sitemap is presented in a hierarchical structure that shows relationships between interfaces and features. Upon entering the application, we would like to present all the three features and give users options to choose. It is also very easy to redirect to other features when users are using any one of these features. We try to make our features to be inter-connected instead of exclusive of each other.

Sitemap of the application

Process Flow Diagram

Based on the sitemap, we come out with three process flow diagrams for scavenger hunt, augmented reality and interactive learning. Although users might take different actions/options, we determine the processes based on our target users, young people and children, by considering what the most likely choice/action they would be taking given any interface.

  1. Scavenger Hunt: Let users to hunt for plants in a playful game environment. Hints for “players” will be given by the app. At the end, users can gain badges and learn more about the plant they find using augmented reality.
Process flow diagram for scavenger hunt

2. Learning Through Augmented Reality: Through the phone camera, users can see the plant in its original habitat. They will also have the option to take photos or seflies with the augmented reality and share on social media.

Process flow diagram for augmented reality

3. Interactive Learning: Learn more information about plants (i.e. seasons, life-cycle, usages) through easy options such as explore the plants nearby. This feature is supported by sensor technology.

Process flow diagram for interactive learning

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