Studio 2: Interaction Design
This week we were learning about interaction design where we designed something that had in interactive element. We were learning about the types of designs that require a user or someone to interact with the product. Our task was to create an application that would be used to track a specific animal. Then that information would be used for scientific purposes. So, our task was to create an app that would be easy to use, navigate, collected data, and offered an incentive. The app that I created was focussed on the documentation of deer.
What did I do?
For this exercise the user that I was targeting were hikers and people who frequently visit state and national parks. These would be the people who would be the most likely to consistently see and observe deer. I created an app that lets people track how many deer they see while also letting them earn rewards and connect to other people who use the application. For this scenario, we are collecting data on deer so that when that information is sent to the scientists and researchers they can observe the population of deer as well as the population density. This in turn could be useful for knowing where to place deer crossing signs as well as other warning signs that indicate where deer are located. Using paper and pencil first, we drew out our designs and then transferred those images into the marvel program. Then using that program to create a prototype application that allows for the user to interact with the drawings that were created.
For the rest of my design I drew screens that were easy to navigate with clear icons so that everything was clear and understandable. There were not a lot of icons that needed to be used because that would make the application too complicated, so I first decided on the function of my application. Then I drew the menu screen before moving on to draw the rest of the screens. The interface of this application is simple so that people can easily navigate through the different features and also all of the functions are all easy to use and understand. Every app comes up with a loading page that tells the user that the app is loading, then the next screen is usually the menu. Then from there the user can choose where they would like to go next. The layout is straightforward and easy to use. There was a loading page, a menu screen, a camera option, a social media page, a rewards page, a map, and a screen where one can input their information about their deer count. Then every page has an option to go back, so they can navigate from page to page, and then there is also a menu button incase they want to quit what they are currently doing and go back to the main screen.
What did I think about the Sprint?
Creating a low-fidelity prototype is useful for so many different reasons. It can help one realize how a certain product will work and what kind of problems would be present as well as what would work well. This process of prototyping is easy for one to test an application or product before all of the details and more important things are developed and focussed on. I thought that the use of the program Marvel was ver interesting and it is a good tool to get familiar with to test applications that are works in progress. It was very interesting to learn about the process of creating an application and how much more work and fine tuning these processes undergo to reach the final product. These projects begin very simple and low-fidelity and then they slowly evolve and become something that is fully functional and useful. The process itself was very straightforward and there were few problems that I encountered. However, for me, I think it is sometimes difficult to be low-fidelity. There are so manny different factors that go into an app, and when one thinks about too many features it defeats the purpose of a low-fidelity prototype. For me, I think that I could have too many screens in the prototype because I tried to include so many features in my application. So I need to think about the basics and keep it very simple for my these types of prototypes for the next time.
How would I use this in the future?
Low-fidelity prototyping is a good way to begin projects. It gives people a good idea of how the product works and what it should do. This could be used in the future for creating other applications if there is another project whether at school or at an internship that would utilize this technique or it could be used for other design projects. In this case we used Marvel to create the interaction aspect of our design, but for other projects where one has to create a product other than an application we can use the same technique just without the use of Marvel. One would still be able to create a low-fidelity prototype design for another product. Once again this technique can be used for most design projects that require multiple steps like creating an application but also for the creation of products like watches, phones, pencils, and most other things. These types of objects require a very basic design first and then the other compnents are then added to the base design. The product is fine tuned but it first starts at the low-fidelity prototyping stage. However, I think that this technique would not be useful for products that are one component like a water bottle. Creating a simple design of a bottle is not helpful, or maybe for the construction of a notebook. Those things require detail in the design so that people know what the final product will look like. So, this technique is only useful for products that have a lot of components and functions.