Gotta Log ’em All
This Week in my HCDE studio, I tackled my biggest Interaction Design Project to date. We were tasked with creating the foundations for an app which allows scientists and local biologist to obtain and keep up to date data on wildlife. After discussion of what worked and what didn’t, I arrived at my version of the app, Gotta Log ’em All.
This low fidelity prototype I made takes you through a simple interaction flow of hand drawn app pages detailing what a potential user could do with my app once they have the chance to use it. Slightly modeled off the popular game/show Pokémon, this app allows users, people ranging from everyday city folk, to the wildlife enthusiast bird watchers, to find and report new animals they have come across to help scientists build a substantial data base of information. The user is a vital component of the app, as I had to attract people of all interest levels into using it. It’s made so that anyone who comes across an animal outdoors and can take a quick minute to go inside the app and either report a new animal sighting or log an animal they’ve seen before in a familiar space.
My Thoughts On the Process
What made this project of low fidelity prototyping so enjoyable, was the ability to give off a basic yet detailed look into an application without having to program or spend countless hours mapping out every excruciating detail. On the down side, I couldn’t quite choose how the app would transition between all the pages, but I was able to draw a select number of pages with all the information I found relevant, and provide what a user would potentially see while navigating and viewing these pages on a daily basis.
This technique of low fidelity prototyping is quite useful in the studio for the theoretical app that we are making. This reassures me that out in the big design studios, low-fi prototyping will be beyond useful and probably necessary to get an app off the ground. Potential projects in the future could include ways to connect your smart phone to computers to “wirelessly” transfer information between the two, or even something as simple as controlling your coffee pot form your bed right after waking up. These could be drawn out step by step to ensure maximum ease of use and weed out unnecessary features before even putting in the time to program the real thing. The only this wouldn’t be useful would be improving existing apps, say a menu screen that has options in a poor order, as you would only need to reprogram the app itself to fix the issue, and not a multi-step featurette on how it would look. Overall, I can see myself using low fidelity prototyping for a multitude of apps or other interaction products to help all others explore the products I’ve envisioned.