Interaction Design Sprint 2

In the Interaction Design sprint, we aimed to develop a paper prototype for an app that certain users can use to deliver information to researchers. The topics included water quality, animal census, noise levels, and availability of fruits and vegetables for urban forgers. We began by brainstorming different users and activities for each topic. For example for water quality, a user group could include swimmers who record their experience regarding a body of water. Then we discussed and wrote down the different ways we could use navigation, motivation, numeric data, sensor data, geo-tagged photos and textual info in our apps. We ended the sprint by working on our paper prototypes. My prototype was for noise levels and targeted college students who measured noise around campus. After showing it to a friend, she suggested that I involve more of motivational aspect so I added a graph which showed the results so far of the researcher’s experiment.

Students brainstorm ideas about motivation and how it could be incorporated in their app.

After this project, I began to wonder what the next steps would be. After the brainstorming, sketching and paper prototyping, what comes next? I found it difficult to make the smaller decisions while making the app. For example, what color to use? What graphics would make it the app more desirable? What name should I use to make the app catchy and memorable?

I liked using POP to link the pages together. It helped to see what the app would feel like if it wasn’t a paper prototype. It also helped me understand the issues my app had when another user tried it for the first time. One of my users wanted to go back and I didn’t have that option, so I added it in later.

Students work with POP on smart phones and sketch out paper prototypes for their app.

It is important to incorporate different types of data like numeric and senor data and geo-tagged photos because it will make it easier for the user. Incorporating other aspects like motivation is also important to urge the user to continue to use the app. For example, allowing the user to take a picture of a dog instead of looking up the breed and the location, will make it easier for them to send data as well compel them to use the app again. This work is useful in creating any app or interface because it focuses on the user.

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