Wednesday, 19 October 2011

10-Second Film Festival

This workshop challenged us to design an interface for a 10-Second Film Festival. My interface is based in simplicity. Users can simply opt to watch all of the videos sequentially, separated by 4 seconds of 'black space'. Otherwise, users can select several videos as if creating a custom playlist. The videos (represented on the image by the grey rectangles) can be dragged around on the page, allowing the user to shuffle the viewing order to suit themselves. Once the chosen videos have been re-ordered, the user can simply choose 'View Selected' to view the chosen videos in their specified order, again separated by 4 seconds of 'black space'.


Monday, 17 October 2011

Paper Prototypes

For this workshop, we were tasked with creating a paper prototype of a mobile application. I chose to work on the project I'm looking at for my final usability report.
Here's the video:

Thursday, 6 October 2011

The Sustainability Game

This week we were challenged to create a game for children that will teach them about sustainability and the environment.

My concept is called The Enviro-Home.

It's an online point-and-click game. The children are challenged to find the 'eco-problems' in each room of the house and the garden. There's a specific number of problems to be found in each room, and the children need to find all of the problems before the timer runs out. The children will not be able to move onto the next room until they complete the challenge. When all of the problems have been pointed out, the timer will stop and the children will be able to hover their mouse over each of the problem areas to read about solutions to that particular eco-problem before moving onto the next set of challenges.
Some of these solutions will ask the children which option they think is the most environmentally friendly.
Through this avenue, the game will educate the children about a variety of environmentally friendly choices that can be made at home - reduce/reuse/recycle, composting and mulching, smart electricity choices, saving water, gardening with greywater, cooling/heating the house naturally, environmentally friendly soaps and detergents, and replacing the disposable with the reusable.


Target Audience:
The game is aimed at primary school children; confident readers, familiar with the use of a computer, minor background knowledge of environmental issues. The game would work well in an educational context, or at home after a discussion about recycling/reusing/reducing. Children should be encouraged to explore and enjoy the game on their own, before rejoining the class group or the family for a follow-up discussion. 


Examples of Eco-Problems and Solutions:

Problem: Plastic shopping bags
Solution: Reusable fabric bags

Problem: Bath water going down the drain
Solution: Siphon the water out the window and into the garden

Problem: Clothes in the dryer on a sunny day
Solution: Hang clothes out on the washing line

Problem: Food scraps thrown in the bin
Solution: Food scraps composted for the garden

Problem: Paper and plastics thrown into the rubbish
Solution: Paper and plastics sorted and recycled appropriately

Wednesday, 5 October 2011

Profile vs Persona - Application Design for Coffee Needs

This week, we had to design an application to suit our individual coffee needs.
To begin with, I used myself as the profiled target user.

My caffeine requirements:
I drink tea in the evening, approximately 2 or 3 times a week.
When I'm out and about, I purchase a hot takeaway drink approximately 2 or 3 times a month.
Similarly, I purchase cold takeaway drinks approximately 3 or 4 times a month.
Because I am an infrequent caffeine drinker, I am not familiar with the locations of purveyors of caffeinated drinks in the city or near my apartment. An app that shows me the nearest shop would be very helpful.


Functional specifications:
The app would be specific to a coffee shop company (Gloria Jean's/Starbucks/Zaraffa's)
The app will automatically suggest the nearest store, otherwise the user can select their preferred location from a list.
The menu would be the standard menu from the restaurant, as well as the options usually asked by the cashier (size, hot/cold, sprinkles, whipped cream)
The app would offer two ordering options - Order for ASAP pick-up, or order to pick-up at a specific time.
Any updates would also include any changes to the menu (seasonal changes, etc.)


Use Flow Diagram:

Mock Up of Initial Menu Screen:

Designing for Experience and Social Innovation

In this workshop, we looked at service design and social innovation. We were challenged to design a sort of 'virtual' shopping experience - a store that doesn't sell a product, but rather sells ideas. We chose to look at a travel agency that sells the customer the experience associated with foreign countries, allowing them to make an informed decision about a travel destination.

To this end, the storefront would be equipped with several smaller booths, each featuring a large touchscreen, speakers, and examples of local aromas. The store staff are there to direct customers into the booths and to answer any questions they may have. The selection of countries would change every so often, allowing regular visitors the chance to experience many possible destinations.
Customers can immerse themselves in the experience, closing the doors of the booths will make the experience private and enveloping. The touchscreen functionality will allow the user a more organic experience, without the hindrance of a mouse and keyboard. The speakers will play ambient noise from major cities in each country, as well as traditional music. A small aromatherapy burner will enable the customers to experience a more involved experience - perhaps examples of local foods and spices, foliage, the smell of the ocean.

The diagram shows the layout of the store, as well as sample 'Start Screen' images for the touchscreens in each booth.

Tuesday, 27 September 2011

Participatory Design

To begin with, we worked out our theme (Water Wise!) and the floor plan for our exhibit.

Then we began to draw out the interactive portions of the exhibit. 
The first part of the exhibit is set in the house.
Here, an image of a tap is projected on the wall. The children need to 'turn' the tap to get the water flowing and then 'turn' it off again.



The water has filled the sink! It's time to do the dishes.

The children will need to move their hand over the sponge as if they're picking it up.
 Once they've 'picked up' the sponge, the children will need to move it over to the first dirty dish.
 Moving the sponge back and forth, the children have to clean the dishes.


All done in the kitchen! Next we move on to the bathroom.

An image of a toilet will be projected on to the next section of the wall.
The children can 'push' the button to flush the toilet.
The toilet image will change perspective and the water will swirl around the bowl.
 The plumbing beneath the toilet will be revealed.
 The water will begin to flow from the toilet and into the sewers but the rubbish will block the flow of water!
 The children need to swipe their hands over the rubbish to remove it from the sewers.

  As they swipe over the rubbish, it will be moved to the Recycling Station on the bottom of the wall.
The water will begin to flow again, but another piece of rubbish is blocking the pipes!
 The water will flow again until it reaches the next blockage.

  Swiping over the rubbish will send it back to the Recycling Station.
Oh no! Another blockage in the sewers! It looks like a set of false teeth.
 Swiping over it will remove it....

 But this time it needs to go back to its rightful owner!
The sewers are beginning to approach the river.
 By this time, the children will have travelled down the first section of the exhibit and into a narrow hallway. Images of the forest will be projected onto both walls.
A view of the river will be projected onto the floor, the water will swirl around the stepping stones.

  As the children step on each of the stepping stones, the water will splash and ripple around the stones.
 Following the stepping stones will lead the children to the beach segment of the exhibit. 

 The projected image of the beach will zoom in to show the creatures living under the sea.
 But there's rubbish on the bottom, the turtle is chasing the wrong snack, the octopus is all tangled, and the water is murky! The children can work together to clean it all up.

 Swipe over the rubbish on the bottom to get rid of it all!

 Pluck the plastic bag out of the turtle's reach.

 Untangle the octopus by pulling the plastic away from it. 


Clean away all the murky grunge, make it all clean!

And look! Everyone under the sea is happy again!

Wednesday, 31 August 2011

The Rise of The iPhone - Research Report


These days it is unusual to walk down the street or catch public transport without catching at least a glimpse of an Apple product.  When the instantly recognisable ‘Tri-Tone’ ringtone sounds in a public space, more than one of the people nearby will reach into a pocket to check their iPhones for incoming messages. The iPhone is not the only touchscreen smartphone on the market, but it is certainly one of the most iconic.
The iPhone did not simply spring forth from the minds of the Apple engineering team and into the eager hands of the consumers. No, the design and development process was a long and arduous journey; fraught with failed prototypes, untold costs, and frightening new territory for Apple. Insiders estimate that Apple spent approximately $150 million in developing the iPhone. (Wired, 2008)
Preliminary development on the iPhone began not long after the release of the first iPod in 2002.  CEO at the time and Apple co-founder, Steve Jobs, was initially interested in the prospect of multi-touch touchscreen devices and had a small group of engineers investigate the possibilities. While the iPod, in all of its incarnations, sold millions of units and fast became, ‘…the defining hand-held consumer appliance and fashion statement in the last half-decade.’ (New York Times, 2007), Jobs toyed with the idea of a Newton-esque tablet that would utilize the newly developed multi-touch functionality. Capitalising on Apple’s success in the portable music marketplace, Jobs eventually developed the concept that would become the iPhone – a multi-touch touchscreen device, which functioned somewhere between the intersection of a mobile phone, a personal computer and a music player. The next challenge was to create it.
The original iPhone, the very first model, was released in 2007 after months of speculation following its announcement. The generous screen size, the sleek design and a clever marketing campaign made the first generation iPhone look like the sexy older brother of the iPod family. While the initial release price was quite steep at $599USD, early-adopters scrambled to get their hands on the smartphones. The marketing campaign was simple and effective, showcasing the impressive functionality of the device without too much fanfare. Apple released snippets of information piece by piece in the lead up to the release, building the hype until it became somewhat of a consumer frenzy. The first iPhone sold approximately 6.1 million units worldwide during its lifetime. Its successor, the iPhone 3G sold a million units in just three days following its release. (Apple, 2008)

Boasting faster processors, assisted GPS, access to the 3G data network and redesigned shell, the iPhone 3G resolved some the questions asked about the original iPhone. The curved plastic body of the phone changed the shape slightly, affording users a better grip on the device. Unlike its predecessor, the iPhone 3G heralded the introduction of the App Store, Apple’s digital application marketplace. This innovation allowed users to fill their phones with a personal selection of applications and games, which was previously only achievable by jail-breaking the original iPhone. This change significantly altered the target audience for the phone. Previously, the target audience was tech-savvy consumers with a disposable income, as neither the phone nor the obligatory contract with the carrier came cheap. With the introduction of the App Store and the possibilities this gave the users for personalization, the target audience adjusted too. Phone contracts became more affordable and often included the cost of the handset. Suddenly, it was not uncommon to see a teenager walking down the street with an iPhone in their hands. With the release of the iPhone 3GS model, this only became more common. The price of the iPhone 3G was slashed and it was marketed as the budget iPhone model.

The iPhone 3GS was released in 2009, only a year after its predecessor. This new model was faster again, and now supported voice-control, video recording and included a higher resolution camera. Several exclusive features were added to the model, including a magnetometer to power the included Compass app. With the original marketing slogan, ‘The most powerful iPhone yet’, few market analysts were surprised that this model, too, sold over a million units over the first weekend of sales.  (Engadget, 2009) With the announcement and subsequent release of the iPhone 4, this slogan was changed to, ‘More to love, less to pay’. While the iPhone 4 is the current model, the 3GS is still in production. Like the 3G model before it, it is now marketed as the budget iPhone.
The release of the iPhone 4 signaled a new breed of iPhone. Gone were the curves of the previous models. Instead, designer Jonathan Ive created a smartphone characterized by sleek rounded corners, a wraparound antenna and a slim body. Considerably smaller than its forerunners, the new design responded to occasional complaints that the phones were too bulky. An updated operating system, iOS 4, and twice as much RAM as the iPhone 3GS boosted performance speed once again, as well as providing a range of new functions and features.  With face-to-face video calling application, FaceTime, an LED flash, and a gyroscope to improve its motion-sensing capabilities, there are several hardware features that could not be passed on to the iPhone 3GS through firmware updates. The new model sports another significant hardware upgrade in terms of the screen. Marketed as the ‘Retina Display’, the screen boasts 326 pixels-per-inch on a 960x640 display, trumping the 163 pixels-per-inch and 480x320 display of the previous model. The iPhone 4 trumped previous sales records for its predecessors, selling 1.7 million units within the first three days of its release. (Apple, 2010)
The evolution of the iPhone from the first aluminium model to the current glass incarnation has seen the target audience and intended user market evolve as well. While the first models were costly and very much perceived as a ‘luxury item’, the addition of the iPod Touch to the iOS stable and the decrease in the prices of the later model iPhones has made the devices much more accessible to the general public. The intended audience for the first generation was tech-savvy early-adopters with a disposable income. With the addition of the App Store, the advent of iPhone gaming and the decreasing prices, the target audience of the latest models is much different. While the tech-savvy early adopters with disposable incomes maybe the first to place their preorders and get their hands on the latest models, they are not the only ones. Like the iPods before them, iPhones and other smartphones are becoming the ‘must-have’ accessories of the younger generations. Of a group of ten randomly selected university students, six had iPhone 4s, two had Samsung touchscreens phones running the Android operating system, one had a business model Nokia, and the last had a well-loved iPhone 3G. While this sample is not indicative of the current market share, it certainly demonstrates that the iPhone is no longer the phone of the upper middle-class businessperson. Apple has cleverly marketed its phones to several different demographics with its current range of video commercials. The commercials focus on different aspects of the iPhone’s capabilities, from games and music, to greater communication via the calendars and FaceTime, making the smartphone simultaneously appealing to very different user groups.

The overwhelmingly positive response to previous models, and the improvement and development of the technologies behind the iPhone 4 meant that Jobs was able to realise his original concept of the multi-touch touchscreen tablet computer. Between the launch of the iPhone 3GS and the iPhone 4, the iPad was released. Apple’s answer to the tablet computer, the iPad borrowed much of its technological ideas from the iPhone. With a similar industrial design, thanks to designer Ive, the iPad looks like a grown-up iPhone and fits somewhere in between the smartphone and the laptop computer on the spectrum of functionality.  Similarly, the operating system and many of the technologies were also scaled down to produce the iPod Touch range, first released in 2007 along with the original iPhone. As the iPhone range has grown and developed, the iPod Touch range has directly benefitted from its technological advances, with the latest models sporting FaceTime and the ‘Retina Display’ of the iPhone 4.  Regular firmware upgrades are available for the iOS family via iTunes, allowing Apple to resolve any bugs or glitches in a timely manner, and helping to ensure continued customer satisfaction. With such a lucrative family of iOS devices, it is likely that Apple will continue to develop and release updated models of its portable music players, smartphones and tablet computers. Indeed, with the release of the iPad 2 earlier this year, the announcement of iOS5, and the predicted release of the iPhone 5 for late 2011, Apple is continuing this trend and only increasing their market share.


- Maxine Lines

References:
Apple - Press Info - Apple Sells One Million iPhone 3Gs in First Weekend. 2011. Apple - Press Info - Apple Sells One Million iPhone 3Gs in First Weekend. [ONLINE] Available at: http://www.apple.com/pr/library/2008/07/14Apple-Sells-One-Million-iPhone-3Gs-in-First-Weekend.html. [Accessed 27 August 2011].

Apple - Press Info - iPhone 4 Sales Top 1.7 Million. 2011. Apple - Press Info - iPhone 4 Sales Top 1.7 Million. [ONLINE] Available at: http://www.apple.com/pr/library/2010/06/28iPhone-4-Sales-Top-1-7-Million.html. [Accessed 27 August 2011].

Apple moves one million iPhone 3G S units in a weekend -- just in time for Steve's return -- Engadget. 2011. Apple moves one million iPhone 3G S units in a weekend -- just in time for Steve's return -- Engadget. [ONLINE] Available at: http://www.engadget.com/2009/06/22/apple-moves-one-million-iphone-3g-s-units-in-a-weekend-just-in/. [Accessed 27 August 2011].

The man behind Apple's new iPhone - Technology & Media - International Herald Tribune - The New York Times. 2011. The man behind Apple's new iPhone - Technology & Media - International Herald Tribune - The New York Times. [ONLINE] Available at: http://www.nytimes.com/2007/01/12/technology/12iht-apple.4182240.html. [Accessed 27 August 2011].

The Untold Story: How the iPhone Blew Up the Wireless Industry . 2011. The Untold Story: How the iPhone Blew Up the Wireless Industry. [ONLINE] Available at: http://www.wired.com/gadgets/wireless/magazine/16-02/ff_iphone?currentPage=all. [Accessed 27 August 2011].