UWE Life Ben Argo ( ) Gunnar Petzäll ( ) Dushyant Kanungo ( )
Introduction
The App
Design Process
Brainstorming with whiteboard: from personal safety to breastfeeding support Research (PACT, requirements, competitors, etc) Early wireframes Testing and refined prototypes Presentation prototype
Design Principles
First Principles of Interaction Design Aesthetics Anticipation Autonomy Color Consistency Defaults Discoverability Efficiency of the User Explorable Interfaces Human Interface Objects Latency Reduction Learnability Metaphors, Use of Protect Users’ Work Readability Simplicity State Visible Navigation
Trenchard-Seys’ Shortlist Match Experience & Expectations Consistency Functional Minimalism Cognitive load Engagement Functional Layering Control, Trust & Explorability Error Prevention, Detection & Recovery Affordance Hierarchy of Control
Design Principle Example: Match Experience & Expectations Carefully consider user’s knowledge Use familiar iconography (affordance) Use established practices (cognitive load and memorability) UWE Life – features matching the name Incorporating user feedback
Feedback & Iterative Design
Labelling & Size
Priority & Sortability
Mapping
Individual Approaches
Gunnar User Testing/Feedback: Functional Minimalism/Layering Primary user Other users PACT analysis Survey First wireframes More users (swipes) More wireframes
Changed the process Additional requirements Gunnar User Testing/Feedback: Functional Minimalism/Layering ?
Ensured relevance to target audience Added quantitative evidence (location & social) Additional, unexpected, ideas from users (locked doors) Lack of formal criteria Additional planning would have been beneficial Tying in work more with other team members Gunnar User Testing/Feedback: Functional Minimalism/Layering
Ben Feasibility & requirement research: Control, Trust & Explorability Technical definitions Interrelationships “Trust” Data privacy
Ben Feasibility and requirement research: Control, Trust & Explorability Ensured app is feasible Plethora of documentation Overwhelmingly positive feedback More experience communicating with departments Hard to see past technical constraints (improved) Exploring more channels Two new programming languages Hard to prioritise ID principles in designs Learning curve
Dushyant Seductive Design Approach: Engagement beyond 1 st use – Longevity Functional – Reliable – Usable – Convenient
Dushyant Seductive Design Approach: Engagement beyond 1 st use – Longevity Pleasurable – memorable experience worth sharing
Dushyant Seductive Design Approach: Engagement beyond 1 st use – Longevity Meaningful – has personal significance
Dushyant Seductive Design Approach: Engagement beyond 1 st use – Longevity Visible differences over competition High referral value (testing) Useful after first install (independent features useful) Elusive nature of the idea – Hard to define objectives Trying to do too much? Testing with live data missing for seductive design approach
Conclusions
Learning Points Importance of planned approach Use of testing/iteration Evidence Surprising insights (doors) Mobile development very different from web Plenty of support available
Looking ahead Learned a lot from AppFurnace (useful for location testing) Limited – Can’t do much custom JS (chat) Further development planned for the SU Use Intel XDK framework instead? Location based chat for freshers Additional questions