Pitch

Presentation

Students had the first pitch in class. In this moment of the class, students showed how and why the want to do this game. They used 3 personas as references, they include qualities and quantities factors. In this presentation, students were able to explain the games in a way that everyone in the class can understand the onboarding of the game.

These are some suggestions according to the professor.

Important: Put income level as a part of the story of the personas.

These are the name of the analogs games groups. Also, this is the feedback according to the professor.

Dirty Minds

The problem with the process of how to play the game.

Add-On boarding of the game it is important to bring it to the game

Please fix the structure of the game with the wireframe. Think about how to generate a new idea for the game.

Never Have I ever

The Biggest Problems it has some many rules. Also, it is really hard to contain a full hand of cards.

Challenges: Add colors in the cards and make these colors to make a contrast.

Scattergories

 Add the explanation in the overview. Add the one page miss it.

Jenga

Testing the wireframe with your friends or roommate because it is a 3D prototype.

Second group

Exploding Kitten

Good wireframe, but test the game and make the button bigger.

Taboo

Test the game has to test it with another user

Magic

Explain the game quickly. Keep the landscape for the interface it makes more sense that way.

Uno Attack

Personas that you know

Challenge for every group

They have to test it the game with their friends. 

Class 7 Sketch App

Onboarding

How to enter the information? how to teach how to play the game? In this class, students made comments respect to different game Super Mario Run and Spell Towers. This was a homework from the beginning of the quarter.

Analysis of Mario Run

It is really hard to understand the game. The game is boring, slow, confused, and sometimes weird. The game was designed for children not for people who play old school Nintendo.

Spell Towers

The onboarding process is easy to understand. Sometimes is addicted because of it made the experience joyful. The game is simple and dynamic.

http://www.spelltower.com/#about

Conclusion

In conclusion, students decided that the onboarding Spell towers is better of the onboarding Super Mario Run because it was easy to understand and making the experience of the user fun. In contrast, the onboarding of Super Mario Run it is hard to understand, even more, after play the game it is confusing where to go to the next level.

Both examples helped the students to understand the process of the onboarding and applying to their final work.

 

Download Sketch App 

http://learnsketch.com/tutorials.html

https://www.youtube.com/watch?v=AV2OkzIGykA&feature=youtu.be&list=PLLnpHn493BHE6UIsdKYlS5zu-ZYvx22CS

This App provides tools to build the interface of your app. It is easy to learn and manipulate. Check these tutorials.

Class 6

Interface is a process is divided in 5 processes of what we need to bring on the table

http://uxdesign.com/assets/Elements-of-User-Experience.pdf

Strategy

Plan the solution and look the project as a big picture. Understand the problem of the digital platform. Think in how we explain new ideas? and fix the translation of the analog to digital

Scope

This will define the features and functions of the new interface. For this reason, it is important to answer this kind of questions. What you are building? For who are you building for? In this section is time to rethink and simplify the final outcome.

Structure

Information on the architecture. Search how to apply this in something different. Build a system and think how the scope will work. In this part, the designers have to think and define the structure of the content.

Skeleton

Putting together icons. Place what you are thinking about. This based is related to the grid. Wireframing is part of this process.

Surface

Improve the interface of the app according to the suggestions (presentation in class).

HOMEWORK

Go to Geek-end Conference

Try the App Speel Tower Game

EXPECTICION: Presentation on Monday.

 

Class 5 (GAME DAY CONTINUE)

This class is focusing on how to play the game but essentially in how to gather the information of the game. This is the methodology and the steps that students followed.

Part 1: Game day number 2

Students have to gather the information of what the experiences they have played the game. Also, they have to think about the emotions and feeling that game brings when users are playing. After that student play, the have to exchange games wth other classmates, take notes, and play again. Observing people playing the game and take notes.

The principal strategy of this process is write everything down answering the question what? how? why?

Part 2: The purpose of this class: understand experiences from other people.

In this part, students have to understand the users according to the quality of data in part 1. Moreover, this data can be applied to research n this way students can bring their experience to improve the game.

Part 3: Wireframing over the weekend.

Bring and build the idea over the table. The importance of think about the interactions and how to translate them. Search for the emotions that game brings.

Homework

Observing people playing the game.

You don’t have to change the design? But If you might want to update it.

Research into the brand and there are things that you want to bring back, it is ok.

Strategy and scope this weekend. Monday, we are going to ready to draw.

Take a quick glance of the last presentation updates.

Translate this to digital and similar game plan and

Do the research, do strategy, play, and research

Strategy physical and incorporate into your app. Physical card has a component that is user testing.

Check sketch pads, Pop app, and Marvel.

Check Mona Patel Lecture 

Class 4 (Presentations and Game day)

Presentations:

Every group did a good job with the final outcome. This post is focusing on how to improve their presentation according to the comments of the professor.

After the presentation makes revisions on the projects and submits them in blackboard again.

Class 1 

Straightener Reorder journal after the solutions – Tell us what is looking for – Make a render/sketches of the whole thing

Rice Cooker Improvement in the measuring cup – In the top, don’t have to be all transparent – Digital component it seems too little small – Work in the background of the journal/persona

Black and Decker Iron Sketches and integrated –  Changes the slices of the presentation solutions and accessibilities should be together – Presentation include the screen of the iron – Fix the screen (cheap screen) – Keep simple / Low price

Travel Lock Change in different symbols/numbers/versions -Try to place a symbol,  emoji, avocado or another element.

UPA Universal Power Adapter – Add new journeys – Fix the renders with the symbols.

Class 2

Sony CD Player- Redo the Bottoms in Photoshop

AppletTV- Play with the bottoms of the remote and see the pro/cons. Also, Move the bottoms high)

Cassette Player & Recorder – It would be great to see the render from back and front.

Portable Fan – Increase the angle of the render so we can see the legs of the fan.

REMINDER FOR THE NEXT PRESENTATIONS

Don’t say “KIND OF…” in the presentation. It takes the credibility of what you are presenting. 

Game day

Students brought games to play and explore the dynamics of the games. Focusing in how the game brings emotions and feelings to the users. This part is essential for the research. Also, the importance of playing is figure how to improve the game in order, to create an app.

Requirements

Build the experience as your play. Check the emotions, feelings, and observe how others people play the game

Practices

Think how to approach the analog game in a digital platform. Think about how to improve the game, what way will be a better approaching for this game.

Don’t look website of the games, just be CREATIVE.

 

Class 3

Identify a persona/user of their product. For this reason, students must write about this to tell a story about the user journey and how it is related to the product. Identify the demographic (location and age) factor that can influence the persona. Demographics is divided in qualitative (psychographics- hobbies- internet- brands- values- morals) and quantitative (Income- age- education- sex- numeric).

Questions:

  • What is my persona?
  • Who buys the product?
  • Who uses the product?

Check the old work from past students for inspiration.

For the final presentations, students can use pictures to tell the journey of the persona for the presentation. In addition, the story should be honest and realistic. In this way, students can work with a realistic purpose focusing in the persona.

Homework

  • Final Presentation of this exercise  should be 5-10 minutes long
  • Bring analog games.

Class 2

Observation is part of the research. This time students brought their analog objects, placed them on the table, and started to look at them and discovered problems. After of observing the objects, they made groups of four people. For this reason, conversation, a point of views, and ideas began in a way to improve the object and transform it in digital.

The methodologies used in this was observed, reflect/identify, make a prototype, and repeat. This process is based on the book “IBM Thinking” page 22-23

https://mergeblog1.files.wordpress.com/2015/10/ibm-design-thinking-field-guide-v3-1.pdf

http://www.ibm.com/design/thinking/

For this first exercise

  • Students identify the product, brand, and user.
  • Function the interface of the product.
  • Identify accessibility issues of the product and make notes.
  • Identify potential problem of the interface.
  • Remove, organize, hide and displace ideas on the list.
  • Make sketches

 

Homework:

1) Read: Simple and Usable by Giles Colborne

02) Websites folder links, all of them (including the podcasts)

9 Ways to Work Well in a Group

http://www.itsnicethat.com/features/too-fast-to-think-creativity-advice-technology-050116

First Day of Class

We introduced each other:
– Telling our names
– Where we are from
Also, we talked about the pre-term assignments.

https://www.fastcodesign.com/3063953/18-of-the-smartest-ux-designs-of-the-year

https://uxmag.com/articles/the-future-is-near-13-design-predictions-for-2017

Homework (please check your dropbox)

1) Read:

Simple and Usable by Giles Colborne

01-Websites folder links, all of them (including the podcasts)

2) Please download (onto your or a friend iPhone):

Mario Run (the free version) and complete the onboarding (ends when you get the little toadstool house).

3) Bring in an analog object for exercise one!

In this class, we defined the meaning of “boil the frog” according to the reading gave us to before of the quarter. Our conclusion about this quote is that everything changes but we don’t pay enough attention to changes. As a designer, we have to be aware of what is happening around us. When we pay attention, we are willing to decide to change the world.