Finals!!!!

This post is referring to the finals of the Interface Design class. Every group did a wonderful job doing their pitch, presenting their Apps. Here a glance of what happened in the finals.

Cipher

The presentation can have the best user experience that the onboarding where can help to understand the product, so in this way it can to improve the App. The beautiful part of this app is the use of the camera because of looks like Instagram. This is a good reason how to use the camera and apply the use the typeface.

BR Help!

Help to users to find a clean bathroom with a TP. When people need to find the bathroom they can use the app. One of the big feedback was that this app can incentive business to use the app, so can bring more clientele to them.

Halcyon

This app is for college students that suffer mental health. For the reason, this app can help to improve their lives. Social media can be greatly connected to Instagram. the journal aspect needs to work more. The way that the app can work help to people to communicate messenger Chat. A good feature.

Also, this app can be a good opportunity for people are down because this could be something that helps people that with depress problems.

Serif Sheriff

App to detect fonts anywhere. The app works with Adobe. This app works with a library where the users can save the typefaces in their phone. The app has to lovable and connects with new fonts.

Iceberg

Fitness app, this app for people that they want the app mark on their bodies. Use Instagram to make profits.

E-park

Parking App for Savannah, this go overnight and started to with 30 minutes sessions. Excelente idea for a city like Savannah.

Pupwalk

An excellent idea to walk puppies around the city. Also, this app function of this app is similar to Facebook.  The only change that this group has to do is the map has to change so the experience can be better.

Script

This app is excellent to create a community where the users can share the books. Also, this app will help the users to connect with new young writers.

Trippy

This app can help young people to find their new adventures all over the world. The big feedback that this group have to improve is the onboarding of the app.

 

Investors Plan

This class is based on how to work with and  Investor Plan for a new company.  This new task is part of the new project. Every group has to add a plan. This plan consists of mission statement target market, marketing, and promotion, distribution and promotion, cost, goals, competitions, and so on. For this reason, every group at the end of the quarter will bring a page with this requirements. This part of the project makes realize to the students that this project can be real (out of the classroom).

Another part of the process on this part it is the interaction of the app. We took as an example Don Norman and the “Norman Door”. It is important to think that we are designing for people and not for us. We have to think about what is our goal as a company to help our audience to understands the onboarding of the final outcome. This video is an approach of what Don Norman can teach us about the human center design.

“The Design of Every Things” by Don Norman, ready to download.

 

 

 

 

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 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.