ICTE2002 UX Design Individual assessment
Recent survey’s has discovered that many residents in South Australia struggle with recycling, therefore there needs to be a creative solution to encourage recycling.
For my assessment, I will be creating a feature for the “My Local Services — Recycle Smart” app, that will encourage users to recycle. The target audience are families with small children.
The app needs to both educate and encourage recycling, and the app also needs to be simple so that children can use the app.
DAY 1 Mapping and Sketches
Here, I have identified the goals in a word document, this is the first step in the first day for the design sprint.
Next step is to consider how it could fail, a major detriment to the app feature is that it won’t be used after once or at all, this is because this app will play a big part in our future generation’s behaviors towards the environment, therefore it is important to cultivate recycling to them in a way that it will encourage them to recycle.
Next I have mapped out with questions that needs to be answered throughout the sprint.
I have also followed up with the how might we (HMW) questions, that are relevant to the success of our project.
Then I have finally reached the journey map, where I figure out how the users will find this app’s feature.
DAY 2 Storyboard
On day 2, I’ve sketched from the ideas from Day 1, the elements are going to be simple, this will include an achievement screen to incentivise more play time, a quiz section for the children o have fun and a learn section where they can watch videos to learn about recycling. For the parents, they can look at the options and analytics so that they can track and monitor their children’s progress and see if they are being encouraged to recycle.
Then I have created a simple storyboard. But as I have completed the six steps, I have found the redundancies from my sketches, this includes the achievement section and an analytic section. Therefore, the game needs to be simple and fun, and the parents doesn’t need to constantly track them, therefore the app remains simple but fundamentally addresses the issue that the brief needs me to tackle.
DAY 3 Prototype
Link to Figma:
This is the prototype I have done (18/3/2021), As seen here, there aren’t too many screens, this is because I want the app to be easy to use and understand, with more emphasis in pictures than words. The software I used was Figma, a free online prototype design for apps and website.
My next step is to improve in the prototype’s fidelity so that it looks like as if it’s a part of the brief’s original app as a feature.
In my higher fidelity version, I have included the menu screen, this is because I want to include a new button in the hot bar below, so that I will know more about how the app feature will fit in to the app, therefore I have included a new button in the hot bar that features my prototype.
How the app will transition to the new feature is that when the user selects the Recycle Smart feature, the will load then the hot bar will go down when the Play button appears.
The user will encounter a quiz first, this will be a simple feature that will educate the user, this is because the target audience are young children, so that they will recycle, therefore the quiz can be simple question such as “true or false”, and a multi-answered question (image above).
This is the mini game, to encourage the young audience to recycle, this mini game needs to be simple.
After a quiz and a mini game, this prompt will appear, this is because the app needs a motivation to keep going.
After all of it, the end will have a message to encourage the children to recycle, this is because the app feature needs to fulfill that purpose, so that the children can also remind and tell their parents about recycling and as well as being educated themselves about recycling.
I have included a trophy system in the Start page of the app, this is because I need to include a way to encourage users to keep using, so that they feel rewarded, therefore app feature will continue to be used and fulfill its purpose.
DAY 4 User Testing
These are my feedback for this prototype, this tester gave feedback which aligned with the intention of my design, that being a simple and understandable app feature, however another suggestion is made to add another topic besides recycling, that being focusing on biodegradable trash.
This feedback is more straightforward. This feedback likes the simplicity of the prototype, however was confused with some assets that aren’t clear and straightforward, such as the simplified illustrations of trash. This feedback also asks for sound, a problem with the software I was using, Figma, is limited to not adding sound, therefore I wouldn’t be able to add this feature even before my feedback.
Here is a feedback from one of my classmate. He pointed out the need for common app design conventions (Ludwig 2010), such as a back button, especially in the trophy section, hints that show how objects are supposed to be interacted, such what items are draggable. Similar to my dad’s feedback, they are both confused with the trash’s simplified illustrations. He also added that other pages for the prototype such as fun facts are needed. He also added that the ending “Let’s Recycle” was confusing because he didn’t know how to end the prototype, this was because like the loading page, I wasn’t able to make a timer for how long the user can be in a page before proceeding to the next page, simulating a loading screen.
Here is another feedback from my classmate, he pointed out the need to add more features, similar to my previous classmate’s feedback. My intention to make the app simple and straightforward doesn’t go well, therefore next time I will include more pages for my prototype to educate the user.
Here is my last feedback for my prototype. Her feedback was focusing on app design conventions such as an indication for what is interactable, therefore she became confused. She also struggled with the loading screen, this is a really strong determent to my prototype, this is because this feedback persists throughout the rest of my feedback. Therefore next time I will avoid loading screens in Figma. She was also lost with what happens in the end, so I will add “breadcrumbs” (Ludwig 2010) to show the user’s progress so that they won’t get lost.
I have learnt throughout the process of what a “Design Sprint” is like, for an idea for an app feature, I will able to quickly sum up what I need to do from my brief, this includes day 1 of prototyping of asking questions so that I know my goal of what I need to design. These ideas from Day 1 strengthens in what purpose the app feature should be in Day 2, from storyboarding. Then finally in Day 3, I am able to put in practice what I have built up to from the process. Figma is a useful prototyping software to create websites and in my case, an app feature. It doesn’t require a lot of time and skill, therefore I can easily break down the prototype. Following up with Day 4 for feedback, I will be able to discover how effective my design is to the purpose of the brief.
Therefore, this Design Sprint allows me to constantly improve and change my design without investing so much time for rough ideas and get information and understand the design’s goal quickly in four days.
This was my first Design Sprint and I enjoyed the journey of it.
Ludwig, Leo. 2010. ’10 Web Design Conventions That Will Make Your Website as Good as Amazon.Com’. Blog. Net Accountant. 2010. http://netaccountant.net/website-design-for-accountants/web-design-conventions/.