


Author Keywords
Mobile applications, habit-forming technology, user centered design, contextual inquiry, behavior change, digital humanities, gamification, location tracked.
Product thinking
We worked with the department of history on a seed grant to gamify their database that they have collected. Our reasoning was that a database in its pure original form of excel spreadsheets was not appealing and not digestable for their target audience - college students.
visual design The product took on the role of a detective click-and-drag game with old-school file cabinets and folders. Our inspiration came from the classic game show "Where in the World Is Carmen Sandiego?." We recognized that the product needs to respond to the iOS design guidelines and standards, which means the addition of the soft blurs effects throughout the design.
Interaction design
Since the project has the budget limitation of a small seed grant, we were chose to test the interaction design with participating student testers using paper prototypes. The feedbacks we got was that because of its unique look, we need to design a tutorial system in place if we get to phase two of the grant.
Case study
Lone Star Detective is a mobile application exploring significances and accomplishments of female historical figures in Texas. The concept was developed using an iterative, user centered design process that included contextual inquiry survey, low and high fidelity prototypes, and usability testing. The team consisted of two people, my art director Gregory Scott Cook and me. Our initial research findings found that users tend to be uninterested in studying history and woman and genders studies subject. Our application focuses on gamifying a database. The application would deliver information, engage, and form the habit of conducting independent research.
We also wanted to build on the narrative that we were given, which was somewhat fragmented. What we needed to provide was the context for the user to be an active part of that narrative. We asked the question if the information could be earned instead of served. That was the base for our detective game.
We used a combination of theory, design, and user research to better understand effective ways to build mobile application that could change behavior and influence users to become more active, engaged, and inspired by history. Our design process included contextual inquiry, survey, low fidelity prototypes, hi fidelity prototypes, and usability testing. Lone Star Detective connects historical figures with each other on a geographical map, and organizes their information with compartmentalized “drawers”. The user would explored this vast database by navigating on the map, collecting items, reading, answering questions, and unlocking clues.
Preliminary Research and Survey
We began by surveying six college-educated students between the ages of 18 and 22 believed to be taking the general education classes. Our primary goal was to learn about their uses of mobile applications in and mainly outside of the classroom. We found out that the idea of learning through mobile application(s) is somewhat new, and the demand for engement and entertainment is high.
Contextual inquiry
We interviewed six individuals belong to the same group from the last phrase to evaluate the appeal of leadership subject matter as well as planned mechanics of the application, including the trophies system. Our team built an affinity wall diagram to analyze the data from our interviews. We found that the idea of using a fitness application mechanics is attractive to the users. Initial Design
Based on our research findings we brainstormed ways to reduce negativity in the classroom and/or in taking part in learning activities in general. We learned that the idea of note taking is tedious, while the idea of putting together a puzzle is more appealing. We started to look at ways to break up the database into smaller pieces of information. The next big question was how to arrange them. Because our survey respondents and interviewees expressed lukewarm interest in learning more history, our team narrowed our ideas to one that would use the idea of time a non-linear way. That was how we came up with the idea of a map and an inventory.Our application features three main functions:Challenges: Research studies have shown to improve performance and motivation with specific goals and a system established with feedbacks [2]. The application allows the user to acquire trophies and collecting medals with their respective progress.[2] Lunenbug, Fred C “Goal-Setting Theory of motivation”. International Journal of Business Management, and Administration. 15.1 (2011): 1-6. PrintInventory System: The application provides users with an extended list of items ranging from notes, letters, photographs, to more personal collectibles such as book or suitcases. These items holds important clues about their owners. Taking these clues out of the written narrative and visualize them on the mobile screen creates the sense that the user is looking at a drawer. The experience beyond the classroom and beyond the mobile device starts here.Location Tracking: The application has a location tracking feature that will notify user if he or she is physically near a historical landmark. Bonus items will also be unlocked in this situation.Low fidelity prototype and user testing• We conducted is a testing doing same the effectiveness to:• Assess clarity of design• Assess the supplications effectiveness to perform basic tasks such as selecting a challenge, opening profiles, assigning items to their correct owners, and completing small quizzes• Locate gaps between using expectation and current functions
Six users with various skill level tested the paper prototype by performing a set of tasks. The task consisted of selecting a figure from the profile screen, and then accessing additional connections and go to their respective profiles. We as a participant to Think out loud while interacting with the interfaces. We found out that:• There were too many items on the screen• Having to tap the photo to see name of the figure tested the users' patience. • Without the assignment, the user did not know why there were additional pictures right next to the main profile.• The priority of the main profile picture was quite clear. It was the purpose of the connection images that needed to be resolved and carried out visually.
These findings was the first of many that helped guide us as we refine the interface. We re-analyze the priority of each of the design element, and modified their sizes and prominence. For example, with the overhead drawers, we scale them down to give more space for the priority content, which is the main profile. We also simplified the workflow so exactly users understand what each of design element do. We also proposed additional tutorial screens.
Hi-fidelity prototype and user testing
We plan to conduct the second round of user testing to assess the usability of the application. We also want to know its effectiveness in providing knowledge and interest in female historical figures.
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