HaudGo!

Overview

  • Summary

  • User Research

  • First Prototype and Testing

  • Second Prototype and Testing

  • What I Learned

Summary

Goals

For this project the client asked for an application design which used concepts of augmented reality to educate students about First Nations stories. Our goals to execute this were as follows:

  • Complete user testing to understand what our users desired in an educational application.

  • Create a layout which was simple, effective, and easy to navigate.

  • Design an interactive prototype to showcase our proposed idea.

Results and Methods

After being judged by the various clients and professors, our group was honoured to receive a 3rd place award for our efforts in the class.

Overall we were able to achieve an effective design layout based on our user research and design ideas.

Our main research consisted of:

  • Surveys

  • Interviews

  • Task tests on our completed wireframe

User Research

For this assignment, our client wanted an application which showcased some Indigenous stories through augmented reality. To begin our process, we completed some user research targeted towards students who resided in Brantford and attended Wilfrid Laurier University.


We used both surveys and interviews to collect data on our users. We focused on their current knowledge of First Nations stories, likes and dislikes when using applications, and what type of learning methods they find most effective.

We put together the results we received in order to create our user persona. This is a representative student to show what features we should include and avoid when moving into the design process.

First Prototype and Testing

The first prototype created was a low fidelity wireframe which showcased the different pages across the application.

To test how effective our idea was, we surveyed some students as to what they thought of different aspects of the design.

Some comments we recieved was to create more difference between the login and profile page, as them being too similar could be confusing. Some students also stated that they felt the design was simple and easy to understand.

Second Prototype and Testing

In order to test this prototype, we gave users tasks to test time on task as well as task error rate. Most of the navigation received positive results. Some small changes were made where minor frustrations or confusion occured

This Prototype was a high fidelity interactive representation of what the final application could look like.

The user could click through this prototype in the same way they could click through the application to navigate through its content.

After presenting this project to our client, my team and I were very grateful to receive a third place award in our class design competition.

Overall we were proud of all we had accomplished and everything we learned along the way.


What I Learned

I felt that this project really reinforced what the process of the five design steps can be like when working on a real client project. Throughout this design we followed the steps of Empathize, Define, Ideate, Prototype and Test. This allowed us to stay organized and also ensure that our users stayed as the central focus throughout every step we completed.

We presented this project not only to our client but to our professors, peers and judges as well. Having to present and defend our process and design really helped me to have practice receiving both positive and negative criticisms. I think this was important in showing that when you design something you may need to defend your reasoning behind why you chose to design something a certain way, and as well understand critiques you may receive in order to improve your work.