Group Precedent

Every Last Drop

http://everylastdrop.co.uk

What is the interactive about?

–          This interactive website informs people about how much water is wasted daily

–          Includes ways to reduce the amount of waste being made

–          Provides short yet informative points (gets straight to the point)

–          Places emphasis on why “every last drop” counts

–      Informs that water isn’t just wasted on showers or washing the dishes, but is also wasted in other areas in our  lifestyle – water is wasted depending what brand of clothes you buy or even the type of food you eat.

Who is it designed for? (Target Audience)

–        The website is designed for any age as the text is only of a few words and the interactive animation visually helps the audience to understand the fundamental points of water waste.

–    particularly useful for a younger audience as the colours and simple illustrations help convey the meaning in a clear and interesting way. Though it’s combination of illustration and factual text makes it a useful website for all

What knowledge does it assume of the target audience i.e. digital literacy?

  • They assume the audience is able to read
  • Have access to a computer and be able to correctly use it
  • The knowledge of what an average morning routine looks like

Describe the type of user interactions, and the user interface.

–          User must scroll down the page to see the sequence of information being portrayed

–      Each time the user scrolls down the page animations from a scene disperse and then form together to create the next scene

What can you say about the visual design – layout, colour, and typography? How would you describe the style?

–          The style of this website is heavily made in an illustrative style, or cartoon like animation as the objects created are very simple

–          The layout is user friendly on all devices. The layout is also very simple as the user only interacts with the website by scrolling

–          The colours are vibrant and fun, making it interesting to look at and appealing to the eye.

–          The typography is simple and easy to read. The typography changes with each scene to suit the environment

What improvements would you suggest?

–         A clearer understanding of how to navigate through this website, i.e.  a more striking and noticeable arrow or sign directing the user to scroll down.

–    Improvement would be having an introduction or brief story into what the user is about to be reading

–    The facts could be expanded and more information about how and why so much water is lost

–    Provide the user with a deeper understanding as to why it is so beneficial. I.e what are the long term impacts of wasting so much water?

–  more specific information could be added to teach the audience how to lower their water usage

Week 7 – User Interface Visual Design Patterns

Reflection

The user interface works closely with user experience to join together to create a more well-rounded and sophisticated website and user experience. The term is used to explain how the user and a computer system interact.

There are 4 main navigation patterns and they are 

Tabs: Navigation and module tabs. Tabs help separate information into sections and is accessible in a navigation system.

Menus: Horizontal dropdown, vertical dropdown, vertical dropdown. Used to help user navigate through sections. Useful when there is limited space on the page, creates less clutter.

Content: Carousel, Event Calendar, Article list. These are used to save space on a page and to lessen clutter.

Jumping in hierarchy: Shortcut dropdown, Fat footer, Home link and Breadcrumbs

Assignment Overview

Project Title

Q&Ocean

Overview

The concept of my project started out with the idea of providing resources for schools that were both engaging for students and informative. With this goal in mind I decided to create a free accessible website for both students and teachers, that will allow teachers to create online classrooms that the students are able to join, where the class is able to all individually answer questions chosen by the teacher and then look at the results together through the teacher’s screen. Showing the results in a poll allows for classroom discussion on why the students believe the highest answer may have been chosen, leading on from this the teacher is then able to click through to show an in-depth explanation of the correct answer.

My approach to this project was to focus on creating an interesting way to allow for students to learn about ocean pollution and learn how they can within their personal lives, reduce their impact.

Intended/Target Audience

This interactive website I am designing is being made for the use of high schoolers and high school teachers. It is to be used in a classroom setting.

Aims

  • Provide an engaging classroom activity that encourages discussion.
  • Educate a younger generation about water pollution.
  • Provide useful resources and information in an easy to digest format.
  • Teach the user about their personal impact on water pollution.
  • Encourages young people to help make a change in their personal lives.

Week 6 – User Scenarios

Notes

  • User scenarios are the stories your personas act out.
  • Can predict how certain users (shown by your persona) will interact with your design.
  • Allow you to test site structure before it fully made and allows you to spot mistakes.
  • Highlights the motivation of the user.

Reflection

During this lecture, I learnt how important user scenarios are in building a product that is suitable for a target audience. I have a deeper understanding of how personas and user scenarios interact with each other to create a more well-rounded and successful design. The user scenarios include information about the user’s motivations, goals, expectations, and their actions and reactions. This information helps to reflect on the way a system is used in the context of a person’s individual life. Combining scenarios and personals we are able to gain context of our product and can create a more solid foundation of our design before we go forward and develop the specific design.

Week 5 – Personas

Notes

  • User personas used since the mid 1990’s
  • Used to inform and validate our design and user experience
  • Usually synthesised from data gained from interviewing users, with added fictional details to make a complete person
  • One primary persona should be made to encompass all users
User personas include:
  • Age
  • Sex
  • Occupation
  • Hobbies
  • Likes/dislikes
  • Other details relating to the product: behaviour patterns, goals, skills, attitudes, environment, context
  • The persona helps design with an idea for your user base in mind and what they would want and need.
  • Depending on the process more or less personas can be used 
  • Small user bases can lead to more specific personas
  • Mental models illustrate how the user will approach a particular problem, you’re creating a bad experience if you don’t use these models
Product personality questions
  • If the interface were a person, what would she or he be like?
  • How would you expect users to react when they first view the product?
  • How would you describe this product to a friend?
  • How is the product different from competitive products?
  • Which celebrity (or car, movie, etc.) Is the product most like?

Least like?

Why?

Reflection

This lecture went over the importance of personas and emphasised that they are one of the foundation steps in the design process and is needed to continue driving the process forwards. Personas give the designer the ability to picture how the consumer would use their product, thus making it easier to plan out an interface that will suit the needs and lives of the target audience.

I did not know what mental models were before watching this lecture and I learnt how they impact the design process as they are the thoughts people have in regards to an idea or activity. Combining the use of personals and mental modes a designer will be able to make a better more suitable product for their target audience.