I presented my ideas via Google Slides and explain to my fellow classmates and lecturer. The slides are as below:
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In this week, I tried to finish the presentation slides. I placed all my design concept of the app, purpose and objectives. However, I decided to take up some research materials on why I thought of my proposed app, Smart Owl. The objectives of the app was to encourage children to get off from their mobile devices screens and go out, learn and play.
While I was researching about mobile devices and children, I've found out that at the age of 4, half of the children have their own television and 3/4 of their own mobile devices. It was a surprised that parents are willing to give their children their own entertainment. Futhermore, 96.6% of children started to use mobile devices at the age of 1, at 2 years old, they spend more time on mobile devices than television and lastly, ages 3 and 4 doesn't required any supervision or help from adults on using the devices. In this technological era, the use on mobile devices are important and everyone has to know it and use it. Mobile devices have it's pros and cons towards children and here are some of them:- Advantage:
Disadvantage:
For the past weeks of this class, we learnt about experience design that gave users to experience products, services, environment and others in a whole different and unique way.
In this experiential design, we are task to make a prototype of an application that is unorthodox/ unique for the selected target audiences. First, we propose our ideas. My ideas are as below: 1. ARK- Act of Random Kindness (Inspired by Pocket Points) Purpose: To give out points and notes to random users of the apps to get awesome gifts. Also, the app will give out more points or great gifts if the user does it real life. Target audience: Everyone Technology: Social network, GPS, message/ note (all anonymous), activity list tracker Benefit: To encourage people to show a simple act of kindness to friends or random strangers, making their day brighter. 2. Mystery Out (Inspired by Foodfu) Purpose: For entertainment and team- building Targets: Teen, young adults, adults Technology: Social network, timer, camera Benefit: To provide fun, test your team- building exercises and intellect. 3. Smart Owl (inspired by ChoreMonster) Purpose: To focus studying of children Target audience: Parents, teachers Technology: Online browsing tracker, camera, augmented reality Benefit: A rewarding like system app by disturbing children with lessons while surfing the internet or playing games. Once completed, the child can continue on their activities. From the 3 ideas, the Smart Owl idea was chosen and later I created slides with more detailed information and purpose of my app idea. |
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December 2016
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