meMap App Design Project

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1. DIGITAL STUDIO PRACTICE | MODULE CODE C17810 http://kingstonux.blogspot.co.uk 2. PROJECT TEAM Jennifer Evans TECHNICAL LEAD Laurie Johnston VISUAL UX Grace Kim IA LEAD…
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  • 1. DIGITAL STUDIO PRACTICE | MODULE CODE C17810 http://kingstonux.blogspot.co.uk
  • 2. PROJECT TEAM Jennifer Evans TECHNICAL LEAD Laurie Johnston VISUAL UX Grace Kim IA LEAD David Mitchell DESIGN LEAD Suzy Willis ARTIST DIGITAL STUDIO PRACTICE | MODULE CODE C17810 http://kingstonux.blogspot.co.uk
  • 3. SPRINT 1 Introducting meMap meMap is an app for young people that allows them to monitor, record and understand their emotional wellbeing. Using art to reflect their moods, it enables them to recognise patterns and potential impacting triggers. It encourages personal reflection and expression and offers an environment in which users can share their visual journeys safely. It is an opportunity for teenagers to share and reflect, to see that they’re not alone, and to say “this is me”. The user group (11-18 years) is going through substantial personal development – mentally and physically – while becoming more independent from their parents/ carers and familiar support networks. Using an individual’s own point of reference, and focusing on their unique and specific needs, meMap provides a personal measure. MeMap doesn’t evaluate, judge or give advice to the individual, it is an application for the user. DIGITAL STUDIO PRACTICE | MODULE CODE C17810 3
  • 4. NER D LE RAB E ELIV ing and erst nd ies OW of of id Dav t wha lf t se en curr zy + Su + Jen y Suz ) web ile, ixed All m mob ce pe ( ketch / Gra ty id + ogy up / s ol te Dav ri and ew ers, us rie als, Lau f go o w tion f ho id os o Dav ri ena sc o 5 used be , to ses ility pab tions, u al s ca ca Jen gic ical ame ifi on n e techn g spec echnolo t g in 3 pa ghtlight licable rie pp hi a Lau up and f 1-2 y no oSk ctio sele en ps d J ons cati ownloa grou pli ing dd ning Jen + Jen + g ap test stin ase an to gai ble i rie y te urch p k Lau d dma sue NeuroS s to p i r roa Dav le on ate d in ssib pplicati e - cre sse c dre a 1-2 clearan ance o be ad Jen 2 r t l iling ct. 2 hica rch clea areas deta nt es O e a Tu ume ese - Outlin doc pe ue 5 avid lan ners p D co .1 niq n Oct king ow e, u t titl lutio n - Wor s and ues o T ec la ble proj an p elivera tling d t ou sis ion, ly men All ocu T ana f - D SWO Brie ive nt, and oi / ng p uiry l inq omain tua et d ntex All / co nto targ g y etin aph sight i e gr up M thno e in Jen Gro s - E in mor ew a rvi to g ey m inte a ser terview hic surv U ce p n rch s- diagr he a ra ri z? Gra ese ation use demog ith Jaz nt o m r plic pps roo ap and ssibly w id of a lass r Dav ut c f simila rt falls Po o * y ar nd on o ho or s d se prim ti id 3-4 ft an explora ntages Dav bing or Dra er va scri ne f d h de seli Furt ribing a y nas - ba Suz sc erso ion t p de et lora y+ 3-4 k p ne lid mar ona ex y jour - so Suz ers nas tion hero P ple o m tion pers ona co pes truc ty ons or rs r Pe es f se C use cas Jen ain se Ca se m lU d al u eMap a nti r m Initi boar o pote rt m sketch room f tory s ra of a ies rapy diag dels- int out ar , w d po Mo k flo umm e the rview Davi Tas rience a type, case ge s a singl an ove pa e n Exp perso in each - 5 one ons on luding id i t c h Dav eac rtunity oncep r variat sting in y c o o Suz opp herapy tions ( user te board y a t Art py cre bring to ick stor y Suz qu era n) to y th tio bod ce s nd a Gra ona and crea ching, a pers eaders t for y n ske h ratio plates posed r jo rne Jen ploPRACTICE roMODULE u DIGITAL STUDIO n tem - p | ex se CODE C17810 go g ou Lo esi t copy n her ign w al d io n Des Jen e e ne Visu l conte pplicat reat ri "c itia t for a d Lau e In en cop tion an t s a les con ar mm SPRINT 1 Developing scope This was a team project to research and design an industry-standard, digital media product. In response to a supplied brief, the team – consisting of design lead, technical lead, IA lead, artist and visual UX – collaborated to research, design, prototype and test a mental health monitoring product. We shared roles and tasks by pulling on each group member’s strengths. This means that everyone worked to shape and contribute to each deliverable. During creative brief development and research, the team identified a teenage target audience with a need for a positively-framed, selfmonitoring product that engages their creativity. http://kingstonux.blogspot.co.uk/2013/10/initialproject-understanding-outline.html http://4.bp.blogspot.com/-1DLXRNYzPzg/ Umf7BmxbfpI/AAAAAAAAAAg/L0VA18pdVHE/ s1600/CreativeBriefAnalysis.jpg Research proved that the best technological solution to fulfill this need was a mobile app. Because of the group’s limited coding ability, technological deliverables initially focussed on paper and HTML prototypes. Ultimately a mockup video was felt to be the best method of communicating the Document wide icon to link to each page’s assets 9 ct. 2 .2 Nov Sun Nov. 5 s Tue design vision in order to build a fully functioning, interactive prototype. This is what we will proceed with to try to gain funding to develop and test the app. Two project plans were made, describing deliverables for each phase of the design and build cycle.Each task had an overall owner although most of the team contributed to each aspect. The two versions reflected the fact that project management began in a waterfall style and developed into agile once we learned the benefits of that methodology. We ended up with a project management style that was mostly agile as it iterated through multiple research, design, implementation, and testing phases. We also incorporated a few scrum methods, such as having a sprint 0 to ramp up for the project, because we found it beneficial to align ourselves on a project vision and approach before delving into our respective tasks. Plan 1 – https://docs.google.com/spreadsheet/ ccc?key=0ApLf1P9_IrfPdFM1NlQ3Qk5rcG96NWpQTFRBUW50eEE&usp=sharing Plan 2 – https://docs.google.com/spreadsheet/ ccc?key=0ApLf1P9_IrfPdEZuNzd0VlBGY1BaYmZFdDlrWGpqOHc&usp=sharing 4
  • 5. SPRINT 1 Interpreting the brief As a starting point for research and design development, the brief presented a diagnostic, digital tool for self-monitoring created by business coach Jazz Rasool. In researching this tool, the project team each completed an online questionnaire that generates a personalised ‘Atmascape’ – a heatmap-type visualisation. The team was tasked to explore the application of new technologies and design to increase the success of this method for a specific user group. Our interpretation of the brief was to develop the ideas of selfmonitoring and visualisation to design an original and successful digital media product for mental health. Before we defined our user group, we researched the jargon used in the health market and existing tools, products and services for monitoring wellbeing. Most of these focus on mobile, tablet, Internet and desktop technology – the types of technology that many people have access to and which would fit into daily routines. Trends were identified in: questionnaires; spectrums and rankings; mood meters; graphs; social/support community; educational content; personalisation/customisation; little mention of medication; comparison to general and to personal definitions of health. From these findings, we were able to brainstorm concepts and discuss user groups, and intended goals and tasks. Defining the users Research into mental health monitoring solutions identified that there is a huge gap in the teenage market, so we decided to focus on this demographic. By focusing on teenagers as the target audience, we saw opportunities to: We were then able to define user goals: • elp me understand, learn about h and express what I’m feeling in a safe and creative way • help me identify triggers that affect my mood • elp me work out and meet my own h mental health goals and parameters • evelop a non-judgmental tool d designed for teenagers, rather than adults • help me see the growth of my awareness and understanding • mpower teenagers to define e and take control of their mental wellbeing • help me create something that depicts mental health in a positive way. • encourage self-responsibility Brainstorming • acilitate communication and f conversation about mental health to combat stigma attached to monitoring and diagnosis. • Some concepts were identified for exploration: Identifying aims and objectives • therapeutic use and value of visualisation and creative artefacts In discussion of what would make our product successful, it was agreed that the main aim was self-monitoring. So success was defined as: • visual representation of mental health that is easy to understand • ncreasing users’ self-awareness i and insight, rather than diagnosis or specific problem-solving • reating opportunities for c evaluating mental health safely • reaching boundaries that prompt self-help • creating a community in which self-created art is shared. http://kingstonux.blogspot.co.uk/2013/10/takeaways-from-tues-15-oct-workshop.html • nabling users to look outwards e for community and support. DIGITAL STUDIO PRACTICE | MODULE CODE C17810 5
  • 6. SPRINT 1 Primary research We were able to conduct a limited amount of primary research. Due to timelines for ethical clearance, we were forced to conduct all direct research with teenagers through an intermediary or parent. As a result, we carried out some classroom research via an intermediary teacher, albeit at a US school. The teacher administered a questionnaire to her class during the school’s Wellbeing Week, which gave a snapshot of this group’s concerns and priorities. http://kingstonux.blogspot.co.uk/2013/11/rawclassroom-research.html Concept testing During concept development, a user test was done with two 13-year-olds, a daughter of one team member and her friend. The participants were briefed as follows: ‘Pick a range of emotions, work with strips of paper, and colour each to represent how you feel. Colouring the whole strip will show that you feel your emotion at its greatest level.’ (See image, left) We wanted to find out: • which words participants would choose to describe their emotions (in this case standing in for persona Lisa), to help us use vocabulary appropriate to our target audience • how they would use colour to represent particular emotions and levels of emotion (eg. 90% if very happy, 30% if not so happy?) • what patterns they would make with their colours • how much they would enjoy representing their emotions using art and colour. Testing outcomes: • choosing an attribute of wellbeing, setting a level and applying a colour to it was a comfortable exercise • participants took their time adjusting their patterns, suggesting they were engaged by the pattern-making • participants wanted to customise their efforts further, suggesting that a creative approach encourages commitment. http://kingstonux.blogspot.co.uk/2013/11/ concept-testing-plan-art.html IMAGE: Coloured lollipop sticks created by participants during concept testing DIGITAL STUDIO PRACTICE | MODULE CODE C17810 6
  • 7. SPRINT 1 IMAGES: Cerebal Hut by artist, Guvenc Ozel Secondary research We conducted secondary research to gain insight into the target market. We explored several sources from news stories to documentaries to competitor applications. The Future of Health Survey identified that patients would like, among other things, to be empowered and have more control, find out more about their condition, and learn new skills and tools to help them manage their health. http://www.mentalhealth.org.uk/publications/ starting-today-future-of-mental-health-services/ The BBC’s Diaries of a Broken Mind, in which teenagers documented their feelings, gave valuable background and insight into some mental health issues for this group. These included body image and eating disorders, depression and anxiety, panic, anger and obsessive compulsive disorder. Some participants mentioned creativity and forming communities to be helpful to their condition. Firstperson stories were also found through mental health charities and services such as Young Minds and Right Here. http://kingstonux.blogspot.co.uk/2013/10/userstories-research.html We also contacted three Londonbased youth groups for possible user interviews and testing. Interestingly, we found anecdotally that even young people in more extreme circumstances such as homelessness, usually have smartphones. http://kingstonux.blogspot.co.uk/2013/10/youthgroups.html DIGITAL STUDIO PRACTICE | MODULE CODE C17810 Research into technology found an easy-to-use text messaging application, in which appointments are supplemented by the patient’s simple mood monitoring. Each day the patient receives a text giving five choices, A through E, and texts back the letter that best represents their mood. When the patient next visits the doctor’s, the doctor already knows how the patient has been feeling since their last meeting. The application aims to support and extend the time between appointments. We also wanted data to be captured, understood and used meaningfully, and made the following observations from this research: The discretion and lack of intrusiveness of this self-monitoring system chimed with our goals and objectives. One user said, “It is a simple thing, but because it is so regular it gives you a structure and the strong impression that someone at the other end is taking your data.” • providing a ‘window into mental illness’ can lead to early intervention and diagnosis. • the need for data to go somewhere meaningful may be very important http://kingstonux.blogspot.co.uk/2013/10/ monitoring-mental-health-with-technology.html • comfort can be gained from fitting into existing behaviours • small effort every day has a positive impact • monitoring your mood daily is a good foundation for selfmanagement of mental health • gathering data over time and being able to communicate it to a mental health professional is powerful 7
  • 8. SPRINT 1 Evaluating existing applications Our research included a review of competing products to evaluate current best/worst practice and visual styles. Moodboards were created to reflect patterns in the web and mobile marketplace. http://kingstonux.blogspot.co.uk/2013/10/ researching-market-mental-health-and.html It was noted that in social media apps used by teenagers, visual style tended to be simple and functional, while wellbeing apps were generally dull and uninspiring, often referencing science and new age therapies. The interface of one app called ‘optimism’ had a brighter and more contemporary look, but was still felt relatively cool and unengaging. This evaluation encouraged the team that following a more creative approach would differentiate our product. http://kingstonux.blogspot.co.uk/2013/11/visualstyle-research.html Auditing technology The team felt that mobile technology was the best fit with our teenage target audience because mobile phones: • are permeating society – 9 out of 10 teenagers in the UK own one • are private – teenagers are moving away from public social networks to private messaging apps (so they can self-monitor without the worry of sharing sensitive information with anyone other than trusted contacts) • fit within the scope of existing teenage behaviour • are kept close at hand every day. This decision was also supported by our research into teenage app usage trends (see ‘Secondary research’ page 7) which found that privacy and closed sharing were important. Desktop NeuroSky Our brief required us to explore the potential for incorporating technology such as brain-computer interfaces (BCI). One example is the NeuroSky helmet, which reads the user’s EEG brain waves via a sensor clipped onto the ear lobe and another touching the forehead. Software is used to translate the brain activity into meaningful data, the two main measurements being ‘attention’ and ‘meditation’. NeuroSky is a useful, affordable tool that taps into the user’s biological changes, a measurement that cannot be taken by simply asking a user. This could be especially relevant for researching an area that people are likely to be uncomfortable talking about. We decided to use it for concept testing and hoped the data produced would help us identify which interactions best engage our user group. An overview was made of the relevant and applicable NeuroSky applications. These were considered against our goals and constraints and ranked accordingly. The process DIGITAL STUDIO PRACTICE | MODULE CODE C17810 led us to choose the Meditation Journal, which tracks the user’s meditation, attention and brainwave recordings and extrapolates data into charts and visualisations. Technological deliverables http://kingstonux.blogspot.co.uk/2013/10/ neurosky-technical-audit-v1.html http://kingstonux.blogspot.co.uk/2013/10/whatis-best-neurosky-app-for-testing.html Ideally, we would have preferred our final prototype to be a fullyfunctioning mobile app, but due to limited coding experience within the team we made use instead of low-tech solutions to create our deliverables: Mobile NeuroSky • a simulated paper prototype from the concepting phase • wireframes demonstrating UI, information design and interaction • a mock-up video of a functioning prototype. Our first, desktop NeuroSky helmet was faulty and had to be replaced with a mobile version (desktop out of stock). The functionality is basically the same but we had to look again at applications as the Meditation Journal works with desktop only. We chose the NeuroSky Visualizer for our user testing because, although there is no recording functionality, it is easy to read the measures for relaxation and attention, our two main focuses. http://kingstonux.blogspot.co.uk/2013/10/ technological-deliverables.html http://kingstonux.blogspot.co.uk/2014/01/ revisiting-neurosky-new-mobile-approach.html 8
  • 9. SPRINT 1 Creating a design concept We wanted to build our design concept around a visualisation of the user’s mental wellbeing. Discussion of art therapy led us to the view that inputting data should be a more hands-on, creative activity than ticking boxes. It was felt that a spidergraph-based interface would be intuitive and enable users to create unique and attractive visualisations, which could be kept private or shared. In line with our goals and objectives, it was important that the user identify areas of concern and set mood measures themselves. With benchmarking to show when they feel at their best and worst, the visualisations would reveal patterns in mood data and how the user is coping. The patterns might also reveal relationships between user concerns, with one mood impacting on another, for example. A journal facility would enable users to connect their moods with events and help to identify potential triggers. As well as developing selfawareness, there would also be a positive gain from engaging in creative activity. Each visualisation could be seen as a digital artefact representing a unique moment in time for the user and, collectively over time, would express a unique picture of them. Brainstorming a name The design concept is based on an individual’s point of reference, providing a personal measure of self and enablling private reflection. It was also noted that a common characteristic of the user group is to seek independence from the support of parents/carers. The design concept therefore became the inspiration for the name, meMap. http://kingstonux.blogspot.co.uk/2013/10/initialproject-name-options-project.html Brand logos were researched and eight meMap concept logos created. With our limited testing ability, we asked children of a team member to rank their preferences, and this canvassing conincided with team consensus. The chosen logo uses curved, friendly, sans serif typography with a magnifying glass motif to represent the focus on selfmonitoring. http://kingstonux.blogspot.co.uk/2013/12/ memap-logo-designs.html http://kingstonux.blogspot.co.uk/2013/10/logotypes-selection.html DIGITAL STUDIO PRACTICE | MODULE CODE DMM417 9 <
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