Friday, November 20, 2009

Scenario Testing

Our first scenario video consisted of a girl, Kristi, spending some time on the 5th Street Bridge using the installation. She goes through the entire process of downloading, installing and launching the application. She then explores a large portion of the space looking for tags, and as she find them, she is able to view fun facts about the bridge, play mini-games and even finds a coupon for Tin Drum. She does end the experience by going to get lunch using her new coupon.

When we showed this scenario to people to get their perspective on the system, there was a concern that the scenario itself was not contextualized enough, because the girl does not have any particular reason for being in the space. The scenario also did not have voice over, so we were told to incorporate that to really provide a sense of what Kristi was doing and thinking as she moved through the space. Even though we had handled this in our actual design, our scenario did not make clear the constraints built into the system to keep it replayable, so it was suggested that we make those sort of subtle design aspects more clear. People seemed to also want a more clear explanation of how a user would actually navigate the space instead of just a video showing some aspects of exploration.

Thursday, November 19, 2009

5th Street "FunQuest" Use Case

A placard will be installed at the 5th Street Bridge (probably near the bus stop) to inform passersby of a new augmented reality project built specifically for that place. It will display a simple advertisement and website where Tech students can download the cell phone app from. Students who have the app will be able to load it once they are physically located within the place, and will be greeted with the following message:
"Welcome to 5th Street FunQuest!

Using this app is simple. Search around you for markers (they look like this ) in the real world, then tap on them for a fun prize!

Have fun!"
After clsoing the on-screen instructions, the user will then begin the searching phase of the interaction, in which they explore the space around them for tags embedded at various locations (in the ground, on a wall, etc.). Some tags may be well-hidden, and finding one tag may put the user in a position to quickly find another. As the user approaches a tag, an icon will fade in above it on the cell phone screen, and once this icon is fully visible and the user taps it, a message will appear with the text "Marker Found!". At this point, the searching phase will end and the playing phase will begin, though how exactly the user "plays" will vary depending on the type of marker they have found. Possibilities include reading fun facts about the bridge or Tech in general, playing with a virtual toy, and playing a virtual game that takes advantage of the user's position. The virtual games will have a time limit, and winning them will give the user a "prize", such as a coupon for a restaurant located near the 5th Street Bridge. The number of prizes a user can win in a single day will be limited to three, so that the user does not win too much money and also has a reason to keep using the app on other days.

5th Street "FunQuest" Scenario Possibilities

Billy Bob

Billy Bob is walking from his fraternity on 5th Street to Tech Square. While approaching the bridge, he notices a placard that he had read earlier about a new Augmented Reality phone app for the bridge. He remembers having downloaded the app that day, so he loads it up on his phone and is greeted with on-screen message with simple instructions about how to use the app. After reading them, he scans the area with his phone and focuses on a nearby, obvious tag. He walks towards it, and once he gets closer enough the phone flashes the text "Marker Found!", which quickly changes to a fun fact about the bride (such as, "Did you know it cost 10 million dollars to build the bridge you are standing on?"). He reads it, laughs, and begins looking for the next tag. He notices a nearby tag, and soon the alert text flashes again followed by a mini-game that takes advantage of his position and location (for example, he stands facing the center of the road and plays Frogger on the app. He plays until his frog is hit by a car and explodes). Finally, he finds one last tag, which turns out to be a coupon for a restaurant near the bridge (like Tin Drum or Moe's). With that, he turns off the app and heads to lunch.


Kristi

Kristi is walking from her sorority on 5th Street to Tech Square. While approaching the bridge, she notices a placard that she had read earlier about a new Augmented Reality phone app for the bridge. He remembers having downloaded the app that day, so he loads it up on his phone and is greeted with on-screen message with simple instructions about how to use the app. After reading them, he scans the area with his phone and focuses on a nearby, obvious tag. He walks towards it, and once he gets closer enough the phone flashes the text "Marker Found!", which quickly changes to a fun fact about the bride (such as, "Did you know it cost 10 million dollars to build the bridge you are standing on?"). He reads it, laughs, and begins looking for the next tag. He notices a nearby tag, and soon the alert text flashes again followed by a mini-game that takes advantage of his position and loaction (for example, he stands facing the center of the road and plays Frogger on the app. He plays until his frog is hit by a car and explodes). Finally, he finds one last tag, which turns out to be a coupon for a restaurant near the bridge (like Tindrum or Moe's). With that, he turns off the app and heads to lunch.

Wednesday, November 18, 2009

Card Sort Analysis



The above is a depiction of the cards we used for our card sort, in which we had people unaware of our project's intentions look at the features, design attributes, and functions and sort them based on any classification system they thought was most relevant. Based on the results of those sortings, there were several trends that influenced our design concepts.

Most people tended to sort the cards by relating the things they were most familiar with. The pairing between mini-games and phone camera apps was the most common connection, but those two cards were also closely related to touche screen interaction, as most phones with apps use touch screen functionality. People had a much harder time associating the rest of the cards, as they don't seem immediately to have many connections. There were several pairings of 5th Street Bridge with "nooks and crannies," most probably because of the spatial relation they share. Nooks and crannies were also grouped with hidden tags, because the idea of nooks and crannies seemed to evoke the idea of hiding things for most people. These two items were also tied to scavenger hunts in the same way, evoking the idea of hide-and-seek. The two cards most people weren't sure what to do with were Coupon and Fact. These didn't seem to relate to any of the other ideas very well for most people.

This inability to fit in two major components of our design brought to light some questions about our plan of implementation. Would people be interested in finding things such as coupons and facts about the bridge or surrounding areas since they didn't seem to relate the ideas on their own? We had already spent a great deal of time considering what types of items to "hide" for our scavenger hunt idea, and our three main ideas were mini-games, coupons for local businesses and facts about the space. Some alterations to our idea included the following:
-Instead of just hiding coupons in the space, we could use them as prizes or incentives for playing mini-games. This way, users would have to play the mini-games (the most popular part of our idea) in order to win the prizes: coupons for local participating businesses.
-Even though the facts about the space seemed to be a disconnect for many people, we feel that allowing people to learn about the history of the space they are exploring it in the present will help make the bridge itself into a more important place. Giving it context with its historical background and information about it's construction would, we feel, help connect people to the space.

Tuesday, November 17, 2009

Activity Analysis

  • transporting themselves
    • walking
    • getting on/off Tech Trolley
    • en route to class
    • en route to leisure activities
  • going to Tech Square
    • grabbing a quick lunch
    • going to the bookstore
    • getting a coffee from Starbucks
  • waiting for someone to come pick them up (meeting location)
  • enjoy greenspace (only on days with good weather)
    • sunbathe
    • do homework
    • relax
    • play frisbee
    • enjoy lunch on the grass
    • walk a doggie
  • tailgate
    • grill
    • meeting location
  • leisure activities
    • during good weather people eat lunch on the bridge ( mostly people sit on the concrete tiers)
    • in-between area for Greek life
      • many fraternities are located on the west side of the bridge
    • in-between for leisure activities
      • nail salon
      • restaurant
        • one even has hookah
      • ice-cream parlor