Friday, 17 November 2017

Module Evaluation - OUGD504

After completing the first module back in Second year I have enjoyed designing a lot more this year, probably due to the more commercial and 'real world' nature of the briefs. Also seeing two different completely different types of design and learning the techniques and being able to put these in place for both modules. I feel more well rounded after completing these two briefs and realise that I would never have looked at especially design for screen was never something I thought I'd be interested in however I enjoyed learning how to animate and being placed outside my comfort zone.

Summarising studio brief 01, obviously it came as a shock to swap research, however I do understand the benefit as it made it am more of a real world situation. However what I struggled with was having to depend on someone else and didn't think it was fair. Although the benefits that came from it was that I was put outside my comfort zone and I designed something very different from my normal style, which in the end turned out for the best and makes me a more well rounded designer. Also the problems that came about such as not receiving content, meant that I had to problem solve and had to work with what I had which restricted my designing a good way and in the end turned out to be a well thought out concept which worked alongside the brief and content. 

Summarising studio brief 02, I enjoyed learning new skills such as animating on photoshop and also using after effects. Design for screen is not something I would have normally approached or thought I would enjoy although I did really engage with it and will defiantly think about doing it again. These two briefs have definitely rounded out my skills and as a designer I now have experience designing for both print and screen, and learnt and discussed about how these also work to an industry level standard.

In this module I have definitely benefited from the speakers, such as ONLY, Village Bookshop and also G.F Smith it makes the work we are doing seem more real and also having advice from them and seeing that it is possible and they are doing the same kind of work is very inspirational and motivational. I have also enjoyed, (apart from studio brief 01), being able to bring our own interests in as this is a big thing for me as it makes me enjoy my work a lot more which as a result makes it a better. 

Evaluation - Studio Brief 02

After completing the design of the app and receiving feedback and looking at self evaluation, positive and successful aspects of the app consist of the colour scheme, as it contrasts which makes the reading easy as possible, also the consideration for the two different users works well, using amore subdued colour scheme on the parents section and also the different screen orientations as it shows that user research has been undertaken and the personas of the users have really been considered. One aspect of the app which was considered specifically successful was the praise and reward aspect as it was thought that children would really enjoy and engage with this. The pure simplicity of the app works well as it is easily navigable and the login in page require no extra or excessive time and the buttons on each page are limited therefore the user isn’t overwhelmed with option which was an issue with other existing apps.

Feedback mainly consisted of ways to add to the app and extend the interface further and even creating different versions. One idea which stood out was the selection of different colour schemes for different type of learners or specifically for children with learning difficulties such as dyslexia. Therefore specific colour schemes may work better for them to read or learn from, but also just to add an element of personalisation and further engagement. Another was to create a form of feedback and conversational aspect between parent and teacher from home, although the point of the app is to be used separately from school and at home so this idea may not be suitable. Another was to have an option for the game to be played on multiple screens or be able to pair screens with each other, therefore friends and more than one child can go on it, or even parent and child can go on it at the same time. 

Problems that occurred within this brief, was probably learning new skills and creating something digitally which wasn’t printed. Mainly what size to design it at, how to animate it which was learnt on the way through the project. Photoshop and after effects were attempted to be used for animation where they turned out well, although not totally professional but enough for the client to get a grasp of what the purpose of the app was and how it is used. Also ding user research as it wasn’t possible to get feedback or primary research within this project therefore secondary research had to make do into the users and looking at existing apps instead. 


In conclusion this brief was vey interesting as it was something different and meant learning new skills which can now be applied to future briefs and getting a taste for UX design was very interesting and enjoyable. It also meant that after effects and animation in photoshop skills have been developed and an interest for this has come about which means it could now be used within future projects. 

Final Feedback 03

Feedback from the final crit, was positive and constructive, most feedback was how to develop the app further if there was more time and how to improve the interface and add extra interactive elements to the design rather than the design itself.

The colours and animations were liked, as it really fit well with the user and will make suer they are engaged, also the typeface choices as these fit well with the purpose and theme of the app. 

One idea was to adapt and change the colour scheme, or have a setting where the user is able to do this, therefore the colour scheme can be changed to suit different ages and learning abilities, such as people with dyslexia read better with different coloured type and backgrounds. Therefore there could be different sets of colours or they could be constantly changing throughout the app. Also the colours could change due to the environment they are in, whether they are outdoors, inside or in the car travelling. If the app was to be developed further this could be added within the settings on the parent's section, where they can pick a colour scheme most suitable to their child's learning. For example:




Another idea to improve the interface of the app and to create a better joint learning environment was to have an option of pairing devices, therefore the parent can look up information and answer questions at the same time that the child is playing on it. Again the app could be able to be displayed on multiple screens, therefore it could become like a game, their friends could play on it together and compare and help each other. Therefore it becomes a more fun, engaging learning environment. For example:





Another idea to expand the app and it's interface was to create a version to be used in schools and with teachers and students. Or add a way where the parents can message the teachers asking questions about the best ways of learning and to discuss their child's progress. The school version could also have multiplayer, and also a teacher login where they could track the student's progress on the app and how well they are doing and where they need to improve. There could also be a feedback system in place where it shows how well they child is doing compared to where they should be at. 

In conclusion after receiving feedback on the final design, the design, colours, type and user experience as a whole works and works well. The feedback is useful to see where the app could go if there was more time or if it could be developed further or if other versions of the app could be created. 

Feedback about presentation was also to present the app on a more diluted background and not take colours from the app. Another idea was to state what the white boxes would be on the resource section, for example:








Monday, 13 November 2017

Role of the Developer

Designer's Job
- The designer uses design software such as Indesign and Photoshop to create the look and design of the website, the design is then put together with coding which then brings the design to life. As the jobs are different the designer can normally work away and separately from the developers, however in some cases they do regularly meet up and discuss the design. As the developer may have a better idea of what can and will work in real life.  
- Sometimes the designer can be the coder and developer as well as some people can do both, which means they can design it and then code as well. 
- The designer's job is usually the most creative and uses both intuition and imagination , the best designers for screen have a strong idea of colour, typography, relationships, audience and user experience. 
Developer's Job
- Sometimes a designer and developer's job can overlap but there are also some very different aspects which are important that sometimes the designer isn't able to do.
- A web developer builds the backbone of websites, typically from the ground up, and knows languages specific to the web. Such as HTML, Javascript, JQuery and CSS. Developers (unless they are also designers), don’t focus on making something look visually appealing but create websites with clean code and that are technically sound.
- Web developers use skills from technical ability, thinking and logic which are an essential part of their repertoires. Web developers may have degrees in a variety of fields such as computer science or programming. 
Working Together
- At the end of the day, both web designers and web developers are working toward a singular goal to create a website or app that entices and attracts users.
- The design and development needs be sound and technically competent. A site needs to not only look good but for the screen to function properly is just as important. The colours and imagery need to reflect the design and the interface needs to encourage user to take a desired action.
- The defined lines between designers and developers are becoming more blurred as more designers are learning to code and more developers are paying close attention to design theory.  We are all beginning to see that the future of the field includes the title of both web designer/developer.
-  One of the toughest parts about web design and development can be working together and communicating in a way that everyone understands. There is so much jargon on each side that it can make working together hard if you don’t consider your words carefully.
Here are a few tips for bridging the communication gap:
  • Avoid jargon.
  • Show, don’t tell, people how things should look or work. If you don’t know how to explain something, bring a working sketch or example to meetings.
  • Be open to ideas. Designers should accept design concepts from developers, and developers should be open to user experience ideas from designers.
  • Learn more about how the other part of the web creation process works. Read up about things you don’t know a lot about and ask questions


Letter Pressing Preview Video


Similar to the previous video, this video shows how the buttons will interact on the children's section of the app, as through research it was shown that children respond better to apps that are constantly interactive and engaging. They also want and expect something to happen each time they click on something, therefore this animation shows how the buttons will react and animate when they are pressed on. It adds an extra dimension and level of interaction to the app. 

App Buttons Preview Video



Above shows how the buttons would move on the page, however this would only occur on the child's section, as through research children like everything to be interactive on a page and constantly moving to keep them engaged. It also lets them know that the buttons need to be pressed on as this sometimes isn't obvious to them. 
 On the paren't section the buttons would stay still, a parents won't appreciate everything moving around on the page they just want to find the information they need quick and easy. They are also more aware of where to click, therefore it doesn't need to be explicitly shown to them what needs to be and what can be clicked on. 

App Video Preview 01




The above video, shows how the user would interact with the app and how the app works as a whole through pressing each specific buttons and screens. It shows the animations from the user's perspective and it also shows how the app will and can change from landscape to portrait through screen rotation. 
 It also demonstrates how the different buttons can take the user back and forth from different parts of the app, such as back to the home screen and guiding the user through the different sections. 
 On the actual app the buttons as shown in the other videos, will be constantly moving and interacting with the page and they will also interact when they are pressed on, as this will engage the children more. However the parent's section of the app will interact more like the video above, with less interaction of the buttons and much more simpler. 

App Development 04



An opening screen has been designed, as through research it was shown that both children and parents want to have a grasp of what the app is about and what is the purpose of it as soon as they open up, if not it may cause them to shut the app down and become disinterested. This way there is a short description which engages them and entices them into the app and there will be a more in depth description if they want it, available on the home page screen. 



A design decision was made to use this style and layout of home screen, as it makes it easier to distinguish between the two different logins, especially with colour coding as well. The home screen as well as the loading screen can be turned and viewed in both portrait and landscape, as this is the one page that both parents and children will be going therefore it needs to be in the most appropriate layout for each of them, therefore it can be rotated each way. 


The buttons on these pages have been enlarged to research into Apple User Interface design instructions, that the buttons need to be at least 44 point, to make it easily accessible and pressed on by a single finger, otherwise it will be too hard to line up the finger with the button. Also with children this is even more so important as some haven't fully developed their motor development therefore may find hand eye coordination hard, therefore the buttons need to be larger than usual, and they are also larger than those found on the parent section as they don't need to be as big there. 
 The buttons have also been spaced out for the same reasons, so therefore they don't accidentally press on specific buttons whilst aiming for a different one. 
 Same with the text the text size has been enlarged to achieve maximum readability at point size 11 and point size 24. 
Similar to the previous screens the point size for the cursive handwriting typeface has been enlarged to maximise readability and also the size of the buttons have been as well, due to Apple's UI Do's and Don'ts, the buttons need to be larger therefore they are the right sized target for a finger to click or press on them. As the screens above, the buttons have also been more spaced out which not only makes it easier for children to click and interact with the buttons but also means that they are in an easy to read layout. 


These screens will be animated, the step by step screens shows how this will work and how it will look once it is complete. The first shows a short animation of how to draw a letter, from which the user must then copy. Once they complete this the second screen shows the stars which shows praise as through research this shows the child that they have done well and the unlocking of different colours to use for the pen gives them a purpose and incentive to continue learning on the app.

The colours used within the children's section of the app have tried to be gender neaitral but also make sure the colours are vibrant and colourful at the same time. The order of the colours, specifically on the buttons changes throughout the app to create interest and engagement with the colours and the app itself. 

On the parents section of the app, the app is portrait as it is easier to hold and scroll through and read the information. The colour scheme has been subdued and uses only two colours from the previous colour scheme as it makes it easier to read and look at for an adult. The colourful schemes would be too vibrant and there would be too much going on, on the screen, the most important thing for them is the information, therefore the easier this is to read and concentrate on and the easier it is to navigate the better. Therefore the colours aren't as important as on the children's section. 
The buttons have also been made smaller than on the children's app, as parents and adults will have better hand eye coordination and will find it easier to press buttons, they are still appropriate size, just not as exaggerated as the children's app. The new added option of 'Progress' cam about from feedback that there needs to be a more interactive level between the adults and children. Therefore the adults can now view their child's progress and watch playback videos of how their child has been drawing the letters and how far they have come.
 Again the typeface sizes have been enlarged to point size 11 as this is the most legible size on screen any smaller than this then the user will find it harder to read and may have to zoom in.   

Colour Choices







Friday, 10 November 2017

App Developments 03


The home screen has been developed, rather than icons, it will just have either the user's name or first initial. One idea was that they could write their own name, which may be considered in the future and experimented with. This makes the writing, text and home screen more related and interactive with the app as a whole. 










 The typeface has been changed and developed for the body text, it has been changed to Verdana, as this typeface is the best to use on screen, specifically for legibility and readability. A scrolling bar on the side has been designed for ease of use, therefore the parent knows that there is more information and where to find it. 





The buttons which have been designed and added are the exit button, which will take the user back to the home scree, then the arrow icon will take the back to the previous screen that they were on, rather than being taken all the way back to the home screen. The other icon is the letter icon which is their user icon, however this isn't interactive, it is just there to show which part of the pap they are in and who is using it at that moment in time. It will probably need to be colour coded to make it more obvious. 

Logo/Brand Development



This is the logo development and shows it in situation within the app, how the app would open up within the design and also where the logo would be placed on the screen. The logo is simple, to fit in with the simplistic design of the app, but also is makes it obvious what the app is about. 









Response to Feedback




After feedback, a design decision was made to limit the colour scheme on the parents section on the app, as the colours were too much and parents just want it to be direct and simplified, not engaging and vibrant unlike children. Therefore only two colours have been taken from the previous design, therefore it is simple, however it still relates to the app as a whole, makes sure there is still a connectedness and cohesion between the two sections of the app, whilst also making considerations and how best to communicate to the specific user. 







A design decision was taken here, after experimenting with different typefaces for body copy, the centre screen uses the typeface which was chosen, which is known as Khmer Sangam MN, which is regularly used for screen based apps, which makes readability easy and simple. The cursive handwriting font has been used for the titles, again to make the app seem cohesive and the point, purpose and use of the app is communicated through the typeface. When looking at the cursive handwriting font for body text, it wasn't working as the text was too small to be able to read, whilst the letters were joined up. Also Helvetica didn't seem to suit screen or have the right proportions to fit within the app. 
The 'About' page has now been replaced with the 'Progress' page, as this is more beneficial and will be used more by the parents, therefore they can track how well they are doing and what letters they ave been practicing and watch playback videos of how they did whilst using the app. The 'About' page would contain too much text and is too broad, therefore more useful information can be found in the 'FAQ's' page and also the 'How to Help' section. This was partly due to feedback, that the relationship and learning experience between parent and child needed to be communicated somehow within this section of the app. 





The timer can be changed, whether how long they want their children to be learning and on the app for, as different children have different attention spans and can be easily engaged or others may find it difficult, therefore this can be suited to individual children, however the average time is 10 minutes a day, therefore the default setting is this. The FAQ section has a search bar, making it easy to search for questions, or they can ask their own and their question will be answered. Again saves scrolling tome, and makes this section of the app more efficient.