These are the developed wireframes, more detailed and larger than the previous initial sketches, it shows all the screen and possible outcomes that the app and user can have and experience. Including what happens when each of the icons are selected on the different pages and also how and where the animations will be and how the buttons will show how they are interactive. It also shows the layout and orientation of each screen, that the child's will be predominantly landscape, whilst the parents is predominantly portrait.
The child's user experience has also been increased by the use of praise and an incentive to carry on. They can unlock pen colours each time they correctly complete a letter, which they can then collect which then gives them a purpose to carry on practicing and completing the letters and words.
The timer on the app allows children to not become bored and use their brain and time most efficiently, as research shows that 10 minutes practice at home is all that is necessary. It allows for optimum engagement.
The decision to use a stylus to make the app even more interactive and life-like has been decided as well. It enhances the user experience and means they learn how to write properly with a pen, practicing grip rather than just with their finger.
The use of animations and movement of certain icons allows the child to stay engaged with the app and lets them know which icons are to be engaged with and can be clicked on, as from research this is what they struggled with the most.
The layout allows for simplicity and means that there are only a limited amount of interactive icons on a page, therefore it is obvious to select or press. The transition through the different letters and stages of practicing the words and letters is automatic and fast pace, therefore children again won't lose focus or engagement and they also don't have to press anything, as they may not realise they have to do this and they will be left on the same page which could lead them to press of the app.
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