Tuesday, 27 February 2018

Whitecote Banner: Selection and Feedback

After receiving an email of feedback from the school themselves, it was found that they had selected these banner designs to be professionally printed and placed up in the school.
However they had some feedback consisting of some changes that they wanted to be made.
The first was to make the colours brighter, and the second was to make the type and colour of the border a darker green, and also make the border thicker. 

'After a long and hard discussion, the School Council chose Holly O'Connor's design as they felt it best represented the ideals of Whitecote.  
They wondered if the colours could be made a little more vibrant, and the border surrounding each design could be a little thicker and a darker green.  After looking at the yellow 'I', we also wondered if it could be made to stand out more as we didn't want it to fade into the white background.'

These are the banners after the feedback and been responded to and the changes had been made. 








OUGD505: Personas

Child

  • Ben
  • 7 Years Old
  • Class 3/4 at Primary School.
  • Likes playing on games, both independently and with friends.
  • Enjoys playing outdoors, but doesn't do it enough.
  • Enjoys building and playing with friends.
  • Likes going to school where he can play and speak with friends whilst learning.
  • Inquisitive about the world, but spends too much time on his phone, X-box and games. 
  • Spends a lot of time in his bedroom alone playing on games. 

Parent

  • Alison
  • Mum, 35 years old.
  • Busy Lifestyle.
  • Wants ben to play outside more.
  • Wants to cut child's screen time.
  • Encourage spending time with real people, socialising with friends, exploring the world.
  • Spend more time learning and more time spent on homework, making homework more enjoyable. 
  • Ben doesn't listen to her.
  • Wants to cut screen time, without having to nag and tell child off all the time. 

OUGD505: Character Development

  • Initial Sketches of character.
  • Using different illustrations of stars to represent wonder, and the space around us, stars are also nearly always used in reward systems for children and used as stickers. 
  • Another idea was using a question mark character, tor represent curiosity and asking questions about life and the world in general, to be inquisitive. 
  • The illustrative nature makes it seem more friendly and approachable, rather than sharp geometric lines, the curved edges add to this too. 
  • The colours chosen are yellow and orange, as these colours represent curiosity, encourage confidence, extroversion and independence. Yellow also inspires communication and cooperation.
  • The eyes and facial expressions add personality and will therefore act more friendly for children to trust and listen to 'Wonder'.
  • Uses highly saturated colours, from a primary and secondary colour scheme. 











OUGD505: Wireframes Phone



OUGD505: Wireframes Laptop/Computer

Considerations

  • Where Wonder will pop up, maybe in the centre of the scree, otherwise children might ignore it, therefore if it interrupts what they're doing then it's more likely to make an impact. 
  • As Siri exists in the corner of the screen quite small, whereas children may need to see it bigger an enlarged. 
  • The different aspects of the software, should these all be kept or should it be simplified.
  • For example, activities, rewards, internet safety, homework helper, night/day time modes, friends.
  • How much personalisation is needed and will the parents have to interfere with this at some point, such as for the rewards, or bedtime/screen time allowance at the beginning of the set up of the software. 
  • When they complete an activity, what can be the incentive: unlocking new activities, uploading a picture, filling in a diary or account, location tracker. How will the app know that the child has gone and completed the activity? 








OUGD505: Siri


  •  Intelligent personal assistant
  • Uses voice queries and a natural language user interface to attempt to answer questions, make recommendations, and perform actions by delegating requests to a set of Internet services. 
  • The software adapts to users' individual language usages, searches, and preferences, with continuing use. 








Friday, 23 February 2018

OUGD505: Response to Feedback


  • Achieving by doing the different activities. 
  • Time outside, activities around the house, with friends, sleepover. 
  • Star char, rewards, graph of how much time spent doing activities.
  • Sending requests for friends to join and play, join in on the activities.
  • Giving kids ideas of what to do, rather than just telling them to get off their phone, giving them an alternative.
  • Different icons for different types of activities.
  • Tick of activities.
  • Unlock/collect things for their character or to change their character.
  • Unlock more activities, new things to do as a reward.  

OUGD505: Crit and Feedback

Success of Ideas


  • The app is needed, there is a gap in the market for it.
  • Good name
  • Kids use devices too much, you always see families at meals on ipads etc, therefore the app is needed and will be useful.
  • The colours match with the idea and target audience well. 
  • Good idea to personalise it.
  • A social element works well. 
  • Good friendly tone and personalisation. 
  • Good how the parents don't have too much control of it.
  • Good colours, they are very playful and childish.
  • Grey colour can be changed.


Improvements

  • Parents can enter a reward system/
  • Design the interface.
  • Brighter colours. 
  • Typeface, simple or childlike. 
  • Need to find a way to get kids interested. 
  • Kid's love rewards.
  • Kids may struggle to set up a simplistic routine, maybe allow adults to choose certain things that are on the app, not put in their own. 
  • Think of how to promote the software is it for worldwide or just in the UK.
  • Think about how to get kids attracted. 
  • A time limit would be good.
  • Makes colours brighter.
  • Needs photos or illustrations. 
  • Maybe the parents phones could be linked so they know what's going on.
  • Have a feature which tells kids when their friends are online and suggest the go and play together. 
  • Could add a feature where the child can plan their timetable with things they love to do and things that are compulsory.
  • Digital assistant for kids.
  • Research ethical UX design for kids, what is friendly design.
  • Research kid's psychology. 

General Comments/Ideas

  • Look at the aspect of connectivity.
  • Embracing technology. 
  • Research and think about what children will respond to.
  • Will they respond to a challenge?
  • What will children engage with?
  • Things to collect and show people.
  • Parents can create rewards, reward systems.
  • Children can show their parents what they've done.
  • Look at Siri, analyse it and how it can be made more appropriate for children. 
  • Digital assistants for kids.
  • How to re appropriate Siri, or the idea of Siri for kids
  • Idea of collecting photos, going outside. 
  • How children can engage them with the space around them.
  • Using brighter colours. 
  • Idea of linking phones, with either friends or parents.
  • Parent/child login.
  • Who/what is wonder.
  • How do you get kids to listen and to trust wonder.
  • Ethics of children speaking to someone/something, speaking to strangers.
  • Can children speak to wonder or does wonder just speak to them.
  • Talking Tom app.
  • Making children physically do something. 
Conclusion

  • Bring in a social element to the software.
  • Research into Siri and how it can be re appropriated for children.
  • Try out a reward system within the software.
  • Using brighter colours.
  • Looking at how to get kids interested and wanting to use the app and interact with it.
  • To what extent can children interact with the app, can they speak to it, can wonder talk back. 
  • Think whether the app will be distributed worldwide or just in the UK.
  • Looking at how children can plan their own time, doing things they love and also compulsory things. 
  • Look into the ethics of kid's UX design and the ethics of digital assistants. 
  • The idea of a challenge that makes children engage with the space around them and making children physically do something. 

Thursday, 22 February 2018

Event Company Branding: Type Experiment


These designs show the process, development and experimentation with type. The client was adamant to use their own handwriting within the design, to make it more personable and to make sure that no one else could ever use the same type, or that the design was copying anywhere else. There was also an issue with the typefaces used previously with copyright etc. Without buying the typefaces outright, it would be hard to get them and use them in the industry on all the branding.
 Initial experiments show the client's handwriting being used for the name of the brand and also the client's name on the business cards. 
 It was suggested to try writing the name in a signature form, to make it look personalised to each of the customer. However this wasn't working, so it was tried out to just handwrite the name in full and also the brand name. 
 Below shows the different iterations and practice of the client's handwriting and how it was applied to the business cards. 





The above design didn't seem to work as there was too many different contrasts of type and stroke thickness and technologically it was too hard to get these to the same level therefore this idea of the signature was scrapped and below shows the next experiment of using the handwriting for both the brand name and also the signature in a much simpler form. However the below design, the client and the designer still wasn't happy with, as again the layout of the type and the different typefaces weren't working as a cohesive design. 


The images below show the other initial experiments of the client's handwriting alongside the signature, this time placed in a different layout. However it still wasn't working as there was too much conflicting typefaces on one card, therefore a decision was made to just use the handwriting for the brand name, as this is the most important part that everyone will see and which the brand will be known for. Therefore if it is in the client's handwriting, then it will be unique and it won't be similar to anything else out there. 




















The below designs show the final experimentations of using the client's handwriting just for the brand name and then using a sans serif typeface for the client's name and contact information. The reason this works better is there is the right contrast now between the serif, handwritten type of the brand name, alongside the simple sans serif typeface of Avenir for the rest of the text. It also makes it easier to read, which is important as customers will need to know the client's name and the contact information so it is easily accessible. 

OUGD505: Initial Ideas



OUDG505: Initial Thoughts

Wonder

- Software which runs in the background.
- Using technology to distance ourselves from technology
- Using technology in a friendly way.
- I Wonder
- Wondering if the child could be doing something better with their time.

Main Aims

- Bringing kids back down to earth and experience the world around them.
- Making them more sociable.
- Encouraging new ways of doing things. 
- Cutting screen time.
- Speak to children on their level in a friendly tone, rather than instructional.
- Different modes, for day time and night time.
- Looking at school terms and holidays.
- Looking at different character ideas. 



- Different themes for the software, such as google and youtube have. 















Wednesday, 21 February 2018

OUGD505: Similar App Analysis

Screentime












- Time limits on children's devices. 
- Schedules for homework and outdoor time. 
- Pause children's devices.
Create fun check lists of things you would like children to do or learn and motivate them with rewards
- Not child friendly.
- Parent has too much control.
- Very serious and not engaging.
- Doesn't speak to kids on their level, too instructional and direct. 
- Kids think that parents have too much control over the app. 
- Have to pay for the app.
- Lots of setting up. 




FamilyTime 








- Lets you limit device access during important hours to make sure they concentrate on their work.

- Bedtime controls, limit screen time during night time hours. 
- Homework time screen lock. 
- Geo-fence placing.
- Location tracker. 
- App blocker.
- App usage tracker. 
- More colourful than other apps.
- Still seems to be targets more at adults.
- Lot of white space and heavy text. 
- Child has no control.
- Speaks down to children. 





Mobile Fence 





 - Analysing tools.
- Blocking apps/webs.
- GPS tracker.
- Reports on device times and activities.
- Aimed at parents.
- Takes up space on phones and devices. 
- Looks very serious and complicated. 


Qustodio








- See how your child uses apps, devices and the web. 
- Manage your child's online experience. 
- Filtering technology. 
- Location tracking and panic button. 
- Not engaging.
- Not made for children to use. 


Conclusion

- Directed at children.
- Speaking at their level.
- Activities and other options which they would like to do, rather than chores.
- Brighter colours.
- Characters.
- Taking characteristics from other existing children's apps. 
- Restrict parents interference.
- Use tehchnology for good, such as coding etc.