Let's GO – coaching mobile app

Page 1

GO COACHING APP DISCOVERY & FRAMEWORK

PROCESS BOOK _Design brief _Research _App Ideation

_Visual Look _App Structure _Prototyping

STUDENT: Eugene Gushchin

CLASS: Nature of interaction INSTRUCTOR: Michael Taylor

Spring 2016

_Delivery


CHAPTER 1 _DESIGN BRIEF


APP DESIGN IDEAS

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

1st IDEA

2nd IDEA

DESCRIPTION

Master GO // Game of the Go teaching app

Plan my day // Automagic planner helper.

AUDIENCE

1. for novices who want to uncover the mystery of a 3000-year-old strategic board game and tap into self-development tool polished by generations; 2. those who want to advance without having a professional player to teach them; 3. for experienced players that are looking to record and analyze the games; 4. for anyone who is interested in rich cultural, philosophical and psychological components of the game.

For those who tend to 1. overbook their schedule, 2. procrastinate and 3. those who warn to regain control over their lifes.

PURPOSE

1. To create a scalable and easily accessible way to learn Go, so that you don’t need to hire pros to advance. 2. To provide a graphical representation of the mechanism of Go that has been a mystery for over 3000 years.

1. Improve customers work/life balance and help them to achieve their goals 2. help them to live a better and healthier life

FEATURES

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app provides visual analytical support at every stage of the game; it enables to record and analyze the game later using an extra camera; teaching mode pictures out possible outcomes before the move is made even when played on the wooden board through the use of augmented reality technologies; it recognizes the formations on the board and provide you with the name. description and optional historical info.

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app will use recent advancement in deep learning and pattern recognition technologies done by Google; it uses augmented reality technology to enrich the real-life playing experience; advanced machine learning algorithms can help pros to uncover new strategies and come up with stronger formations on the board.

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-

TECH

-

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it learns the more you use it and adapts to your schedule; it reminds about scheduling social and physical activities, read books and listen to new music ones in a while; it plans enough time for road and meals, as well as blocks of free time to helps to stay on track with your routines.

personal assistant in your pocket is a new trend sensor helps the app to understand your current activity and it’s duration, match it to the plan and check it off when done.


FINAL CONCEPT

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

DESIGN BRIEF

BACKGROUND INFO

DESCRIPTION

Master GO // Game of the Go teaching app

AUDIENCE

1. for novices who want to uncover the mystery of a 3000-year-old strategic board game and tap into self-development tool polished by generations; 2. those who want to advance without having a professional player to teach them; 3. for experienced players that are looking to record and analyze the games; 4. for anyone who is interested in rich cultural, philosophical and psychological components of the game.

Few people in America know about the oldest strategy board game on Earth that still holds its positions against artificial intelligence. Even fewer can play it.

PURPOSE

FEATURES

1. To create a scalable and easily accessible way to learn Go, so that you don’t need to hire pros to advance. 2. To provide a graphical representation of the mechanism of Go that has been a mystery for over 3000 years.

-

TECH

-

app provides visual analytical support at every stage of the game; it enables to record and analyze the game later using an extra camera; teaching mode pictures out possible outcomes before the move is made even when played on the wooden board through the use of augmented reality technologies; it recognizes the formations on the board and provide you with its name, description and optional historical info.

app will use recent advancement in deep learning and pattern recognition technologies done by Google; it uses augmented reality technology to enrich the real-life playing experience; advanced machine learning algorithms can help pros to uncover new strategies and come up with stronger formations on the board.

Well, the game with such a rich history can offer a variety of aspects to enjoy, such as intellectual and emotional competition, refined aesthetics and deep philosophy. There are no entry barriers or requirements, however one can spend a lifetime advancing. Aside from the pure joy, GO serves as a powerful tool for developing both strategic and intuitive thinking. Both of those skills are equally important at work and everyday life.

Facts and Statistics about Go: -

number of legal positions is more than atoms in universe; the oldest board game on Earth; 100 millions active players around the world; simple rules — unlimited possibilities.

Links 1. A functional MRI study on a high level cognition. Game of Go. This article provides a scientific background on the benefits of learning and playing Go in comparison to other similar games, including chess. 2. Why Every School and Library Should Teach Children Go by Roy Laird, Ph.D. Roy points out to the various comparative advantages that game holds against many other activities for kids. 3. In a Huge Breakthrough, Google’s AI Beats a Top Player at the Game of Go // WIRED Points out on the advancement in technology that can revolutionize the world of Go.


CHAPTER 2 _RESEARCH


RESEARCH PLAN NEW TO THE GAME

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

CURRENT STUDENTS

TEACHERS

Going to a meet up or a local Go chapter and observe/interview the following groups of people: GROUP

New students with zero experience with the game can provide insights for First Contact and First Time Use stages of the product life-cycle.

Current students that are studying the game for at least several weeks can provide insights for Ongoing & Passionate Use stages of the cycle.

Teachers that have been teaching the game for at least a year can provide insights for last stage of the product life-cycle as well as the overall feedback on the idea.

OBJECTIVES

Get a sense of user interaction with the subject for the first time. Understand motivations behind their interest in Go.

Understand the struggles of the current students, find out what teaching techniques are working better, get their motivations behind staying on track, talk about their objectives in learning.

Get some success and fail stories, the reasons behind each of them. Talk about what is lacking in the current learning techniques. Discuss the idea of my app.

QUESTIONS

1. What brought you here today?

1. What makes you keep coming here?

1. What is Go for you? Why do you teach it?

2. How was you first experience with the game today?

2. What are the current challenges you are facing in learning?

2. What are your students aiming for in Go? What objectives do you set for them?

3. What do you like about the game? Why?

3. What are your objectives? What are you aiming for?

3. When do they stop coming? Is there any common reason for that?

4. What are the things you had to explain to yourself after classes?

4. Who is the most successful student in your career? Why? What is he/she doing now?

5. What are the sites / books / materials you use? Name those you found by yourself.

5. How do you identify potentially successful students? Is there any specific set of skills they need in order to be successful? Is it at all possible to predict someone’s success?

4. What didn’t you like? Can you name some of the challenges you have faced today? 5. What was the hardest thing to get? Rules? Concept of territory and influence? How to count territory at the end? The goal of the game? 6. Would you be willing to continue playing Go?

6. Why did you go search for extra info? 7. What is Go for you? 8. How do you think the game influences your dayto-day life? Do you see any concepts that are applicable to real life?

6. What types of materials do you use for teaching? Do you feel any lack of them? 7. What is missing in the world of Go? Why is it not omnipresent?


INTERVIEW QUOTES ASHOK Management

MARINA Marketing

PALAK Student

“GO CAN HELP ME TO BETTER DEFEND MYSELF”

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

ADA Tech

RAVI Finance

ALEX Designer

“A WAY TO LEARN STRATEGIC THINKING WITHOUT GETTING AN MBA”

PARESH Finance

“IT’S THE AESTHETICS THAT HIT ME FIRST”

IVAN PR

MARGAUX Illustrator


USER PERSONAS 1

2

3

14

4

13

5 12

6 11

7 10

8 9

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

ANALYTICAL RAVI

CREATIVE ALEX

DEMOGRAPHICS OCCUPATION: Finance AGE: 32 ETHNICITY: Indian INCOME: High

OCCUPATION: Design AGE: 27 ETHNICITY: Chinese INCOME: Median

DESCRIPTION

Alex studied Go when he was a kid and developed some appreciation for the game from back then. He’d like to start playing it again as he thinks it intellectually stimulating and can help him develop strategical thinking that is helpful to advance further in profession.

TECH vs GO

OBJECTIVES

Ravi likes to solve problems and enjoys mental challenges. He also believes that intuition is important in his profession and seeks ways to improve it by practicing meditation.

95 5

1. He would enjoy a daily mental challenges 2. He would love some teaching system that has short 15-min lessons applicable for his commute 3. He would use smartphone most of the times 4. It’s important for him the app will be operable by one hand during commute 5. He’d enjoy a lot of supplemental material to read about the game

80 20

1. He would enjoy some open-ended challenges and studying the openings and middle game that involves a lot of strategical thinking 2. He would like to think about the challenge throughout the day, trying to mentally solve it. 3. He would like correspondent play with other people 4. He would enjoy some scientific info about brain development and strategic thinking. 5. Some inspirational quotes from influential people and news about Go world. 6. Go is one of his connections to home and childhood memories. 7. Alex would come back to the app from time-to-time during the day.


USER PERSONAS SOCIALLY ACTIVE ANN

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

x

x

x

x

x

x x

x x

x

x x

KNOWLEDGEABLE GABI

DEMOGRAPHICS OCCUPATION: Marketing AGE: 25 ETHNICITY: American INCOME: High

OCCUPATION: Teacher AGE: 41 ETHNICITY: Hispanic INCOME: Low

DESCRIPTION

Gabi is a devoted teacher. She loves kids and constantly looking for the new ways to keep them engaged. She likes Go as a developmental tool for kids and there are several reasons for that: game has a competitive nature that kids like, it develops both analytical and intuitive parts of their brain and it’s also a way for kids to get to know each other better in groups.

TECH vs GO

OBJECTIVES

Ann likes board games and enjoys every opportunity to get together with friends. She believes board games are great to get to know a person, as psychological characteristics of opponent become apparent during the gameplay.

75 1

35 60

1. She also feels Go can feel very complicated, so she’d enjoy an easy stepby-step journey in discovering its depths.

1. She would like to have an interactive tool to teach kids Go in a visual way

2. She would enjoy online play, where she can test her hypothesis by playing with people she never saw in real life.

3. She feels like games with rich cultural component can be a great way to introduce kids to a different culture, so she would enjoy some background and cultural info.

3. She would like to watch others play and read some commentary about it. 4. She would study the game in her spare time at home.

2. She’d like a step-by-step teaching system that she can incorporate in her classes.

4. She would use an app in classroom and to pick up some learning technique for herself.


CHAPTER 3 _APP IDEATION


USER JOURNEY MAP

SCENARIO

USER ACTIONS

EUGENE GUSHCHIN GR 620.01 // MONDAY CLASS WITH MICHAEL TAYLOR

FIRST CONTACT

USER MAKES RESEARCH

LACK OF RESOURCES

FIRST USES

FULLY ADOPTED

SWITCHING MODES

User faces the subject for the first time somewhere in the environment.

GO has sparked an interest in our user, now he’s going to look for more info.

Our user quickly finds that there is not to many resources out there about GO and eventually downloads the app.

He starts to enjoy the course, solving problems on the go and playing with other people online.

Our user is fully invested in the app, enjoying statistics of his progress and shares a lot with friends.

User start to develop some deep knowledge in the game and switches to modes that support his offline experience.

1. Chinese / Japanese cultural event

1. Google search

1. Downloads the app

2. Talking to people in club / friend / on fest

2. Goes through tutorial / watch introductory videos

1. Starts the lesson / finish lesson

1. Schedules lessons / set up reminders

1. More interested in game analysis.

2. Sees statistics / share in social media

2. Compares personal progress with friends

2. Records a lot of his offline games.

4. Set preferences

3. Records and analyze the game

3. Sees progress at a glance

5. Start learning course / try to play

4. Reads additional content provided

4. Views number of problems solved

3. Uses the app to create a digital library of his games and analyze progress.

6. Starts reading materials about GO and gets further interested.

5. Answers the lesson questions

5. Unlocks next levels of problems

4. Uses the app to find partners to play with.

6. Makes mistakes / learn from feedback

6. Keeps track of the games you played

7. Explores different modes

7. Encourages others to play

8. Hikaru no Go cartoon / manga

8. Records a game / Upload one for analysis

8. Reviews / recommends the app.

9. Employer / Professional environment

9. Finds a person to play online.

2. Board game in the public park 3. Club in the school / on campus

3. Reading a book / searching for printed materials

4. Facebook friend’s post

4. Looking for an app in App Store

5. In the news (Google’s advancement in AI) 6. Book on the shelf 7. Movie about Go / have an example of people playing

3. Explores the app


NAMES + PRINCIPLES NAME OPTIONS

Strategic Path intoGO

Learn Go

forGO GO world

tryGO

selfGO

myGO

World of GO

UNDERSTANDABLE

Master GO inGO

getGO

GO Coach GOing forward Pocket Millennia My Own GO Master GO in pocket,

Way to Go byGO

PlayGO

Learning Go Path to GO

GO Way Strategic Way GO Master,

GO is the game for everybody regardless of their age, nationality, skill level and access to equipment. App further enhances on that idea, providing easy to use way to master that complex game.

For generations knowledge about the game has been passing from master to apprentice through personal guidance. Embarking on that personal quality, the app provides you a personal assistance through the use of advanced technologies on every step you take to learn GO.

GO Forward

gettingGO

UNIVERSAL

PERSONAL

Private GO Master,

GO for Leaders

GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

DESIGN PRINCIPLES

willGO

ToGo

EUGENE GUSHCHIN

Research show that high drop out rate when starting to learn GO is largely attributed to the amount of thing to master simultaneously. Tackling on that problem in order to make GO approachable to everyone, we broke down complex subject into pieces so you can learn step-by-step feeling some sort of achievement each and every session. MYLTILAYERED 3000 years of GO history created stories, legends, anecdotes about the game, as well as scientific discoveries and achievements in math theory because of the game. All of that information brings a substantial pleasure to the overall learning GO experience.


CHAPTER 4 _VISUAL LOOK


ELEMENTS COLLAGE #1 POSSIBLE COLORS

POSSIBLE ICONOGRAPHY

POSSIBLE TYPOGRAPHY

Headline ITC Franklin Gothic Demi

Subhead ITC Franklin Gothic Book BodyNus dentia con nectiis et id maio dolupta tiumet, sunti numquo voluptur sequati onsequodi doluptatur? Tat venist dolorias mossinis exerciet esti omnieni

POSSIBLE INPUT FIELD

Avenir LT Next Regular BodyNus dentia con nectiis et id maio dolupta tiumet?

Avenir Next Regular

POSSIBLE ILLUSTRATIONS / GRAPHIC ELEMENTS

POSSIBLE DATA VIS

POSSIBLE BUTTON

NEXT SESSION

NEXT SESSION


MOODBOARD #1

B&W // Swiss typography That option is build upon imminent beauty of the black and white stone patterns on the board. The interface will heavily rely on icons and sans serif typography providing the overall feeling of clarity and precision echoing modernism movement.


ELEMENTS COLLAGE #2 POSSIBLE COLORS

POSSIBLE ICONOGRAPHY

POSSIBLE TYPOGRAPHY

Headline

"

CO Headline Bold

Subhead CO Headline Light BodyNus dentia con nectiis et id maio dolupta tiumet, sunti numquo voluptur sequati onsequodi doluptatur? Tat venist dolorias mossinis exerciet esti omnieni atatus eum et qui ipsa nis am quiatusandi comnis moluptatur simpore, quo comnihilis ilique inction reicilit laut lam auta nimolorrum consequ iaectemporro to dolut aut esero ent molupictin

POSSIBLE INPUT FIELD

!

Gotham Book BodyNus dentia con nectiis et id maio dolupta tiumet?

Gotham Book

POSSIBLE ILLUSTRATIONS / GRAPHIC ELEMENTS

POSSIBLE DATA VIS

3

POSSIBLE BUTTON

12

CONTINUE

CONTINUE


MOODBOARD #2

Photography and color overlay // Humanist type That option is build upon imagery and different visual interpretation of the game. It’s almost meditative experience that conforms with the innate qualities of GO. The interface will heavily rely on icons and sans serif typography providing the overall feeling of clarity and precision echoing modernism movement.


ELEMENTS COLLAGE #3 POSSIBLE COLORS

POSSIBLE ICONOGRAPHY

"!

POSSIBLE TYPOGRAPHY

Headline CO Headline Bold

Subhead CO Headline Light BodyNus dentia con nectiis et id maio dolupta tiumet, sunti numquo voluptur sequati onsequodi doluptatur? Tat venist dolorias mossinis exerciet esti omnieni atatus eum et qui ipsa nis am quiatusandi comnis moluptatur simpore, quo comnihilis ilique inction reicilit laut lam auta nimolorrum consequ iaectemporro to dolut aut esero ent molupictin

POSSIBLE INPUT FIELD

Gotham Book BodyNus dentia con nectiis et id maio dolupta tiumet?

Gotham Book

POSSIBLE ILLUSTRATIONS / GRAPHIC ELEMENTS

POSSIBLE DATA VIS

3

POSSIBLE BUTTON

12

CONTINUE

CONTINUE


MOODBOARD #3

Duo colors // Flat and SOFT design That option is build upon the current trend in the UI design of flat colors though design is soft and serene, as well as it metaphorically uses the dichotomy of the game itself. Two soft colors are referencing zenlike and meditative nature of the game. The interface will heavily rely on colors and sans serif typography. Geometric Gotham typeface id pared with curvy and round Co Headline, that is simple and organic.


CHAPTER 5 _APP STRUCTURE


APP STRUCTURE

1. “Learn Go”,

15. GO Leaders,

30. myGO,

2. “Learning Go”,

16. GO Masters,

31. PlayGO,

3. “Way to Go”,

17. GO for Leaders,

32. intoGO,

4. “Road to Enlightenment”,

18. GO Path,

33. byGO,

5. “Road to better self”,

19. Path to GO,

34. forGO,

6. Intuitively simple, analytically complex.

20. Strategic GO,

35. getGO,

21. Strategic Path,

36. gettingGO,

22. Strategic Way,

37. selfGO,

23. GOing forward,

38. willGO,

24. GO Way,

39. tryGO

7. GO world, 8. World of GO, 9. GO Master, 10. GO Coach, 25. GO Forward, 11. Private GO Master, 26. inGO, 12. My Own GO Master, 27. ToGo, 13. GO in pocket, 28. GOup, 14. 3000 years in your pocket, 29. allGO,

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

App has to function both in portrait orientation with one hand navigation and landscape orientation with two hands navigation + additional content. The idea of support users in their journey to learn GO, through -

slicing a big pie into digestible pieces so that complex subject will look approachable.

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having a personal couch in the pocket

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support hard concepts with graphics and visualization for better understanding

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multilayered interface provides related scientific and cultural information about the game.


SKETCHES. CONCEPT #1 CONCEPT

DESIGN ELEMENTS

That concept plays on the idea of connecting stones in order to achieve results in the game. Similarly, navigation is based on the connections that user need to follow to achieve the result of each particular task.

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Dashboard / Main screen

Dashboard / Playing section

Coach / Main screen

Coach / Lesson example

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-

-

-

lesson section on the left play section on the right news & social section on top big continue button that leads either to the next lesson in the Coach section or goes to game in the Play section.

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shows you main categories under the section: friends available to play, friends playing now or search for partner. scrolls down to accommodate whatever sections needed.

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Circles with words or letters inside, representing major categories Solid lines providing navigation paths Dashed serve as a vernacular of the board, providing housing for elements Colors will help to delineate sections

Coach main section shows you next available lesson as well as short description. gives you a perspective how far are you down the road. has access to settings, profile or recap section.

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bottom navigation bar consists of the lesson sections to be taken in order. they include info, video/photo assets. lesson itself and further reading.


SKETCHES. CONCEPT #2 CONCEPT

DESIGN ELEMENTS

That concept is based on the idea of GO universe and mimics cosmos of planet formation. Major category is represented by the bigger circle where the navigation options are located around it. Touching the choice option will align it with an arrow that point on the description and/or some actions to take.

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Dashboard / Main screen

Dashboard / Profile section

Coach / Main screen

Coach / Lesson example

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-

-

-

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sections are differentiated by colors coding smaller circles. arrow point on the current choice: news information at the bottom is scrollable

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Clicking on the big circle with profile picture brings up the Profile section. Profile section gives you stats, as well as an option to go to play section with search.

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Top area is reserved for main categories navigation. Top bar also changes to reflect the section you are currently in. Big and small circles, dots in between small circles to highlight the path.

shows you several past lessons to retake and the newest available. future lessons are locked. after the lock option there is a recap section.

-

navigation now is still based on circles, though the big one is half visible at the bottom. clicking on the big circle at the bottom will bring up Profile section.


SKETCHES. CONCEPT #3 CONCEPT

DESIGN ELEMENTS

This concept relies on the idea of organizing info into sections, where each one will feature an appropriate element from the game. It has cleaner and more standard look for flat design applications.

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Dashboard / Main screen

Dashboard / News screen

Coach / Main screen

Coach / Lesson example

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-

-

-

-

navigation bar is reserved for a bottom part of the screen screen is split into 3 sections: coach, play and news. Profile section sits on top.

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News screen expanded, info can be scrolled for access to extra articles. button and navigation panel sit on top of the content. log in section is on upper part

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main element is photography lines have dots at the end to guide to the sections highly pictograpical

background features a picture or a video in the background ghost buttons and info. recap section

navigation panel at the bottom in similar style.


PROTOTYPING. CONCEPT #1.1 CONCEPT

NAVIGATION ELEMENTS

That concept plays on the idea of connecting stones in order to achieve results in the game. Similarly, navigation is based on the connections that user need to follow to achieve the result of each particular task. Concept 1.1 is based on taps to navigate and sliding screens.

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Dashboard / Main screen

Dashboard / Expanded

Coach / Lesson

Coach / Status bar

Profile / Sliding panel

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-

-

-

-

lesson section on the right play section on the left bottom section greets first time users and will be different for the next use.

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slides from left to ride to reveal available menu options. Both clickable and slidable. half stone on top leads to hidden perk for those who will try to explore the game further.

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Circles with arrows inside provide main navigation directions Solid lines give navigation paths. Main screen is square similar to a GO boards Bottom part of the screen updates with info depending on the current main screen Status bar is clickable and houses profile and settings menus as well.

Coach main section shows you next available lesson as well as short description. gives you a perspective how far are you down the road. has access to settings, profile or recap section.

-

A click on the status bar brings down app sections for a quick access. Graphics at the bottom show both lesson progression as well as serve navigation purposes.

brings up things to edit on your profile.


PROTOTYPING. CONCEPT #1.2 CONCEPT

NAVIGATION ELEMENTS

That concept plays on the idea of connecting stones in order to achieve results in the game. Similarly, navigation is based on the connections that user need to follow to achieve the result of each particular task. Concept 1.1 is based on swipes for navigation.

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Dashboard / Main screen

Recap / Learning section

Settings / Sliding panel

Dashboard / Regular use

-

-

-

-

-

such a view serves as a map of the app, where user can easily access different sections, pause and resume games. pinch-to-zoom and 5 finger gesture works across the app and provides the main navigation option.

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Sliding screen provides main navigation options Swipes are the basic elements of user navigation. Pinch-to-zoom and back provides an overview of the sections in the app. Works app wide. Bottom part of the screen updates with info depending on the current main screen.

On recap mode there is a quick access to the GO knowledge database.

Settings allow user to reach support, adjust privacy settings and get help navigating around the app.

Dashboard reflects user’s progress.


USER TESTING

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

FEEDBACK & CHANGES LYNN LEE 1. How do I get back from Learning section? I imagined a clickable status bar that expands with the options of app section you can go directly. 2. Why do you need analysis section? It one of the unique app features that doesn’t exist on the market. 3. How do I get supporting info? I come up with an idea of bottom part that updates according to the section. 4. In the learning mode how can I use switch between chapters? Circles at the bottom provide navigations options. ASHLEE RICE 1. I can’t see all of the lessons? Only one-by-one? Let’s make the bottom part to contain all lessons under the chapter. 2. I have no idea that status bar is clickable. Little arrows will point downwards to indicate the expandable menu item. 3. Can I swipe or just tap? Swipes and taps are both available, though it seems confusing. MARINA RUMYANTSEVA 1. How do I know what level of difficulty to pick? In learning mode along with doing exercises you will be getting assessment on your progress and receive level. 2. Can I swipe in the learning mode? Additional instructions are needed for learning mode.


REFINED PROTOTYPE

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

KEY HIGHLIGHTS NAVIGATION 1. Pinch-to-zoom and 5 finger gesture. Main navigation option that will bring up app structure with quick access to all the sections and screens. 2. Swipes vs. Taps Swipes are used for navigation, taps for placing stones in game or learning modes. 3. Status bar. Indicates the current section and provides access to Profile and Settings options. SPLIT SCREEN 1. Upper part 2/3 Have either navigation options or lesson graphics. It’s presented as a schematic GO board. 2. Bottom part 1/3 Bottom part serves as a placeholder for additional info to the things on the main screen and adapts accordingly. SECTIONS 1. Analysis section That section is different from the other two options on the play screen. 2. Learning Learning mode is organized by chapters, where lessons are available for a view in the bottom part. 3. Continue That button provides a quick access to the last played game or lesson in progress, depending on the case.


CHAPTER 7 _DELIVERY


ICON DESIGN OPTIONS

LET’S

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

let’s GO

LET’S GO!

Let’s GO!

let’sGO!

GO


DESIGN ELEMENTS COLLAGE / REFINED

POSSIBLE COLORS

GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

GRAPHIC ELEMENTS

X Color name

Color name

Color name

Color name

#000000

#FFFFFF

#E6E6E6

#979797

rgba(0, 0, 0, 1)

rgba(255, 255, 255, 1)

rgba(230, 230, 230, 1)

rgba(151, 151, 151, 1)

POSSIBLE BUTTON

!

!

!

X

X

X

X

X

X

X

X

X

X

X

X

X

X

X

POSSIBLE ICONS

X

X

REPEAT

POSSIBLE TYPOGRAPHY

X

X PHOTOGRAPHY

START

!

EUGENE GUSHCHIN

X

24

X

X

X

X

X

X

X

X

X

X

X

X

X

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X

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X

HEADLINE Gotham Bold All caps

SUBHEAD Gotham Light All Caps

Section head Gotham Medium U&L case

BodyNus dentia con nectiis et id maio dolupta tiumet, sunti numquo voluptur sequati onsequodi doluptatur? Tat venist dolorias mossinis exerciet esti omnieni atatus eum et qui ipsa nis am quiatusandi comnis moluptatur simpore, quo comnihilis ilique inction reicilit laut lam auta nimolorrum consequ iaectemporro to dolut aut esero ent molupictin

Gotham Book


WIREFRAMES / NAVIGATION

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

Sketch

9:41 AM

PLAYING

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Sketch

100%

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9:41 AM

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DASHBOARD

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AI

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GO

CONTINUE PLAYING

Play with a partner, AI or analyse past game. This section is devoted for a pure GO gameplay. You can use it to play with a human partner, sophisticated AI that can play a teaching game with you, or analyze any previously recorded game.

PLAY LEARN

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COACH

Sketch

9:41 AM

DASHBOARD

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KUI

Sketch

100%

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LEARNING

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Welcome to the world of GO! This app is designed to help you master the oldest known strategic board game, acquire skills of strategic and visionary thinking along the way. It’s believed on the East, that God doesn’t play dice with the universe, he plays GO.

Your personal GO coach This unique step-by-step guide will introduce you to the rules of the game, provide you with historical context and teach you the way to think GO!

START LEARNING


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The enemy's key point is yours.

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WHAT IS GO?

○␣ LESSON 1

WHAT IS GO?

RULE #2

LEARN THE RULES

BEGINNER’S COURSE 1

GO is the oldest and one of the most popular strategic board games in the world. It has been played throughout the Orient for thousands of years. In Japan alone, 10,000,000 people play GO and nearly 400 professionals make their living by teaching the game and competing in tournaments that offer millions of dollars in prize money. GO is an easy game to learn. You can master the rules in a few minutes, but you can devote a lifetime to exploring its depth and subtleties. GO starts with the simplest elements— line and circle, black and white—but it builds into deep and complex structures. It is a game played on a grand scale, involving not a single battle but a series—an entire war, in fact. In the abstract, GO is in the same category as the West’s most fascinating board game, chess. Both require high-level strategic thinking and provide players with many opportunities to exercise their tactical skills. Both are challenging, intellectually stimulating, and inexhaustibly interesting for millions of people of all ages all over the world

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RULE #1 On a GO board, there are 19 vertical and 19 horizontal lines that form playable intersections.

Stones are captured if all of the adjoining intersections are filled with opponent’s stones.

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SURROUND TERRITORY

The goal is to surround a larger territory than the opponent. Here counts the number of intersections under control. At the end of the game, the captured stones are placed on the opponent’s territory, thus diminishing it.

—TREVANIAN, SHIBUMI (1983)

However you choose the way to see go—as a model for living, as an alternative to chess and other board games you enjoy, or as that elusive bit of variety that has been missing from the spice in your life—it is bound to be a welcome addition to your social and intellectual repertoire.

RULE #2 CAPTURING STONES

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“GO IS TO WESTERN CHESS WHAT PHILOSOPHY IS TO DOUBLE-ENTRY ACCOUNTING.”

For some players go is a model for living. Its strategic concepts serve them as models for decision making in their everyday lives. Some of the more familiar maxims that are played out and illustrated in nearly every game are: “Don’t put all your eggs in one basket,” “Don’t burn your bridges behind you,” “Look before you leap,” “Don’t bang your head against a stone wall,” and “Don’t throw good money after bad.”

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COACH

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Territory & inluence

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Play with a partner, AI or analyse past game. This section is devoted for a pure GO gameplay. You can use it to play with a human partner, sophisticated AI that can play a teaching game with you, or analyze any previously recorded game.

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Your personal GO coach This unique step-by-step guide will introduce you to the rules of the game, provide you with historical context and teach you the way to think GO!

START LEARNING


CHAPTER 8 _PRESENTATION


APP DESIGN PRESENTATION

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

LET’S GO

BACKGROUND INFO Few people in America know about the oldest strategy board game on Earth that still holds its positions against artificial intelligence. Even fewer can play it. Well, the game with such a rich history can offer a variety of aspects to enjoy, such as intellectual and emotional competition, refined aesthetics and deep philosophy. There are no entry barriers or requirements, however one can spend a lifetime advancing.

If you want to learn how to make the best decisions in your life, set yourself to master GO – the oldest strategic board game. Our new LET’S GO coach will be your companion on the journey to a better self if you dare to try.

Aside from the pure joy, GO serves as a powerful tool for developing both strategic and intuitive thinking. Both of those skills are equally important at work and everyday life.

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FACTS AND STATISTICS AROUND GO number of legal positions is more than atoms in universe; the oldest board game on Earth; 100 millions active players around the world; simple rules — unlimited possibilities.


APP CONCEPT & GOALS

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

DEVELOPMENT GOALS GO is the oldest strategic board game that sparked innovations in mathematics and has been featured by both politicians and business persons alike for its brain development qualities.

DESIGN BRIEF AUDIENCE

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Create first of its kind interactive

Provide engaging content that,

Bring recent advancement

coach app that will teach how to

apart from the exercises, will

in AI to provide game analytics

think GO.

feature stories and legends from

and boost the learning process.

3K years of GO history.

1. for those wgo want to improve their decision making process and master strategic long-term thinking; 2. for novices who want to uncover the mystery of a 3000-year-old strategic board game and tap into self-development tool polished by generations; 3. those who want to advance without having a professional player to teach them; 4. for experienced players that are looking to record and analyze the games; 5. for anyone who is interested in rich cultural, philosophical and psychological components of the game. PURPOSE 1. To create a scalable and easily accessible way to learn Go, so that you don’t need to hire pros to advance. 2. To provide a graphical representation of the mechanism of Go that has been a mystery for over 3000 years. 3. To help master focus and develop both analytical and intuitive thinking. FEATURES -

app provides visual analytical support at every stage of the game; it enables to record and analyze the game later; teaching mode pictures out possible outcomes before the move is made; it recognizes the formations on the board and provide you with its name, description and optional historical info.


FIRST LAUNCH ONBOARDING PROCESS

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

ONBOARDING LET’S GO coach features unique navigation system

as well as the visual and conceptual delineation between the sections.

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3. PINCH TO ZOOM OUT TO RETURN

PINCH TO ZOOM

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KEY HIGHLIGHTS ONBOARDING

2. CLICK ON A SECTION TO JUMP INTO IT

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1. Pinch-to-zoom and five finger gesture. Primary navigation option brings up app structure with quick access to all the sections and screens. This unique and convenient approach to navigation works throughout the app, optimizes user experience by eliminating unnecessary clicks. 2. Swipes vs. Taps Swipes are used for navigation, taps for placing stones in game or learning mode. 3. Status bar. Indicates the current section and provides access to Profile and Settings options.


APP SECTIONS / 1

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

NAVIGATION

STRUCTURE SPLIT SCREEN 1. Upper part 2/3 Have either navigation options or lesson graphics. It’s presented as a schematic GO board. 2. Bottom part 1/3 Bottom part serves as a placeholder for additional info to the things on the main screen and adapts accordingly. SECTIONS 1. Dashboard Serves as a landing screen for the app. Provides current statistics on your performance, calculate the rank. 2. Learning Learning mode is organized by chapters. Lessons are structured as scrollable screens. 3. Playing Playing mode provide access to playing with AI, a human being or to analyze a previously played game.


APP SECTIONS / 2

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

LEARNING

FEATURES LEARNING MODE 1. 15-20 minutes lessons Information is structured around 15-20 minutes sessions to ensure comprehension of the key concepts.

Organized as a scrolling screen this section features interactive exercises and everything you want to know about GO.

2. Both useful and engaging info Historical references and examples, as well as stories and legends, provide necessary engagement to drive the learning process. 3. Interactive lessons Lessons content is fully interactive and features animations, photo galleries, and videos.


APP SECTIONS / 3

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

PLAYING

FEATURES PLAYING MODE 1. Scalable board The ability to scale the board provides precisions of stone placement.

Game analytics (on the left) brings a welcomed addition to the playing mode, helping to identify big moves when learning.

2. Inspirational quotes AI keeps analyzing the game in the background and provides you with a GO proverb to potentially uncover unusual moves. 3. Analysis mode If you are playing a teaching game with AI, you have the option to bring up an analysis mode and look at the heat map of most valuable moves.


REFINED ELEMENTS COLLAGE

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

DESIGN ELEMENTS

TYPOGRAPHY

COLORS

HEADLINE GOTHAM BOLD ALL CAPS

Color name

Color name

Color name

Color name

#000000

#FFFFFF

#979797

#E6E6E6

rgba(0, 0, 0, 1)

rgba(255, 255, 255, 1)

rgba(151, 151, 151, 1)

rgba(230, 230, 230, 1)

SUBHEAD

VISUAL LOOK

GOTHAM LIGHT ALL CAPS

BUTTONS & ICONS

Section head GOTHAM MEDIUM U&L CASE

GO is the oldest and one of the most popular strategic board games in the world. It has been played throughout the Orient for thousands of years. GOTHAM BOOK

PHOTOGRAPHY STYLE

CONCEPT 1. Black & White color pallette High contrast elements are visually pleasant for the viewer and yet strongly tied to the game esthetics. 2. Geometric serif Swipes to be used for navigation, taps for placing stones during the game or in a learning mode. 3. Photography style Indicates the current section and provides access to Profile and Settings options. SECTIONS DELINEATION 1. Dashboard & navigation This section features two-dimensional, flat look with navigation buttons referencing playing stones. Lines connect the stones at 90° angle, according to the game rules. 2. Learning Photography is what makes this section different from the rest, as well as the infusion of interactions and other media. 3. Playing This mode features three-dimensional tiles and off-white background.


INTERACTIVE PROTOTYPE

EUGENE GUSHCHIN GR 360.01 // MONDAY CLASS WITH MICHAEL TAYLOR

THANK YOU

Check out the interactive prototype

LET’S GO

made in InVision

https://invis.io/5P6WJXMQF

PRODUCTION PRINTING Plotnet / 395 Carolina st, SF SOFTWARE 1. Sketch + Craft 2. Adobe Photoshop 3. Adobe InDesign 4. InVision


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