EXPSF: Explore, Experience, Expand

Page 1

By Judy Chu




Copyright Š 2014 by Judy Chu All rights reserved. This book or any portion thereof may not be reproduced or used in any manner whatsoever without the express written permission of the publisher except for the use of brief quotations in a book review. Printed in the United States of America First Edition, May 2014 ISBN 0-0000000-0-0 Judy Chu 1600 Halloway Ave San Francisco, CA 94134 (415) 828-6781 www.judychu.com


By Judy Chu, Graphic Designer Dai 505: Research & Development / Martin Linder Design & Industry / San Francisco State Univeristy / Spring 2014





contents 12

The Problem

15

Introduction

17

24

Research

26

Research Methods

Problem Statement

28

Case Studies/Exploratory Research

19

Value, Significance & Impact Statement

44

Surveys

21

Design Drivers

52

Diary Studies

22

In-Scope & Out-of-Scope

58

Surveys

64

Personas

68

Research Summary


contents 72

Conceptualization

94

Prototype & Design

74

Venn Diagrams

96

Design Process

76

Product Assessment

98

Conceptual Framework

80

Influence Mapping

100

Initial Functional Spec. & Wire Frames

86

Initial Ideations

114

Name, Color & Branding

88

Concept 1

90

Concept 2

92

Concept 3


118

Final Product

170

Appendix

172

Gannt Chart

Final Logo Design

174

Problem Statement Evolution

126

Key Features

175

Interview Sources

130

Application UI Walk-through

176

Survey Questions

152

Point System

178

Research Sources

155

Achievements

156

Ranking System

158

Achievement: Loyalty Pays

160

User Experience & Documentation

168

Concluding Remarks

121

Mission & Description

122



the problem



Introduction Before the days of online social networking and texting, people communicated with one another using oral communication and face-to-face communication was once the only method of passing one’s ancestry onto the next generation. Communication has rapidly evolved, taking on multiple forms that allow people to connect with one another more quickly and efficiently, granting access to masses of all ages. However, we take these new forms of communication for granted, barely taking any time to reflect on how far communication technology has progressed. From oral communication came cave paintings, pictographs, carrier pigeons, paper writing, newspapers, telephones, radios, televisions, and now the internet, including internet-integrated telephones, the “new normal” of our millennial generation (or generation Y).

Many young people in this Informational Age are engrossed in their smartphones, entering into a virtual world while disregarding people around them. Despite the fact that technology has connected people and allowed them to be closer to each other more than ever, it is also creating large gaps between those closest to them. One piece of technology contributing to this is the smartphone; smartphones are disrupting the social norms of our lives without us even realizing it. This led me to reflect on my experiences during childhood, where the most time I had with electronics involved the television. Even though we had access to the television, we could not afford any form of cable or satellite, and were limited to broadcast channels, which only provided a set amount of time for children-related programs to be broadcasted.

During those downtimes, we would either get together with family and friends, assembling puzzles, playing card games, board games, or ball games. Nowadays, even my two and seven year-old nieces rather play games on their parents’ smartphones over mingling with the rest of the family. When we try to interact with them, they either shy away, give us one-worded answers or ignore us. The same goes to group outings with friends; in the middle of a conversation, one person starts staring into their handhelds, which in turn creates a mirroring effect, causing more and more members of the conversation to fade out into their phones, resulting in utter silence. Now the question is “Is it more important to tend to an inanimate object or a live group of people sitting right before you?” DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 15



problem statement Social media culture among young smartphone users in an urban setting handicaps their ability to verbally communicate and interact with others.



value / impact / significance statement Currently, 91% of all American adults (ages 18+) own a cellphone and of that, 56% owns a smartphone. As we narrow the scope of cellphone users down to youth ages 12-17, 78% own a cellphone and 47% own a smartphone, translating to 37% of all young people with a smartphone – a significant increase since 2011 of just 23% of teen smartphone users. If we translate that to numbers, the U.S. currently has a population of about 317.5 million and of that 9.35% are ages 12-17, resulting in 29.69 million youth in the U.S. Of the 29.69 million teens, 47% owns a smartphone, which means 13.95 million young people are smartphone users. Although this only accounts for 4.4% of the total U.S. population, consider these young people growing into adults, which then accounts for 177.8 million (56%) people using smartphones, more than half the U.S. population.

Language and communication is the key to effectiveness in all sorts of situations. Through human interaction, using tone in voice, body language, and expression of emotions, one can engage in a successful conversation, properly conveying their message. Speech development starts during infancy and childhood, however slows to a halt during adolescence. With the rapid change in technology, young people are more inclined to communicate through electronic mediums, creating a strain in real-world communication. If we can design a method for young people to actively communicate in real time with others, with or without the use of smartphone technology, they can empower themselves to interact confidently and embraced active communication as a party of their identity. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 19


Young People’s Expectations On: ELECTRONIC COMMUNICATION

IN-PERSON COMMUNICATION

Send out information fast

Send out information slow

Expression thru emoticons

Need for attention

Communicating to masses

Response gratification

Infer/make judgements Self-Expression

Give/Get relationship

Copius amounts of information Understanding the message Quality of friends

Quantity of friends

Imperfection

Cannot change what’s been said; imperfect

Ability to edit

Imagery/Sight

Complex emotions

Expectations on device

Expectations on people


design drivers Engage in Active Conversations

Enjoyment:

Encourage people-centered approach in verbal communication

Communication will be masked under another component, so users will feel a sense of fun when involved with the solution rather than feeling forced into it

Virtual and Real Communication Balance Create a balance between virtual and real communication

Participate in Shared Experiences Create stimulating experiences which users can become involved with, ultimately creating conversation

Ease of use: Understandibility: Requires minimal instruction and easy to pick up on or adapt Familiarity: Solution can be integrated into current communication habits; does not feel invasive to the user Emotional: Reliability: Creates trust between two users; a bond

Less Confusion and Errors

Form:

Motivate meaningful conversations with less confusion and errors, Develop productive communication habits to improve conversations

Solution should be user friendly, comforting, and dependable DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 21


in-scope American teens between 14-17 years of age Smartphone users From a low income family (<$60,000/yr) Urban settings, cities, metropolitan areas Smartphone dependency Smartphone communication Human interaction Communication through texting and internet use Lack communication skills as a result of smartphone use Raise communication confidence Humans


out-of-scope Younger than 14, older than 17 years old Parental online content control/censorship Basic/regular phone users Computer users Laptop users Rural settings Artificial intelligence Cause conflict with others Decreases communication confidence Animals

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research


research methods


Exploratory Research/Case Studies Initial research phase including multiple in-depth investigations (web, print, audio and video) conducted by experts and professionals in the related field, supported with sufficient data over the course of study. Case studies will begin with a brief overview of overall research topic, which will be narrowed in accordance to diary studies and surveys. Surveys Generate a series of questions to be distributed electronically as well as physically to high school participants to narrow the scope of research. Collected data will also be analyzed for patterns and anomalies and used to support research topic.

Diary Studies A diary study will be conducted on high school volunteers over the course of three consecutive days. Requirements include recording “when,” “where” and “what” when participant engages in their smartphone. Collected data will be analyzed and mapped in order to discover trends, patterns, and anomalies that will guide and narrow research focus.

Personas Generate at least two personas that encompasses the essence of research based on research findings. Personas created should address an issue brought up by the problem statement and direct and guide a possible solution during the design phase.

Interviews Get in contact with field experts relating to research for their input and knowledge of the subject. Expert advise will also be requested next steps to take and/or which directions to approach the subject matter. In addition, in order to have a better understanding of the user, a high school student will be interviewed on their thoughts regarding smartphones communications. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 27


case studies / exploratory research


smart·phone /’smärt,fōn/ noun: smartphone; plural noun: smartphones a cellular phone that is able to perform many of the functions of a computer, typically having a relatively large screen and an operating system capable of running general-purpose applications.

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Relevant Uses: Send and receive text messages

Send or receive e-mail

Social Media

Record voice messages

Listen to Music

Save contact information

Take pictures

Use the built-in calculator for simple math

Play games

Make task or to-do lists

Watch TV

Monitor appointments and set reminders

Record videos

Integrate other devices such as PDAs, MP3 players and GPS receivers

Get information (news, entertainment, stock quotes) from the Internet

Transfer and receive files using Bluetooth, GPRS or other forms of technology



AT A GLANCE

Pew Research Center’s Internet and American Life Project takes an overall glance at how Americans use the Internet and how their activities affect their lives. Through a series of surveys and reports, Pew Research has found that One in four teens (25%) are “cell-mostly� internet users, who say they mostly go online using their phone and not using some other device such as a desktop or laptop computer. In many ways, teens represent the leading edge of mobile connectivity, and the patterns of their technology use often signal future changes in the adult population. Teen cell phone owners in the lowest-income households were more likely than those living in higher income households to use their phone to go online. This finding helped narrow the scope of the research topic to lower-income smartphone users.

Within the study, Pew Research divided text messages into three groups: Light Messagers (send/receive 0-20 texts a day), Medium Messagers (send/receive 21-100 texts a day), and Heavy Messangers (send/receive 100+ texts a day). Surprisingly, heavy texters were more likely to spend time with people in person outside of school on a daily basis than lighter texters. Half (52%) of heavy texters spend time with people in person daily, while just a third (30% and 32%) of medium and light texters say the same, respectively. Smartphone-owning teens are avid users of a number of social media applications; 91% of teen smartphone owners use social networking sites. Therefore, this correlates to the 92% of heavy texters and 89% of medium texters that use an online social network site, compared to 68% of light texters.


Virtual Communication: The New Social Norm In another report published by Pew Research, it was found that 63% of all teens say they exchange text messages every day with people in their lives. This far surpasses the frequency with which they pick other forms of daily communication.

Texting Cellphone Call FTF Outside of School Social Media Messaging Online Chat Landline Call Email

0%

20%

Everyday

40%

Several times a week

60%

At least once a week

80%

Less than once a week

100%

Never

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Social Implications According to Pew researcher, Aaron Smith, there is a pronounced social pressure for people to stay connected and respond quickly the blizzard of contact from others. The need to respond quickly reflects the need for instant feedback, which is lacking in electronic communication vs. in-person face-to-face communications. 11% of cell owners say that they themselves worry that they are spending too much time with their phone. 12% of cell owners say that people they know tell them that they are spending too much time on their phone. Only 7% of cell owners admit their phone makes it a lot harder to give people their undivided attention.


Impact on People’s Lives Since virtual communication has become such a big part of everyone’s lives, 67% of cell owners find themselves checking their phone for messages, alerts, or calls, even when they don’t notice their phone ringing or vibrating. Within that, some 18% of cell owners say that they do this “frequently.” To add to the fire, 44% of cell owners have slept with their phone next to their bed because they wanted to make sure they didn’t miss any calls, text messages, or other updates during the night. In some cases, 29% of cell owners describe their cell phone as “something they can’t imagine living without.”

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sherry turkle Growing Up in the Digital Age

In two extreme cases, Sherry Turkle, professor of Social Studies of Science and Technology, founder and director of MIT’s Initiative on Technology and Self, clinical psychologist, and author, “Alone Together,” with 15+ years of research, takes a stand on the side that investigates the implications of social media in today’s society. As a result, she states that “loneliness is the most common ailment of the modern world.” In a world where time is money, in which our surroundings heavily pressure us to achieve more and more, our social life becomes tainted and more demanding than ever before. Technology offers a simpler, hopeful, optimistic, ever young solution.

“We’re expecting more form technology, and less from each other.”

However, according to Turkle, people are collecting friends like stamps, not distinguishing quantity over quality and converting to deep meaning and intimacy of friendship with exchanging of photo and chat conversations. By doing so, they are sacrificing conversation for mere connection and so a paradoxical situation is created in which they claim to have many friends but are actually lonely.


“We get to edit, and that means we get to delete.” So what’s the problem with having a conversation? According to Turkle, “it takes place in real time and you can’t control what you’re going to say and that is the bottom line.” Instead of building true friendships, people are obsessed with endless personal promotion, investing hours on end building our profile, pursuing the optimal order of words in our their message, choosing the pictures in which they look their best, all of which is to serve as a desirable image of who they are. Undeniably, social networks offer users 3 gratifying fantasies: (1) they can put our attention to wherever they want it to be, (2) they will always be heard, (3) they never have to be alone. The notion of “I share, therefore I am” has over taken what was before, “I have a feeling, therefore I want to make a call.” Now it’s, “I want to have a feeling, therefore I will send a text.” Virtual communicators use technology to define themselves by sharing their thoughts as they are having them. If they don’t have connection, they do not feel like themselves. As a result, people are faking experiences so they’ll have something to share in order to feel alive.

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DANAH BOYD

It’s Complicated: The Social Lives of Networked Teens

On the other side, Danah Boyd, principle researcher at Microsoft Research, research assistant at Media Culture & Communication, New York University, and author of “It’s Complicated,” with 8+ years of research, states that “like adults, teenagers are figuring out how to present themselves in different contexts, including in an online environment. Parents are worried their kids are obsessed with technology that they don’t seem to be talking to real people. Boyd argues that internet provides 24/7 news, creating anxieties for parents feeling that the world isn’t actually as safe as they anticipated (even though it was actually the opposite), thus causing them to not let their kids out. Young people may not be able to get together at a mall but technology allowed youth to get together online, without having to figure out how to sneak out of the house.

“The kids are alright.”

As parents are starting to learn about social media, young people are also talking to different people simultaneously by encoding/ encrypting their content, allowing them to become creative writers.


“Through social media, young people have the power to create their own public world.” Similar to Turkle, Boyd agrees that one must write text content to order to communicate; they had to write themselves into being online. However, young people are moving from textual messaging into visual messaging, where youth take pictures and share them. An example of this is “Snapchat,” a photo messaging application that allows the user to take photos, record videos, add text and drawings, and send them to a controlled list of recipients. Young people can now share things that do not last, unlike many social networking sites. And it also demands attention by forcing the user to push down onto the screen in order to look at something, which incorporates visual literacy. As a part of growing up, young people are trying to figure out who they are within their social world, but it’s hard to make sense of who they are when adults are constraining their social world. Young people create multiple identities online because they want to have a place of their own where they do not feel surveillance. Young people, surprisingly, are using social media to connect with people locally; those they know and talk to every day, rather than across the world. Due to this connectedness, young people do not feel the discomfort of having to make new friends because making friends is in fact hard. Social networks are a blessing and a curse, because it keeps the local network strong but any new networks weak.

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FACE-TO-FACE INTERACTION Eyes are attentive and focused onto arm movement towards paper

Communication taking place in a “shared space,” both mentally present and want to achieve a common goal Slight excitment to present findings to add into poster Smiling with suggests: • He is happy/comfortable, • Makes himself easier for others to approach Hand gestures: • Creates an emphasis in speech • Gives recipient direction of conversation • Creates empathy • Help complete what is trying to be conveyed


SCREEN Interaction

External communication unpenetrable

Facial expression appears serious; creates an unwelcoming body language

Creation of a their own social “bubble,” each have their own individual space

Bodies are “closed,” also creates unwelcoming body language

Both eyes and hands are occupied restrains active communication Eyes are fixed onto screens - phones have their full attention

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NON-VERBAL PERCEPTIONS


What Makes for a Better Communicator?

Distance: Initiate handshakes, sometimes may come off as invasive, sticks close by. Factial Expressions: Less gaze aversion (trust), more skilled at expressing emotions, attentive to speaker and looking while speaking (focusing on the speaker). Hands & Arms: More likely to gesture, less likely to engage in self touch (as a method of reassuring oneself). Head: More head tilting and shaking in response to the speaker (showing they are present during a conversation and displays agreement/disagreement to topic).

Posture: sits up straight (as a form of respect, showing they are interested and not bored), leans forward, have an opened body position and orient their body towards speaker (devoting their full attention to the other person). Qualities of Behavior: have self-assured expressions, use broad gestures, act animated, and express intimacy in greetings (shows trust that they are comfortable around the other person). Vocal Behavior: fewer halting speech, dysfluencies, pauses. Individuals are capable of successful interruptions and less likely to be interrupted. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 43


surveys


Methodology A survey was designed based on initial findings and distributed to 45+ high schoolers in a physical paper and electronic format. The survey includes a total of 10 short questions that took no more than five minutes to complete in order to recieve the maxium amount of responses as possible. Data was collected over the course of up to three weeks and analyzed for trends, patterns and anomalies.

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areas of focus Age Group

Based off of the initial research, it was time to narrow the scope even more to a particular age group. Based on the survey conducted, high school students around the age of 17 are more likely to own a smartphone than any other age group. Smartphones, unlike regular basic phones, offer a large variety of functions, which also requires more responsibility upon the user, resulting in an older age group of smartphone owners. Surprisingly, there also seemed to be a large amount of younger smartphone owners at age 14.

19% 14 YR

56% 17 YR

13% 15 YR

13% 16 YR


Smartphone Uses read news record videos blogging other (weather)

It was found that the most common uses on a smartphone consisted of social media, texting and music, validating the exploratory/case study research. Some of the participants indicated the similarities between texting and online chating, which would indicate that any form of messaging is the primiary use of these smartphone users.

video chat watch videos online chat games take pictures e-mails phone calls social media music texting DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 47


smartphone exposure Adoption Popularity

Among those who responded, smartphone adoption for high school students started as early as 2007, which may or may not correlate to the release of the first Apple iPhone. Since smartphones were still relatively new and appealed to an older user group, adoption rates did not change until 2011. Beginning in late 2010, software companies, as well as independent users, designed applications geared toward a broader spectrum of users, gaining smartphone popularity. In addition, with the elimination of nearly all basic phones within the cellular market, smartphone adoptions now grows as a rapid pace.

2007

2008

2009

2010

2011

2012

2013

2014


Age vs. Year of Acquisition female

male

To take things further, each respondant’s year of acquisition was mapped alongside their age to discover trends in regards to how young each person was when they acquired a smartphone. As a result, it was discovered that smartphone users were acquiring a smartphone at a younger age than ever before. In the past, youth were usually in high school before they could even get a hold of one. In recent times, youth as young as 10 years old own a smartphone!

unknown

18

16

14

12

10

8

6

5 yrs

4

3 yrs 2

1 yrs

size of bubble indicates years of ownership

0 2006

2007

2008

2009

2010

2011

2012

2013

2014 DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 49


Smartphone Communication (Mins) Median = 5 mins Average = 14 mins

YOUTH RESPONDANTS

PARENT RESPONDANTS

Outlier

2

3

2

3

4

5

10

15

20

30

40

45

50

60

90

45

120

150

180

200

480

Outlier

Face-To-Face Communication (Mins)

Median = 30 mins Average = 50 mins


Participant Feedback:

Survey Insights:

“I would argue technology is everywhere today and may continue to be here in the future just adding to our social problems causing many to ignore each other even more than what we may do now. If we came together we could establish a few rules that can help minimize the use of technology [and help] to create a balance use technology, but also being around others without the extra distractions.”

Youth are at the point of their age where they’d like to break away from their families to test their boundaries, explore new things and meet new people. However, meeting new people has become handicaped by the lack of ability to actually go out and interact with others. Instead, youth turn to their smartphone social media and texting apps as a shortcut to speed up the process of meeting new people. Although they may be efficient, it may not be as effective as communicating with others in-person due to the lack verbal and nonverbal communication.

“It seems we hide behind our cell phones. Not just for talking but, texting seems to be the more casual thing now a days. It’s easy to send a quick text or if you don’t want to confront someone with a conversation, send them a long message. No one knows how to socialize anymore or spend time with family or friends.”

It is increasingly difficult to properly portray emotion and other non-verbal cues through today’s popular means of communication. Often times, the use of a mediation device or the “middle man” cause the interaction to become less personal. A surprising discovery was that heavy texters were also big talkers, having much to say. It can be concluded that typing may not transfer information quick enough so these heavy talkers turn to face-to-face communication in order to express more information at a faster pace. Therefore, heavy texters are interested in spending time in-person with their peers.

feedback & insights


diary studies


Methodology In order to gain a better understanding of smartphone habits among young people, a diary study was conducted on five high school individiuals. Each participant will indicate and record their smartphone usage over the course of three consecutive days of their choice. Upon the use of their smartphone, the participant will record the time of usage, a general location at the time and what activity they were conducting on their phone.

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entertainment vs. practical

Music

Practical: Alarm, GPS, Notetaking, Banking, Weather

Photo/Videos

Web

Texting/IM

Entertainment: Social Media, Games, Music, Online Chat, Photos, Texting, Videos, Web Surfing

Social Media

Games

Day 1

Day 2

Day 3

Blurred: Emails, Phone Calls


usage density PARTICIPANT 1

PARTICIPANT 2

PARTICIPANT 3

PARTICIPANT 4

PARTICIPANT 5

KEY 12PM

12AM TEXTING/MESSAGING

12AM

12PM

12AM SOCIAL MEDIA

12AM

12PM

12AM

12AM

GAMES

DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 55



diary results After analyzing the diary results, it was found that participants texted during the afternoons into the evenings because they know whoever they are talking to will more likely be awake by the afternoon. Young people go on social media during the mornings and then during late afternoon-evenings, but not as much during the early noon. This indicates that they like to catch up on what they may have missed out during the night, and like to “summarize� any events that happened during the day. Game playing occurred throughout the day but some played games towards the end of the night, which may result as a method to unwind after completing homework or daily activities. Much of these activities were performed from home, which correlates to not being around peers or friends. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 57


interviews


Methodology Interviews were conducted with a field expert of the research topic and with the user group in order to possibly narrow the focus of the research. Their insights helped mold possible direction and solution of the overall research project. The field expert is the founder of The Center for Internet and Technology Addiction and the user group interviewee is a high school student who owns a smartphone.

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david greenfield

Field Expert Founder, The Center for Internet and Technology Addiction Assistant Clinical Professor of Psychiatry, University of Connecticut, School of Medicine.

Self identity formation takes place during adolescence, between the ages 12-20, and is an ever evolving process that continues to be built on through the rest of an individual’s life. Components of self identity include physical, psychological and social attributes, which can be influenced by the individual’s attitudes, beliefs, habits and ideas. Individuals want to have a sense of uniqueness from others as well as a sense of affiliation and through the use of social media and texting; young people can develop affiliation through collective identity, yet separate themselves from others through means of creating social persona of themselves. Texting/messaging/tweeting became a new language that was/ is a unique identifier for this generation (identified as D-generation or Gen-D). Like all method of identifying a new generation, it has strengths and weaknesses and cane separate as well as connect. According to Dr. David. Greenfield, the virtual world has almost become the reality of today’s millenials. He states, “reality is that

which where you put your energy to; where do you put your energy in terms of time, focus, attention, love, hate is what your reality is.” Dr. Greenfield has concluded that social media today IS today’s youth; cyberspace is where they hang out. They don’t know how to live without this technology and they haven’t lived without technology. Social media to them is like how we used to hang out at the corner of a liquor store, at a park or the mall. Facebook is where they park themselves; where they come and go, see what’s going on in their lives or their friends’ lives. Digital reality is not the same as reality. The pro’s about the Internet is that it allows people to connect with each other in ways that didn’t exist before. It’s also fun plus entertaining, equals “infotainment,” connecting young people to information in a way they wouldn’t ordinarily be connected to. The con is that it allows people to connect, but it also allows people to feel socially isolated and disconnected. It gives the illusion of social interaction; it’s “social interaction-like,” not necessarily real interaction.


“Texting and social networking have become the youth cultures’ method of separating, individuating, and identifying themselves as separate and distinct from their parents’ generation.” For instance, when a person is texting someone, they have to express emotions with emoticons and little symbols. When a person talks to someone in person, they don’t have to do that because it’s all conveyed by facial expressions, tone of voice, and body movements. These kinds of expressions cannot be done in digital format. Individuals that are socially isolated are no longer connecting with real people anymore. They won’t eat, leave their room, sleep, or even go to the bathroom; in some cases, they stop taking care of themselves. The Internet promotes sedentary behavior, because the individual will not want to turn off or get off the Internet, eventually leading to obesity. Technology has become so infiltrated into our culture and smartphone penetration is probably over 60% now. The smartphone use has been adopted faster than any technology in the history of human kind; that’s how quickly it’s growing. Within a year or two, it will become 100%

penetration; so everyone that has a phone will have a smartphone. It’s not necessarily the content that’s addicting (although the two big subjects attracting teens are gaming and pornography), the Internet modality is addicting. It’s the world’s largest slot machine; the Internet works on a variable reinforcement machine, every once in a while the user gets a hit, they find what they want, they get the text, the email they want, information they want, but cannot predict when they will find it and what it’s going to be. It is the most resistant reinforcement schedule until extinction. People will keep looking at Facebook because it’s dynamic, changeable and it’s always novel. If Facebook never changed each time one looks at it, then nobody will keep looking at it. The fact that the user cannot predict what you’re going to see is what keeps people going.

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fanny / wendy

User Group 16, Student, Thurgood Marshall Academic High School Interview: Thursday, Febuary 27, 2014 (10:50pm - 11:40pm)

“Be a role model; when you talk to others, they will feel like they can talk too and will join in.” How Do You Interpret Face-to-Face Communication? I think of it as: how do we want to be listened to? People need to have eye contact, active listening, and nodding head. But when you’re eyes are not looking at the other person, there is no connection at all. It’s like when you make eye contact with someone, you can see into their soul. But when they are not reciprocating that action, you are not seeing who the other person truly is and cannot gain trust from that and you are talking to a wall instead. I find people approaching me telling met hat it has become awkward to talk to others due to awkward silence. When people don’t know how to carry out an ongoing conversation, they turn to the safety of their phones but then it causes people to mirror that action and we end up all looking at our phones when we’re sitting together. For me personally, I don’t do that, I keep my phone in my bag and as much as it bothers me, I’m not tripping about it because we’ve all become so used to people using their phones when out in public.


Phone Stack Game

App Culture

HOW IT WORKS: Whenever we go out to eat with friends, we place (or stack) all of our phones in the middle of the table and cannot answer phone calls, texts, check time, or any notifications until we leave. If anyone checks on their phones, they must pay the bill for everyone.

Nowadays you don’t see a lot of people with “dumb” phones, and phone companies are starting to not want to make them anymore, forcing everyone into using a smartphone. The phone companies are advertising smartphones as being “cool.” I remember when everyone always compared their smartphones to each other; it was the hype and they would get together to play games, or use social media together but then because I didn’t have a smartphone, I felt really left out of the actual conversation in person. But when you really get a smartphone, you realize you don’t have much to do unless you go online and that’s when apps came in. We get peer-pressured into wasting money and getting a smartphone when we don’t actually need it.

PURPOSE: It encourages everyone around the table to engage with each other and have quality time rather than with their phones. It forces each person to take their phones out so they cannot secretly check their phones (causing them to be distracted and deter from conversation).v We play this because we know some of our friends are really into texting and Facebooking. When I was playing, I had no problem but for my friend, he had to pick up his phone and we all got a free dinner. If someone creates a game like that, then you know there’s an issue.

Face-to-Face vs. Phone or Texting

What Would You Talk About In Person?

Phone calls are also more serious while texting is more “chill” and you don’t have to participate in a long conversation. I don’t think texting was made to keep long conversations but just casual conversations. With text, you can either answer or not and it sometimes the conversation just dies. Texting has less pressure and requires less responsibility from both parties. But similar to talking, you don’t really need a reason to start texting someone.

If I was upset and wanted to talk to someone, it’s hard for me to type all my feelings into a text, which others may not take seriously so I prefer to just talk about my feels when I’m upset and it’s easier to get the information across faster and easier. I also want to get instant feedback from the person I’m talking to - at least I know they are feeling some kind of empathy rather than not knowing what they think about my problem through a text message. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 63


personas


Methodology After the intial research phase, it was critical to gain a sense of how the research related to the user group; therefore, two personas were created. Each persona looks at a user and how they interacted with their smartphone as well as other people. Then it looks at particular issues that come about in their everyday lives, which drives the design solution.

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“The chatter box�

Age, Gender, Ethnicity: 16, Single Male, Caucasian

Family & Living Situation: Younger of two silblings, with an older brother off to college Lives in a suburban neighborhood with working parents: mother works in an office, father works at home as an IT technician

Education & Interests: Attends Pinoe Valley High School No part-time job Tech savy, loves to play games of all sorts


brandon pearson Brandon is a sophomore in high school and has a large circle of friends he hangs out with in school desipite having a quiet exterior. He currently is not participating in any extra cirricular activities other than helping out during school rallies and spends a lot of time at home. Since his dad is a computer tech, he is hooked up with the latest and greatest computer gadgets. Brandon is quite the multi-tasker; he loves to play online games with friends and primilarly uses Skype to communicate via mic. He also does online chats on the side with friends he’s not skyping with, as well as texting on his phone to anyone who’s not teathered to a computer. In order to prevent Internet overuse, Brandon’s parents have programmed the house Internet to disconnect every night at 1AM. Whenever he attends family functions, he is sure to have his laptop and smartphone along with him so he can stay connected with his friends. However, this makes it hard for Brandon to chat with those around him and meet new people. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 67


“Slightly sheltered�

Age, Gender, Ethnicity: 17, Single Female, Asian American

Family & Living Situation: Youngest of three silblings, two of which currently attends college Lives at home with working parents: mother works as an elderly caregiver, father works as a contractort

Education & Interests: Attends Thurgood Marshall High School, a five-minute walk from home No part-time job Spirited at school, loves to get involved with the community


wendy park Wendy is an astute high school junior and is apart of several clubs including: California Scholarship Federation (CSF), Mock Trial, Recycling Club, and the Gardening Club. She likes hanging out with friends during her freetime and contributes back to society by attending volunteer opportunities for fun, provided by CSF. Since she has moved into her current neighborhood to be closer to school, her father feels that it is unsafe for her to be traveling alone to and from school despite the 5-minute walk due to its demographic location. So instead, he drives her to school every day and whenever she is out, he goes through the trouble of picking her up. Wendy also feels troubled that her father has to pick her up and feels obligated to not go out and about. Instead, she chats with her friends through text and social media at home while her friends out shopping, watching movies and having fun. Although her friends keep her up to date about what’s happening, Wendy feels left out. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 69


research summary


Through adolescence, young people want to take control and responsibility of situations they weren’t able to when they were still kids. So they take the opportunity to “Photoshop” themselves, presenting the perfect image to the public. PROS: Young people are learning how to present themselves in different contexts. For example, in order to get accepted into a job, one must present themselves in the best professional manner possible. CONS: Young people are worried about how they are perceived by their peers so they tend to hold back their thoughts and think over what they are going to say before actually saying it. However since their thought process takes time, young people often miss the opportunity to talk, causing them to keep to themselves when they are with others. In order for young people to communicate effectively with one another, they must recognize vulnerabilities amongst their selves and learn to deal with complex situations that occur in their everyday lives. By listening to each other, including to the boring bits, it’s when we stumble, or hesitate, or we lose our words that we reveal ourselves to each other.

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Conceptualization


youth engagement PHYSICALLY PRESENT

CONNECTED THRU SMARTPHONES

Meals Movies Shopping Exploration: hiking, festivals, events Sports Build/make things: bake cookies, assemble something Party Take/be in pictures/videos

Face-to-Face Chat Games Homework Achieve a common goal Shared experiences

Social media: communicate with others not nearby Connect with others far away Safety: can separate from friends Video chats Share pictures/videos


TP

N

Compact

Privacy

Easy to use

Entertainment

Independence

Personilization Responsibiliy

Multi-purpose

Refine verbal aptitude

Communication Fast & efficient

Access to information

LE

Simple

OP

AR

YO U

PE

SM

S NE

G

HO

Engage in physical activities

Conversation/Interaction Exploration Response gratification

On-the-go Info/updates Free software Data/WiFi replaces SMS

Shared experiences

Connect with family/ friends far away Create/maintain events Increase awareness

Share visual info

Identity

Share a common interest Gain influence SO

CI

AL

BO

ND

S

With all of the information gathered and analyzed, it was time to find a connection between young people, smartphones, and social bonds to direct the solution. It was a struggle because multiple 2-tiered venn diagrams were generated instantly but the 3-tierd venn diagram took great lengths, requiring deep thought.

WHAT DO THEY WANT?

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product assessment


Methodology In order to gain a better understanding of the popularity of particular social media applications, a brief product assessment was conducted. Due to limited time and resources, only 15 applications were assessed, half of which were social media applications. Since research findings revealed that youth were migrating away from social media and towards messaging and texting, the other half of the product assessment consisted of instant messaging applications. In addition, research was also conducted on several foreign applications that have caught wind in the United States and they include: Kaokao Talk (South Korea), WeChat (China), and Line (Japan).

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Pro’s Based on the assessment, there is evidence that applications attempting to address all categories of communication: visual, audio, and textural, etc. are slowly becoming obsolete. Young people are highly interested in social media applications that cater to a subset of services such as video-based or image-based services. With upcoming applications soley based on a subset of services, it gives the user a lot of room to customize and personalize what they are attempting to communicate. That includes having the power to choose a color theme for a personal profile and sketchng/drawing messages to post and send. Specific messaging applications also include their own set of emojis that can be downloaded for a small fee or free of charge and used between friends. Some emojis come in pictorals as well as animated .gifs, encompassing facial emotions not easily conveyed thru textual output. In one case, emojis aidded a couple by easing the communication gap through use of emojis during break-up.


Con’s It can be concluded that youth enjoy digital communication that does not leave behind a footprint, thus not affecting how others perceive them in the near future, unlike Facebook. Job and higher education recruiters are turning to social media sites as a method to screen and do background checks on potential candidates and this can pose as a threat to the recruitment system since social media users are being judge more so on what they post rather than what they are actually capable of. As mentioned, youth are attempting to put on different hats to present themselves in different contexts. Due to this dilemma, young people are moving away from social media and towards instant messaging systems since they can direct their communication with another person rather than a whole audience, making the experience more personal. In addition, with the constant flow of information, young people no longer want to know what is going on with everyone else. At first it may appear to be useful knowledge, however social media harbors lowered self-esteem among social media youth. Social Media such as Facebook creates a sense of jealousy between users whom are less fortunate and those more fortunate in result of image postings and updates. Although it may motivate the less fortunate youth to raise their personal standards in order to achieve a similar standing to another user, most of the time, they struggle to keep up standards and feel peer pressured into being someone else. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 79


Influence mapping


Influence mapping image boards were generated in order to get a better idea of which direction the possible solution should go. Since many high school students tend to get together after school or during a time not in class, we looked into things they do and places they go. The first consist of foods that high schoolers lean towards in terms of accessibility and price range. The second and third looks at places that high schoolers usually gather or possible places they can explore, aside from typically the mall or parks. And finally the last investigates different types of games since many high schoolers look at games as a method to escape from reality and if they weren’t going out, they’d probably be playing a game at home instead. Influence will be drawn from each image board to narrow the list of ideations into the top three concepts.

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Grab-A-Bite Food: Meals After 7-hour-back-to-back classes, teens like to grab a mid-day meal. often times the school food is not of interest to them. So instead, young people will head to local food joints for cheap a cheap and quick meal to fuel them through the rest of the day.

Food: Snacks An alternative to a full meal are snacks, which simply means: junkfood. Short of time, junkfood are the quick and dirty stomachfillers for many high school students.

Drinks & Beverages If they simply aren’t in the mood for eating, high schoolers may gather to grab a drink at the local drug store, juice bar, or food joint.


Exploration 1 Malls/Plazas If a school is located within travel distance to a mall or shopping plaza, high school students tend to spend their afternoon either having a meal, shop or just relax in peoplesurrounded setting.

Districts/Streets For those who prefer to be outdoors, high school students can explore potential new districts of streets that offer new things to see and do. Particular neighborhoods welcome people of all ages but aren’t necessarily known by everyone.

Recreation Stepping away from the usual joints, high school students can once in a while, visit recreational centers and enjoy a variety of different physical activities such as rockclimbing, bowling, ice skating, etc.

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Exploration 2 Educational/Museums Many museums in San Francisco offer student discounts and even free days for students. Not enough students take advantage of these opportunities because often times they feel that visiting such places are for “class field trips” only. They should become aware that they too, can visit these places with their friends.

Big Parks Instead of visiting the local playground, high school students can go the extra mile and check out all of the luxurous parks available to them in the city that offer beautiful views of the city.

Playgrounds Playgrounds are the typical go-to spot for many high schoolers since it’s not home but still somewhere within their “safety zone.” However, they are also a variety of playgrounds available to San Francisco residents including community gardens, trampoline parks, gymnasiums.


Games: Mobile/Console/Computer Single Player / Puzzles

Console Multi-Player / Action

Smartphone

Computer DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 85


INITIAL ideations • Informational graphic to be put up at a wireless vendor or store informing users on importance of active communication • Graphic to be put up at bus stops, restaurants, stores (or wherever people are frequently on their phones) • Series of bus advertisements that invoke thought • Board game that involves interaction and bonding • Sticker label on phone packaging • Smartphone game that involves interacting with incentives (involves imagery/videos) • Informational Pamphlets • Smartphone case design • Yet another social media app – but pushes for video chat (why else would there be a front-facing camera? It’s not only for selfies) • Graphic at a phone charging station

• Index cards – conversation starters • App – personal goals with communication • Create daily affirmations – to develop self esteem and reward yourself • Campaign – put your phone down for a day or a national dead zone day • Time tracker on smartphone – if a person does not engage in it for a certain amount of time, they can get a badge, or some incentive to show to other people (like sobriety badges) • People can still use their phones for everything else; just not as an excuse to avoid people • People can also use this to learn about how much time they spend on their devices • Public awareness video (1:00) – to broadcasted or viewed prior to a movie screening


• Book informing issues with overuse texting/social media

• T-Shirt design

• Interactive website

• Create an exhibit

• Create a class curriculum about smartphone use

• Create a skit

• Enforce education on smartphones and technology starting in middle school

• Wristband1 – alternative way to control smartphone without looking at it – less distractions

• App that shuts off all notifications when someone checks into a location and turns back on when they leave

• Wristband2 – connected to your smartphone, color changes according to what notifications you are receiving – do not have to constantly check your phone

• Not sure how this will work • Have users create a video about getting out and hanging with friends • Create a blog • Intervention program • Tech/Teen Magazine article addressing the issues with cover design

• Create a zine • App – create your own emojis – promote expression and fun to use • Quiz – how much do you really know about your friends? (In terms of physical appearances and social interaction) • Reward system • Discounts DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 87


concept 1 DISCOVER, LEARN & PLEDGE Description: Create a school pledge system for students to participate in order to reduce their use of smartphone technology for a period of time. This activity will take place during the school year over the course of about two months (1 month to promote, 1 month to execute) and is accompanied by a “National X Day” (Name TBA), a single day out of the whole year for everyone to participate in a similar event. The national day aims to have smartphone users put their phones down for a day and engage with others presently rather through means of digital communication. Purpose: Raise awareness among high school students about smartphone overuse by providing an incentive to partake in an activity, which may lead to long-term change of smartphone habits. Deliverables: Schedule of events and other things to anticipate for “National X Day,” accomplishment badges for pledge system. branding, SWAG for supporting the campaign: Pins, stickers, t-shirts, bookmarks.


Components

Design Process

1. School Pledge System - Elements of a game with prizes & rewards

1. Framework of pledge system

2. Sharpen verbal communication and interaction among youth – not limited to youth

2. Branding, schedule of events and activities for “National Dead Zone(X) Day”

3. Bring together adults and youth to address the issue

3. Development of printed material/atrifacts

4. “National Dead Zone Day” – name to be changed; last Saturday of April

4. Finalization

5. Promote healthy lifestyle outside of digital realm.

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concept 2 GET EMPOWERED & JOIN THE MOVEMENT DESCRIPTION: Create a campaign/movement for high school students through a series of marketing collateral using straight-forward imagery and simple text-based messages (others may join in as well). Some pieces may include data visualization, while others are either image or text based. We want to implement these campaigns where young smartphone users frequent most during their travels and since many high school students cannot obtain a license until they are 18, they either walk to/from school or take the bus as a means of travel (more normal for those in the lower-income brackets), this creates a great opportunity to strike. PURPOSE: Raise awareness among high school students about the implications of social media/texting overuse. Marketing material attempts to provoke thought and stimulate thinking. DELIVERABLES: Informational website with QR code, branding, printed materials (posters at bus stops, buses, school bulletin boards, billboards), artifacts supporting campaign: t-shirts, pins/stickers/buttons


Components

Design Process

1. Learn about the implications of smartphone social media overuse.

1. Sketches of printed material enviorment & informational website

2. Empower youth to put their smartphone devices down and engage in active conversations amongst each other about this issue.

2. Branding/comps of printed material 3. Development of supporting artifacts & revisions of printed materials 4. Finalization

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concept 3 RE-CONNECT & EXPLORE DESCRIPTION: Young smartphone users use this design to explore their city as an afterschool activity with their friends. The maximum duration of travel and activity should be no more than 3 hours (but not limited to) long so it does not intrude on curfews, dinner with family or homework in the evening. The design provides several “hot spots� in the city to visit once a week with a special group deal (and a minimum people in a group required) that is affordable to high school students. Travel instructions from school to the venue are provided. This is also a great way to meet new people (if your group is lacking a person or two to participate). PURPOSE: Gets youth together to participate in a single activity during after school hours in order to bond while learning more about their city and alternatives to their usual afterschool activities. DELIVERABLES: Application, branding, partnership window-sticker, Loyal Member Gift: photo album, SWAG: t-shirts (?), buttons/pins/stickers, notebooks, USBs.


Components

Design Process

1. Encourages verbal communication & interaction among peers

1. Flow Diagram / Framework of Design Functions

2. Encourages users to explore their city

2. Wireframe of UI (Sketches & Basics)

3. Elements of a game - levelup system with rewards

3. Branding Assets

4. Affordable

4. Comp Development

5. Users can meet new people thru this design

5. Prototype Software 6. User Experience & Documentation 7. Tangible Rewards & Gifts 8. Finalization

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5. SETTINGS REGISTER

LOGIN SPLASH SCREEN

Register via Email/Pw/Phone Number (is not and cannot connect to any other social media to prevent distractsions)

Confirmation sent

Once confirmed,

Via text/email

login to app

Logout Edit ACCOUNT SETTINGS

Change contact info Edit NOTIFICATION SETTINGS (Outside of app)

LOGIN

HOMESCREEN

MAIN MENU (Located at the top of the screen) - need to add 1 more to make even 8 icons

1. NOTIFICATIONS

Level Up Notice

Large image - “CONGRATS! You have leveled up!. You are now _________.”

Gifts From Friends

- The app, however, gives each user a “gr allowing them to use outside software on up to 3 times during the experience (max per session). Any usage of apps outside o will cause point deduction. So if users fee something, they can share their smartpho around (if there were 5 poeple, they can t smartphone a total of 15 times for a total this is more than enough distraction).

Unwrap a gift given by a friend, informs user what the gift is If tangible: informs it is currently being delivered; address must be entered by the giver If intangible such as a coupon: informs user of expiration dates and disclaimers

Last Group Image Taken is Shown Scroll down to see the weekly “Hot Spot” destination - Homescreen is also the “Travel/Explore” screen Messages Inbox

Friends

Short messages from friends (140 character limit/msg) possibly about new places to visit or where to meet nothing too in depth

A grid of user’s friend will come up for the user to view. An indiciation circle will be ontop of each image to indicate whether the user is online (on the app). The list will be filtered by who’s online and who the user frequently travels with. Select a friend, and they will be highlighted while background dims, showing the friend’s name and option to send a gift or send a message. This is just 1 of 2 ways to send a gift.

Find Friends

3. MAP

- Shows an interactive map of places traveled and displays geotagged images if location is selected - Also shows specfic icons of acomplishments/levelups/badges recieved from that location

Find friends via phone number or email (as mentioned before, this app will work primiarly with phone numbers and secondarily with emails and not other social media in order to work with those they interact with in person and not those they don’t ever talk to online as well as prevent distractions)

- Use of the app’s camera does not apply

- An exception will only be made for the te (up to 5 minutes per call) - not controlled but the app will track time and anything o cause point deduction. Send a Message: Once “Send Message” is selected, a text box will appear for the user to send. Messages are 140-char limit.

6. PHOTO/VIDEO GALLERY

View all images/video taken during experiences. The user may send images/video to friends via message or export(?) them to post to other apps

Enter phone number of friend and it will verify via text or phone call Enter email of friend and it will verify via email Once verified, friend will be added 7. TRAVEL/EXPLORE/ This screen will automatically be the HOME SCREEN homescreen. This is just an option in the case the user wants to navigate from another screen back to the “Travel” screen

Select “Details” for a summary screen of where the user went that day, pictures, discounts/deals given, who they were with as well as acomplishments/levelups/badges if applicable

Use the app’s camera to take pictures and record videos Camera has its own simple interface, basic image editing and filters

TRAVEL/EXPLORE

Each week, there will be 4-5 locations (pa city for users to explore. Select one locati the following: A large preview image of the destination

Brief description of destination, contact in location/hotness rating?)

Group deal currently being offered depen service/product

- The more places traveled, the more icons your maps

4. CAMERA (+10 PT)

Enter an emergency contact number; dur experience, all other notifications will be s duration of the experience (up to 2 hours) distractions.

- The app has built-in smart technology th a user “minimizes” the app or is running a on top of it and will deduct points from th frequently.

Info on new privilages, discounts, places to go as applicable

Swipe down to see a list of icons, select to go onto next screen

2. FRIENDS

Change profile image

Minimum people required to acquire the d

The app will always request to turn on location settings to geotag images, if user declines, all images will be generalized at the location that has been checked into

Images taken will automatically be geotagged if “Local Settings” is on or will be auto-tagged into the checked-in location.

Geo-tagging is helpful when images/video are taken during transit to location

User may also send picture/video to friends currently involved in their experiece. Inside the gallery, they can “Edit” their images or “Send to Friends.”

Camera also links to image/videos

“EDIT” - their image by cropping, adjusting color/brightlness and adding filters to their images.

One person from the group will then selec here!” Button to start selecting friends to

“SEND TO FRIENDS” - select the option and the friendslist will populate (similar to the Main Menu>Friends) with only the friends currently present. Select friends as needed, and friends will recieve the images/videos. Upon recieving, the video/images will also be tagged at the location. Saved images will also appear in the phone’s image gallery directory

8. PROFILE

This screen displays: ABOUT:

5. SETTINGS

Logout Edit ACCOUNT SETTINGS

- User profile image, their current “Title” or “Level” Change profile image Change contact info

Edit NOTIFICATION SETTINGS (Outside of app)

Enter an emergency contact number; during the experience, all other notifications will be shut off during the duration of the experience (up to 2 hours) to prevent distractions. - The app has built-in smart technology that can read when a user “minimizes” the app or is running another program on top of it and will deduct points from the user if done frequently.

Profile picture is for personalization purposes and identifying friends in the “Friends” screen; check-ins require a group photograph

- Experience bar to the next level - Current Points (can be used to purchase swag or acquire a ton to get a discount somewhere). - Achievemnet badges - Current discounts at locations

POINT / EXPERIIENCE SYSTEM

User will be rewarded experience point ba do and as it accumulates, the user can le used will not lower a user’s level. Howeve experience will decrease if they perform a “LOSE POINTS” criteria. Users CAN DE-L continues. Below is a critera of how point earned/lossed: EARN POINTS:

- The app, however, gives each user a “grace period,” allowing them to use outside software on their smartphone up to 3 times during the experience (maximum of 2 mins per session). Any usage of apps outside of the grace period will cause point deduction. So if users feel the need to use something, they can share their smartphones and pass it around (if there were 5 poeple, they can together use their smartphone a total of 15 times for a total of 30 minutes - so this is more than enough distraction).

- Group Photograph (for check-in) (+50 PT

- Use of the app’s camera does not apply to the above.

LOSE POINTS:

- Check-in (after verification) (+100 PT) - Take pictures (+10 PT) - Take Videos (+20 PT)

- Avoid “outside” activity (10 PT) x 5 (grac PT)


point - if they do not have enough people, they can meet new people at the location who are also in need of more people for the discount.

directory

There is only a minimum requirement, no maximum participants required. User may add friends anytime up until the check-in point.

Profile picture is for personalization purposes and identifying friends in the “Friends” screen; check-ins require a group photograph

ring the shut off during the ) to prevent

Friends added can also invite from their friendslist - same process as before

One person from the group will then select the “I wanna go here!” Button to start selecting friends to go with.

hat can read when another program he user if done

ent discounts at locations

artners) across the ox will appear andGo,” it will show gion ”Let’s off your e.” (User can

nfo, hours (and

nding on the

deal

PLAN THE TRIP

NOTIFICATION SHUT-OFF DIALOGUE BOX

Select friends from the friendlist and friends will also recieve a notification that they have been selected to go on the trip. Then select “Next” to go onto the next screen.

Here user will be prompt to enter the starting point. Then they can include/exclude travel methods. This includes: BART, MUNI Bus, MUNI Metro (JKLMNT), MUNI Streetcars).

“Let’s Go!” Button to start trip - a dialogue box will appear notifying user that, “IMPORTANT: By slecting ”Let’s Go,” this will start the “Adventure Timer,” shutting off your outside notifications. Press “OK” to continue.” (User can press “OK” or “Back”).

Whoever selects the friends first will send notifications, the others do not have to select a location - upon accepting the request, they will automatically recieve details.

race period,” n their smartphone ximum of 2 mins of the displays: grace period creen el the need to use T: ones and pass it together use their profile image, their current of “Level” 30 minutes - so or

rience bar to the next level y to the above. ent Points (can be used to function elephone ase swag or acquire a ton to get by the app itself ount somewhere). over 5 minutes will evemnet badges

SELECT FRIENDS

based on what they evel up. Points er, a user’s activities under the LEVEL if this ts are

PT)

ce period) = (+50

“OK” - Adventure timer begins and trip begins

User may take pictures/record video during transit with the app camera function. Phone calls are still allowed since some users may meet friends from different locations (5-minute limit before point deduction) Upon arrival at location, user may add friends/or new people they meet as necessary - once they are checked-in they may not add anyone anymore. Within a block of the location, a dialogue box will notify user of arrival and ask if they would like to “Check-In”

POINT / EXPERIIENCE SYSTEM User will be rewarded experience point based on what they do and as it accumulates, the user can level up. Points used will not lower a user’s level. However, a user’s experience will decrease if they perform activities under the “LOSE POINTS” criteria. Users CAN DE-LEVEL if this continues. Below is a critera of how points are earned/lossed:

CONFIRM FRIENDS BEFORE CHECK-IN DIALOGUE

“Let’s Go!” Button to start trip - a dialogue box will ap notifying user that, “IMPORTANT: By selecting “Check you will no longer be able to add friends to your trip. P “OK” to continue.” (User can press “OK” or “Back”).

EARN POINTS: - Group Photograph (for check-in) (+50 PT) - Check-in (after verification) (+100 PT) - Take pictures (+10 PT) - Take Videos (+20 PT) - Avoid “outside” activity (10 PT) x 5 (grace period) = (+50 PT) “BACK” - takes user back to trip planner LOSE POINTS: - Exceed “Outside” Activity Limit (–10 PT) per 2 minutes of usage. For example, if user spends 10 mins outside of activity on their smartphone texting or browsing the web after their grace period, 10mins ÷ 2mins = 5 x 10 PT = (–50 “OK” - Adventure User may take pictures/record video during transit with the PT) timer begins and trip begins app camera function. - Phone Calls exceed 5 minutes (–5 PT) per 2 minutes of Phone talk. For example, if user makes a 10 minute call, they will calls are still allowed since some users may meet friendsasfrom different locations (5-minute limit before point incur –13 PT (rounded up). Phone calls are not weighted deduction) heavilytoas other “outside” activity on trip a smartphone User not required add all friends going on the at this because the user is at least intertacting with another point - if they do not have enough people, they can meet Upon arrival at location, user may add friends/or new person on the other line. new people at the location who are also in need of more people they meet as necessary - once they are checked-in

people for the discount. Profile picture is for personalization purposes and they may not add anyone anymore. e picture (available in settings) friends in the “Friends” screen; check-ins require There is onlyidentifying a minimum requirement, no maximum Within a block of the location, a dialogue box will notify user act info (available in settings) group photograph participants arequired. of arrival and ask if they would like to “Check-In”

ct the “I wanna go go with.

Afterwards, the app will generate a route, with a map, and estimated time to the destination. If everything looks good to go, the user will select “Let’s Go!” Button.

“BACK” - takes user back to trip planner

User may add friends anytime up until the check-in point. Friends added can also invite from their friendslist - same process as before

CONFIRM FRIENDS BEFORE CHECK-IN DIALOGUE BOX “Let’s Go!” Button to start trip - a dialogue box will appear notifying user that, “IMPORTANT: By selecting “Check-In,” you will no longer be able to add friends to your trip. Press “OK” to continue.” (User can press “OK” or “Back”).

SELECT FRIENDS

PLAN THE TRIP

NOTIFICATION SHUT-OFF DIALOGUE BOX

Select friends from the friendlist and friends will also recieve a notification that they have been selected to go on the trip. Then select “Next” to go onto the next screen.

Here user will be prompt to enter the starting point. Then they can include/exclude travel methods. This includes: BART, MUNI Bus, MUNI Metro (JKLMNT), MUNI Streetcars).

“Let’s Go!” Button to start trip - a dialogue box will appear notifying user that, “IMPORTANT: By slecting ”Let’s Go,” this will start the “Adventure Timer,” shutting off your outside notifications. Press “OK” to continue.” (User can press “OK” or “Back”).

Whoever selects the friends first will send notifications, the others do not have to select a location - upon accepting the request, they will automatically recieve details.

Afterwards, the app will generate a route, with a map, and estimated time to the destination. If everything looks good to go, the user will select “Let’s Go!” Button.

“BACK” - takes user back to trip planner

“OK” - Next screen prompts user to take picture of group with app for verification and then user “BACK” - takes user backtotoshow trip planner recieves a verification code to cashier.

GROUP PHOTO (+50 PT) - gather all friends and take a group photo and confirm the photograph. Only requires at least 1 user to take picture, upon confirming, image will be sent to the rest of the group. VERIFICATION CODE - sent to all group members, but once it has been used at the cashier, other users are required to show their phones to the cashier who will confirm the number of guests and deal will be used.

TRANSACTION APPROVED (+100 PT) “You’ve made it! We hope you enjoy this week’s awesome experience - brought to you by _________(Sponsor if any).” User will be brought back to the destination’s information screen. This screen will now include images taken by the user as well as a large “CAMERA” button for everyone to use.

Images taken will automatically be geotagged if “Local Settings” is on or will be auto-tagged into the checked-in location.

PROTOTYPE & DESIGN “OK” - Adventure timer begins and trip begins

User may take pictures/record video during transit with the app camera function. Phone calls are still allowed since some users may meet friends from different locations (5-minute limit before point deduction)

Take pictures & record videos with the app camera Picture (+10 PT) Video (+20 PT)

Within a block of the location, a dialogue box will notify user of arrival and ask if they would like to “Check-In”

User may also send picture/video to friends currently involved in their experiece. Inside the gallery, they can “Edit” their images or “Send to Friends.” “EDIT” - their image by cropping, adjusting color/brightlness and adding filters to their images.

Upon arrival at location, user may add friends/or new people they meet as necessary - once they are checked-in they may not add anyone anymore.

CONFIRM FRIENDS BEFORE CHECK-IN DIALOGUE BOX

“Let’s Go!” Button to start trip - a dialogue box will appear notifying user that, “IMPORTANT: By selecting “Check-In,” you will no longer be able to add friends to your trip. Press “OK” to continue.” (User can press “OK” or “Back”).

“SEND TO FRIENDS” - select the option and the friendslist will populate the back Main to Menu>Friends) with only “BACK”(similar - takestouser the friends currently present. Select friends as needed, and trip planner friends will recieve the images/videos. Upon recieving, the video/images will also be tagged at the location. Saved images will also appear in the phone’s image gallery directory “OK” - Next screen prompts user to take picture of group with app for verification and then user recieves a verification code to show to cashier.

NOTIFICATION TIMER will continue to run until the 2 hours are up, and then the users will be granted back their usual notifications.

User experience lasts up to 3 hours long, but notification timer only lasts 2 in hopes that the user will get acquainted with the purpose of the app and learn from the app. Reasoning behind this allocated time was to not become intrusive to the user’s current lifestyle in the evening. For example, if the user has a curfew, must go home for dinner or homework - the app will allow time for that to happen. Also, in order to be safe, this app is for afterschool during daylight. so no activiites will be performed later than 7PM/


DESIGN PROCESS


PART 1: Software Application

PART 2: User Experience & Prototyping

1. Software Framework (4/7)

1. Seek Videographer, Photographer & Volunteers (4/7 - 4/28)

2. Software Point & Exploration System (4/7 - 4/21)

2. Devise a scenario to Prototype Experience (4/14)

3. Functional Specification Table (4/14)

3. Execute & Document Prototype Experience (5/3)

4. Wireframe of User Interface (4/14)

4. Video Edit & Finalize (5/12)

5. Branding: (4/14 - 4/21) Name (4/14)

PART 3: Recognition & Artifacts

Logo & Other Assets (4/21) 6. Comps of User Interface Wave 1 (4/21 - 4/28)

1. Loyal Member Gift: Tangible Photo Album (5/5 - 5/12)

7. Comps of User Interface Wave 2 (4/28 - 5/5)

2. Stickers: Tangible versions of achievements (5/12)

8. Implement into Invisionapp – Finalization (4/28 - 5/5) DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 97


REGISTER

LOGIN SPLASH SCREEN

LOGIN

Register via Email/Pw/Phone Number (is not and cannot connect to any other social media to prevent distractsions)

Confirmation sent

Once confirmed,

Via text/email

login to app

HOMESCREEN

MAIN MENU (Located at the top of the screen) - need to add 1 more to make even 8 icons

1. NOTIFICATIONS

Level Up Notice

Large image - “CONGRATS! You have leveled up!. You are now _________.” Info on new privilages, discounts, places to go as applicable

Swipe down to see a list of icons, select to go onto next screen Gifts From Friends

Unwrap a gift given by a friend, informs user what the gift is If tangible: informs it is currently being delivered; address must be entered by the giver If intangible such as a coupon: informs user of expiration dates and disclaimers

Last Group Image Taken is Shown Scroll down to see the weekly “Hot Spot” destination - Homescreen is also the “Travel/Explore” screen

2. FRIENDS

Messages Inbox

Short messages from friends (140 character limit/msg) possibly about new places to visit or where to meet nothing too in depth

Friends

A grid of user’s friend will come up for the user to view. An indiciation circle will be ontop of each image to indicate whether the user is online (on the app). The list will be filtered by who’s online and who the user frequently travels with. Select a friend, and they will be highlighted while background dims, showing the friend’s name and option to send a gift or send a message. This is just 1 of 2 ways to send a gift.

Find Friends

3. MAP

- Shows an interactive map of places traveled and displays geotagged images if location is selected - Also shows specfic icons of acomplishments/levelups/badges recieved from that location

Find friends via phone number or email (as mentioned before, this app will work primiarly with phone numbers and secondarily with emails and not other social media in order to work with those they interact with in person and not those they don’t ever talk to online as well as prevent distractions)

Send a Message: Once “Send Message” is selected, a text box will appear for the user to send. Messages are 140-char limit.

Enter phone number of friend and it will verify via text or phone call Enter email of friend and it will verify via email Once verified, friend will be added

Select “Details” for a summary screen of where the user went that day, pictures, discounts/deals given, who they were with as well as acomplishments/levelups/badges if applicable

- The more places traveled, the more icons your maps

4. CAMERA (+10 PT)

Use the app’s camera to take pictures and record videos Camera has its own simple interface, basic image editing and filters

CONCEPTUAL framework

Camera also links to image/videos

The app will always request to turn on location settings to geotag images, if user declines, all images will be generalized at the location that has been checked into

Images taken will automatically be geotagged if “Local Settings” is on or will be auto-tagged into the checked-in location.

Geo-tagging is helpful when images/video are taken during transit to location

User may also send picture/video to friends currently involved in their experiece. Inside the gallery, they can “Edit” their images or “Send to Friends.” “EDIT” - their image by cropping, adjusting color/brightlness and adding filters to their images. “SEND TO FRIENDS” - select the option and the friendslist will populate (similar to the Main Menu>Friends) with only the friends currently present. Select friends as needed, and friends will recieve the images/videos. Upon recieving, the video/images will also be tagged at the location. Saved images will also appear in the phone’s image gallery directory


With a grand idea in mind, but absolutely no knowledge as to how and where to start, an oversized conceptual framework was drafted in order to obtain a better understanding of how one function leads to the next. By starting off with the most basic, the login page and the main menu options, the entire software application began to unfold itself into something doable. With some guidance, it was decided that the conceptual framework diagram will break into three tiers: Primary Screens: Login, Main Menu: (1) Explore (Home Screen), (2) Bulletin, (3) Profile, (4) Friends, (5) Camera, (6) Gallery, (7) Settings, and (8) Logout Secondary Screens: Exploration Process: Picking a location, Picking friends, Route options, Adventure Timer, Check-In process, Point indicators Tetiary Screens: Notification Settings, Profile: (1) Experience, (2) Points, (3) Achievements, (4) Rewards Other/Misc SCreens: Bulletin items, Friends list, Gallery, Camera

DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 99


Initial functional spec. & WIRE FRAMES


Login & Main Menu 0

(2)

(3)

Feature

LOGIN

Display

Logo, Login ID, Login PW, Register/Forget Password

Description

Used to login to the software in order to use it

Notes

First screen when user opens the UI

Feature

MAIN MENU

Display

2x4 Grid of menu options (8) with icon and text beneath, Options are: (1)Travel (Home), (2)Bulletin, (3)Profile, (4) Friends, (5)Camera, (6)Gallery, (7)Settings, (8) Logout

Description

Main Menu will be on majority of screens. Aside from using the “Travel” option, the Main Menu will be minimized at the bottom of the screen and will expand when needed for additional options

Notes

User pulls up Main Menu bar for full menu options

1

(4)

(6)

(8) Screen 0

(5)

(7)

(9)

Since the listed items within the conceptual framework diagram were quite spawed out, functional specification tables were filled out to isolate each screen’s functions. Upon completing a table, a wireframe was drafted to match the specification table. The green numbers on the “Main Menu” will indicate the screen numbers, shown below each wireframe screen.

Screen 1 DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 101


Explore (Home) Feature

EXPLORE (HOME)

Display

(Very Top) Main Menu, (Top) Last group picture taken, (Middle & Scroll-Down) Weekly “Hot Spot” destinations (4-5) with deals to choose from & includes: Large preview of destination, very brief description, minimum people required for deal

Description

Each week, there will be 3-4 locations (partners) across the city for users to explore. Tap on the image to get access more information on the destination. The listed options will be sorted via “Nearby”

Notes

If user stays logged in, this will become the first screen when user opens the software

2A

The “Explore” function will be a primary component of the application software. Therefore, much of the focus will be geared towards navigating the user from the beginning screen(s) (“Explore”) towards the ending screen(s) (“Check-In”). Once the user decides on a location (2A), they tap on the image to view futher details (2B). If the destination is where they would like to go, they can then tap on “I Wanna Go Here!” to proceed with picking the friends they’d like to acompany them on the trip (2C). Screen 2A

Screen 2A


Destination Details & Selecting Friends

2B

Feature

DESTINATION DETAILS

Display

(Very Top) Go Back, (Top) Image of destination (1/3 of the screen), (Middle) Brief description, current deals/offers, minimum people required for deal, location, hours, contact info (Bottom) Button: “I wanna go here!”

Description

User reads about destination and determine if they want to go to the destination; if they do, they tap on the button: “I wanna go here!”

Notes

Only one user is required to tap “I wanna go here” and their friends can await invitation from main user. Anyone can become the main user, however if someone attempts to invite the main user who is currently planning, whoever accepts who first becomes the main user and upon confirming the invitation, a pop-up will notify user that their current plan will be discarded.

Feature

DESTINATION DETAILS: PICK FRIENDS

Display

(Grid) Friend’s List (Bottom) Back | Next

Description

User selects friends from their friend’s list and tap on “Next” to move on. If user selects “Cancel,” they will be re-directed to the previous screen.

Notes

User not required to add all friends going on the trip at this point - if they do not have enough people, they can meet new people at the location who are also in need of more people for the discount. There is only a minimum requirement, no maximum participants required. User may add friends anytime up until the check-in point. Whoever selects the friends first will send notifications, the others do not have to select a location - upon accepting the request, they will automatically recieve details. Friends added can also invite from their friendslist - same process as before

2C

Screen 2B

Screen 2C


Trip Planner Feature

TRIP/ROUTE PLANNER

Display

(Very Top) Main Menu, (Top) Text Box: “Starting Point” Transit Options (Checkboxes) (Bottom) Back | Get Directions

Description

User will be prompt to enter the starting point. Then they can include/exclude travel methods. This includes: BART, MUNI Bus, MUNI Metro (JKLMNT), MUNI Streetcars). Afterwards, the app will generate a route, with a map, and estimated time to the destination. If everything looks good to go, the user will select “Let’s Go!” Button.

Notes

User redirected to Google Maps for transit options since Google dominates satellite mapping.

2D

As a means of focusing on the design, the application will be utilizing already-installed programs, such as Google Maps for route planning (2D). Prior to starting the trip, the user will recieve an Adventure Timer warning, letting the user know that incoming notifications will be blocked until the timer runs out (2E). If the user feels comfortable to move forward, they can proceed to the next screen.

Screen 2D

Screen 2D


Adventure Timer Warning & Timer Feature

ADVENTURE TIMER DIALOGUE BOX

Display

(Pop-up) “IMPORTANT: By slecting ”Let’s Go,” this will start the “Adventure Timer,” shutting off your outside notifications. Press “OK” to continue.” (User can press “OK” or “Back”).

Description

“Back” takes user back to trip planner “OK” starts the firewall timer and trip begins Screen will switch to transit navigation and top of screen will have the timer on, the timer will also appear in the “HOME” screen

Notes

Very important feature - user can add an emergency contact to that can override the firewall feature in case of emergency (SETTINGS>NOTIFICATIONS)

Feature

ADVENTURE TIMER

Display

(90% of Screen) Large count-down timer (Bottom) Main Menu

Description

The Adventure Timer becomes the temporary homescreen until the timer runs out. Users will be limited to Camera/ Gallery options during this time.

Notes

Timer will adjust to time required depending on the different trips.

2E

2F

Screen 2E

Screen 2F-1 DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 105


Arrival & Check-In Process Feature

ADVENTURE TIMER: ARRIVAL POP-UP

Display

(Top) Popup “ Looks like you’ve arrived! Ready to check-in?” (90% of Screen) Large count-down timer (Bottom) Main Menu

Description

Once user exits the route navigation, they will be brought back to the Adventure Timer and if they are within a block of the location, a pop-up over the timer will appear prompting user to next steps.

Notes

User will tap on pop-up for next screen instructions.

Feature

GROUP PHOTO FOR CHECK-IN

Display

(Top) Large “+” for user to take a group photo (Middle) Add more friends to trip (Bottom) Confirm minimum people requirement

Description

GROUP PHOTO (+50 PT) - gather all friends and take a group photo and confirm the photograph. Only requires at least 1 user to take picture, upon confirming, image will be sent to the rest of the group.

Notes

Cashier will use group photo to confirm the number of guests/customers

2G

2H

When the user is within a block of the destination, a popup will appear alerting the user to check-in (2G). Once selected, the user will then be walked through a series of prompts to complete the check-in process with their travel companions (2H – 2K). Screen 2G

Screen 2H


Confirmation & Verification

2I

Feature

ARRIVAL: CHECK-IN

Display

(Pop-up) “IMPORTANT: By selecting “Check-In,” you will no longer be able to add friends to your trip. Press “OK” to continue.” (User can press “OK” or “Back”).

Description

Upon arrival at location, user may add friends/or new people they meet as necessary - once they are checkedin they may not add anyone anymore. Within a block of the location, a dialogue box will notify user of arrival and ask if they would like to “Check-In”

Notes

User must confirm friends before checking in otherwise those not checked-in will lose the offer. The host will be responsible for checking in, and upon check-in, friends will also be automatically checked-in

Feature

GROUP PHOTO + VERIFICATION CODE FOR VENDOR

Display

(Top) Group photo (Middle) Verification Code (Bottom) “Deal Claimed”

Description

VERIFICATION CODE - sent to all group members. Only one person is required to show the group photo and verification code to cashier. When “Deal Claimed” is tapped next, all members will receive the check-in.

Notes

Cashier will use group photo to confirm the number of guests/customers

2J

Screen 2I

Screen 2J DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 107


Check-In Complete Feature

TRANSACTION APPROVED

Display

(Pop-up) “You’ve made it! We hope you enjoy this week’s awesome experience, thank you for using EXPsf”

Description

TRANSACTION APPROVED (+100 PT) User will be brought back to the destination’s information screen. NOTIFICATION TIMER will continue to run until the 1.5-2 hours are up, and then the users will be granted back their usual notifications.

Notes

User experience lasts up to 1-3 hours long, but notification timer only lasts 1.5-2 in hopes that the user will get acquainted with the purpose of the app and learn from the app. Reasoning behind this allocated time was to not become intrusive to the user’s current lifestyle in the evening. For example, if the user has a curfew, must go home for dinner or homework - the app will allow time for that to happen. Also, in order to be safe, this app is for afterschool during daylight. so no activiites will be performed later than 7PM.

2K

Once the check-in is completed, the all participating members will be notified for an instant +150 PT earned; +50 from group photo and +100 from check-in (2K). The user can then return to the homescreen, which will still be the Adventure Timer until the timer runs out (2F-2). Once the timer runs out, a pop-up will appear notifying the user that their notifications will now turn back on (2L). Screen 2K

Screen 2F-2


Timer Expiration & Pop-Up

2L

Feature

TIMER EXPIRATION POP-UP

Display

(Pop-up) “‘Adventure Timer’ has expired. Your notifications will now be enabled again“

Description

When the Adventure Timer expires, the user will recieve a pop-up, informing them that notifications will be enabled and the original homescreen will return.

Notes

Depending on the destination the user chooses, the length of the timer will differ.

This concludes the walkthrough of how the “Explore” function works. The user may or may not still be at the destination when the Adventure Timer runs out, depending on how much time they decide to spend at the destination. The next couple of pages will give an overview of the other options available to the user.

Screen 2F-3

Screen 2L DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 109


Bulletin & Profile

3

Feature

BULLETIN

Display

(Listed) Level Up, Gifts from Friends, Messages from Friends, Friend Request (Bottom) Main Menu

Description

Tap on each bulletin item to be directed to approprate screen

Notes

Level Up is located within the Profile Screen Gifts from Friends is located in the Profile Screen Messages from Friends is located within Bulletin Screen

Feature

PROFILE

Display

(Very Top) Go Back (Top & Scroll-Down) Profile Image, Current Title, Currently Points (Button Beneath “Claim Prizes”), EXP Bar, Achievement Badges, Current Discounts Obtained (not used)

Description

Displays user’s personal information in regards to the software

Notes

Profile image will be 100% of the screen’s width, Current points are gained when EXP is gained (ie. Earn 1000 EXP points = earn 1000 points); using points does not decrease user’s level or current EXP

4

Screen 3

Screen 4


Friends

5A

Feature

FRIENDS (TAB 1)

Display

(Top) 2 Tabs: Friends | Find Friends (Grid) Icon of friends profile picture with small activity indicator (online/offline) at the bottom right of each image. (Bottom) Main Menu

Description

User can view and find friends within this screen and send messages/gifts

Notes

Friend’s list will be filtered first by who’s online and then alphabetically. Tap/Select a friend, the image will enlarge and highlight while background dims; friend’s name & title will appear on the image; 2 button options are presented below: (1) Send Message, or (2) Send Gift

Feature

FRIENDS: FIND FRIENDS (TAB 2)

Display

(Top) 2 Tabs: Friends | Find Friends 2 Text boxes to enter friend’s phone number (primary) or E-mail (secondary) (Bottom) Main Menu

Description

Software will locate friends based on phone numbers; if friend does not own a smartphone, they may use an E-mail as an alternative. Upon entering a phone number/Email, friend will receive a notification from user and confirm

Notes

Social media will not be an option to find friends; they will not be able to pick from a list of generated people they “might” know to prevent distractions.

5B

Screen 5A

Screen 5B DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 111


Camera & Gallery Feature

CAMERA (NOT SHOWN)

Display

Camera screen, Gallery (leads to app gallery)

Description

Brings up user’s standard phone application

Notes

When user links software to camera, camera will not affect “outside” usage. The software will always ask user if they’d like to turn on “Location Settings” for geotagging images if it’s not turned on. There will also be a box the user can check to stop the pop-up for future use.

Feature

GALLERY (TAB 1)

Display

(Top) 2 Tabs: Gallery | Gallery Map (Grid) Icon of pictures taken with the software (Bottom) Main Menu

Description

Tap on each image for enlarge view

Notes

Images may be edited with basic photo-enhancing features and filters

Feature

GALLERY: GALLERY MAP (TAB 1)

Display

(Top) 2 Tabs: Gallery | Gallery Map (Grid) Icon of pictures taken with the software (Bottom) Main Menu

Description

Shows a map of travels by the user with images that are geotagged; the more places traveled, the more it will be covered. If user turns on “Location Settings,” images will be geotagged at the location taken; if it is not on, images will populate on the destination location.

Notes

Tap on each image for enlarge view or watch video, upon selecting image, image also provides name of destination

6

7A

7B

Screen 7A

Screen 7B


Settings Feature

SETTINGS: NOTIFICATION FIREWALL (TAB 1)

Display

(Top) 2 Tabs: Notifications | Account Notifications > Enter Emergency Contact Number “[EXP]SF attempts to create stimulating social experiences outside of the digital realm and in order for that to work, we will raise a “Notification Firewall,” shutting off all of your smartphone’s notifications. We do allow an exception to this firewall in the case of an emergency so you won’t fall completely off the grid.” Account > Profile Image (Tap to change), Contact Info (Tap to edit) (Bottom) Main Menu

Description

Provides a brief description of what the notifications setting is; user will input an emergency contact number which can surpass the notification firewall (timer)

Notes

While planing the trip, user will be informed a long the way about this notification firewall timer

Feature

SETTINGS: ACCOUNT (TAB 2)

Display

(Top) 2 Tabs: Notifications | Account Account > Profile Image (Tap to change), Contact Info (Tap to edit) Notofications > Enter Emergency Contact Number (Bottom) Main Menu

Description

Tap on image or listed information to change

Notes

N/A

8A

8B

Screen 8A

Screen 8B DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 113


Name, color & Branding


Name: EXPsf Coming up with a name that encompasses the essence of what the solution should provide to its users is a difficult task. The name has to be short and concise so it can be easily pronouced, read, and spelled out. It should stand out from the rest of the names, yet can interpret its function within the name itself, and stand independent from its logo counterpart. Ideation went from thinking of acroymns to teenage slang, and even to general communication slang, and then back to the the initial slogan, “Re-Connect & Explore.” Since it was to start off as a localized software, “SF” would be included but could eventually drop once it gains popularity. Unfortunately, “ExploreSF” and “ExperienceSF” were already trademarked names but after speaking to a friend, within five minutes, EXPsf was born. The “EXP” was to encompass these three attributes within the software application:

Explore

Experience

Expand

Download the service

Put down the phone

Find new hangouts

Gather some friends

Get away from the masses

Find new places

Be present with those that are most important

Gain knowledge about about your city

Earn points, level up, and receive prizes

Enjoy the real world

Become independent travelers Be a wanderlust! DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 115


Colors

The branding color scheme consists of a primary color and a secondary complementary color that will pop and appeal to the teenage audience. The primary color originated as red but later changed to green as social norm defines green as being in the outdoors and exploring. The green must be bold and bright and youthful just like its users. The secondary color then becomes red; representing youthfulness and excitement. However this red has been desaturated slightly to represent the adolescence users, working towards becoming full-fledge adults. To create a balance between the two colors, greys are used. They are less absolute than black, offering room to improve and change. Occasionally, white is also introduced to offer beathing space. See appendix for prior colors used.

C=76 M=18 Y=81 K=3

C=73 M=66 Y=62 K=68

C=0 M=76 Y=51 K=0

C=50 M=42 Y=42 K=6

C=0 M=0 Y=0 K=0


Initial Logo Ideations

Originally the name, “EXPsf” appeared as “[EXP]SF” but since application names usually do not have brackets, they were taken out. The logo ideation began by dishing out all of the obvious ones, such as the first one shown above, utilizing only type. The design then took on a square simple square and circular shape, however, did not prove to have any significant meaning (above). Then the logo took on the shape of a map marker since the software application had to do with exploration and so various versions of marker-inspired logos were generated (below). As the design progressed, corners were rounded to soften the overall appearance (below). See appendix for additional development.

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final product



Mission & Description In an effort to have young smartphone users put their phones down and engage in real world social activities and conversations, a software application was introduced. By masking face-to-face communication and creating the illusion of smartphone engagement, this application promotes the idea of having shared experiences, thus generating conversation. Inspired by exploration software’s, this application is geared towards a younger audience as they are becoming just as technologically proficient as adults. EXPsf encourages youth collaboration while exploring their city and incorporates a gaming element in hopes to create a balance with technology use. Ideally, this application presents itself as an after-school activity for youth to take part in so the experiences will not occupy the evening hours for curfews, dinner and homework. In addition, the user has the option to participate as little as once a week to as much as all four days of the week in these experiences. The timeframe ranges from one hour up to three hours depending on how the user utilizes their experiences.

DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 121


final logo design


The the final logo during the initial logo ideation phase (pg. 117) utlized the city’s skyline, highlighting significant buildings and landmarks so it would be easily recognizable. However, the brand’s tagline was too small to read and due to the skyline’s complexity, the logo had to be simplified so it would capture all of the important elements when shrunk into a 144x144 icon. Taking a look back at previous designs, it was decided that the skyline would be removed, leaving an empty space for the text to enlarge itself and become legible. The tagline would then be moved from under the circle, where it was barely readable, to the top of the marker. The black platform was retained from the intial design to represent an abstraction of a map in perspective view, resulting in the final design (right).

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Primary Logo (To Be Used For All Assets Possible)

Color

1.5” Tall

1” Tall

0.5” Tall

1.5” Tall

1” Tall

0.5” Tall

Black/White


Secondary Logo (For Limited Space Use Only)

Color

1.5” Wide

1” Wide

1.5” Wide

1” Wide

0.5” Wide

Black/White

0.5” Wide DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 125


KEY FEATURES


Group Discounts for Students Every week, users are offered three to four locations with a minimum number of participants required for exploration, offering an incentive of group discounts. Since many high school students are not yet legal adults, they have insufficient income, time and resources, discouraging them from traveling far and exploring new places. By offering cheaper deals on goods and services, vendors can potentially gain longterm customers in the future.

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Adventure Timer Shuts off user notifications for duration of time to reduce distraction during experiences. Depending on the destination the user chooses, the timer amount will vary. Users may steer clear from their devices long enough for them to engage in meaningful conversations yet do not generate excessive stress by not having access to their device.


Level Up/Point System & Gifts/Rewards By engaging in “good behavior” or minimal use of their smartphone, users gain points and level up based on various activities performed with the application. Upon achieving specific levels, user gains access to titles, rewards, and can redeem (or gift) rewards with their points. Frequent users (6 months minimum) will receive a “Thank You” gift in the form of a photo album, influenced by yearbooks.

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application ui LINK TO APPLICATION UI: http://Invis.io/NZSRCJCE After jotting down the concept in the form of a conceptual framework diagram, then transferring that data into a functional specification table, and then drafting wireframe screens of the user interface to gain a better understanding of how the application navigates, it was finally time to add the visual components. The wireframe screens provided a foundation, which made the process of adding the visual components much easier than starting without anything. Along the way, the wireframes slowly shifted its appearance to work in conjunction with the visual elements ultimately produced 40 some odd screens, some with more variations than others. Upon completing the first wave of visual comps, these screens were uploaded into a prototyping software, Invision, to gain a better understanding of how the user navigates through the application, as well as to put the application into perspective in regards to the physical device. After a series of critiques and consultation, various screens were add/removed/changed to have better functions and aesthetics.


Navigating Through Invision Protototyping Software Founded in 2011, this relatively new protoyping software company allows users to quickly mock up and build interactive application prototypes. Because the software is still relatively new, it is constantly being updated with new addons, but are still missing some vital components such as downloading and screen call outs. The loading speed for the software to run will vary depending on Internet connection and speed. The prototype works on both computers and mobile devices so anyone from anywhere will be able to view the prototype and is guarenteed to never be deleted. The link to EXPsf’s application is: http://Invis.io/NZSRCJCE, which is also provided in the previous page. The next couple of pages will provide instructions for navigating through the EXPsf’s primary “Exlore” function. Users that are unsure of where the soft keys are may click/tap and hold the screen and the interface will then highlight interactive hot spots.

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1

2

Login & Explore (Homescreen) Let’s follow Jessylyn this time. She’s an avid user of EXPsf and on this week’s trip, she and two of her friends are planning to go grab some ice cream. Upon opening the application, she logs in and is directed straight to the application’s homescreen, Explore. Here on the homescreen, Jessylyn can do one of three things: 1 View this week’s adventures on the first tab, 2 View her last adventure on the second tab, and 3

3 Access the main menu at the bottom of the screen.

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Main Menu The Main Menu offers 8 locations, the user can access (left to right): 1

Explore: the application’s main homescreen

5

Camera: opens the device’s builtin camera application

2

Bulletin: view annoucements regarding level and achievement annoucements, gifts, friend requests, and messages

6

Gallery: view photos/videos taken and photo map

7

Setting: edit personal settings and notification settings for Adventure Timer

8

Logout: returns user to the login screen

3

4

Profile: the user’s information on their level, points earned, achievements and rewards Friends: view friends and send private messages


Starting an Adventure Each week, EXPsf will provide the user with three to four destinations with group deals for students, each indicating the minimum people and time requirement. The user may tap on each deal for further information about what the vendor offers, their location and hours of operations. A sorting option is also available for the user to sort by minimum people requirement or time requirement depending on the allotted time or people available. Since Jessylyn would like to grab some ice cream, she will select the first option, “Treat-A-Friend: Smitten Ice Cream.�

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BRANDON

3:17 PM

100%

PE

3

RED

E REQUI OPL

4 5 MIN S

TREAT-A-FRIEND

SMITTEN ICE CREAM EXPsf SPECIAL: TREAT-A-FRIEND

Buy two small ice creams and treat a friend to the third one for free! Afterwards, head up to Alamo Square for a spectacular view of the city while enjoying your one-of-a-kind ultra smoothe ice cream!

EST TIME REQUIRED: 45 MINUTES WHAT IS IT? WHO ARE THEY? LOCATION BUSINESS HOURS I WANNA GO HERE!

Destination Details Once an adventure has been selected, the user can view further details about the deal and additional vendor information in expandable/collapsable options provided. If the user would like to continue with their choice, they would then tap on “I Wanna Go Here!” to proceed to the next screen. Once this process starts, the application will lead the user from one screen to the next, allowing minimal confusion.


Selecting Friends Here, the user selects friends they would like to come along. Users that currently have the application up and running will be lit up with a small circular green icon indicating they are online, while those that are not available will be dimmed for ease of identification. If the user changes their mind, they can select “Back” and return to the “Destination Details” screen with vendor information. Once friends are selected, the user will be directed to the next screen by taping on “Next.” The user may select as many friends as they want to join them on their journey and can continue to do so up until prior to the check-in. So if the group is short a person, they can meet someone new at the destination and add them into their adventure to become apart of the group offer. Jesslyn will pick the first two friends on her friend’s list and proceed.

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Trip Planner / Routing Options EXPsf will open an existing application, such as Google Maps, to plan the trip for the user. To make things easier, it will request the user’s location for optimal accuracy.

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Adventure Timer Warning When the user has decided on a particular route, they will start the trip. But right before that, a pop-up will appear, warning the user about the “Adventure Timer,” which will shut off the user’s outside notifications, leaving the user with minimal distractions during their adventure. The user may proceed and start the timer or go back, leading them back to the “Destination Details” screen. The amount of time on the timer will vary depending on the destination, as some experiences may take longer than others. There is no incentive to whether or not the user starts the timer early or late. If they start it too early, they may want to contact others but will be unable to do so without the possibility of losing points. Start it too late and the timer may continue to run even though the adventure has ended.


Adventure Timer Immediately after the user agrees to proceed with the timer on, the “Adventure Timer” will appear, but will direct the user back to the Trip Planner. The “Adventure Timer” will become the temporary homescreen until the timer expires and during this time, only the homescreen (“Adventure Timer”) “Camera” and “Gallery” screens will be available to the user to prevent miscellaneous distractions.

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Check-In Process: Group Photo When the user is within a block of the destination, a popup will appear on the “Adventure Timer” screen, indicating the user to proceed with on-screen instructions for next steps. The first step in the check-in process requires the user to take a group photo with their friends. Only one person is required for this step; once the photo is taken, other members with the application will recieve the photo. This photo will be used by the vendor to verify the number of people claiming the deal. The user may continue to add friends up until this point to claim the group deal. The screen will confirm whether or not the minimum people requirement has been met and if it has, the user may tap on the “Check-In” option at the bottom of the screen. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 143



Confirmation & Verification A pop-up warning will appear, letting the user know they will not longer be able to add friends to their trip if they proceed. If everyone is accounted for, the next screen will provide a verification code for the vendor to use and a group photo to confirm the number of people. Once again, this process only requires one person to perform and once it’s done, the rest of the group members will receive the check-in. When everyone has ordered their goods, the vendor will tap on “Deal Claimed,” endabling the discount to be used.

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Transaction Approved! Once the vendor has cross-referenced and confirmed the amount of people indicated on the application with those present, they would then tap “Deal Claimed” leading the user to the final screen of the check-in process. The user and other members will receieve a notice indicating that they have earned +150 PT through the transaction process, +50 PT from taking a group photo and +100 PT from the actual check-in itself. The user can then tap on “Return Home” to go back to the temporary homescreen, “Adventure Timer.”

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Timer Theme & Expiration After the check-in process, the background of the “Adventure Timer” will change from San Francisco’s skyline to displaying notable landmarks within the particular neighborhood of check-in. Once the “Adventure Timer” expires, a pop-up will appear, informing the user of the conclusion of their adventure and points they have earned during their experience. The user will tap “Return to Homescreen” to return to the original homescreen, “Explore.” The next two pages will display additional screens.

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jessylyn

Notification & Personal Settings Within the Settings option under the “Notifications” tab, users can add an exception to their “Adventure Timer” so when the timer is running, they can still receive messages or calls from the particular number in case of an emergency. Under the “Account” tab, users can add an address to which rewards or gifts may be sent. EXPsf will not send any commercial mail.


Profile Under the “Profile” option, users can view their experience points and level, points earned for redeeming rewards, achievements and rewards available. The user profile will be included in the loalty photo album reward if the user meets that achievement. Profiles are not publicized to friends until the user reaches a certain level and indicates that they’d like it to be publicized to friends..

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POINT SYSTEM Users earn/lose points based on various activities performed with/ without their smartphones during each experience.

Each level requires a specified number of points to be earned and after completing a number of levels, the user may earn titles, granting:

Points earned will be used to redeem rewards/prizes in the form of tangible or soft goods. User may gift rewards to friends as well.

• Acomplishment badges (soft & tangible) • Singular discounts (no group required) • Photo album (Thank you gift for XX months of usage)

Points earned will contribute to the experience system. For example, if a user earns 100 PT from taking pictures, they will also earn 100 experience points to their level. Points earned will never exceed the amount of experience earned. When a user spends their points on rewards, this will not affect the experience system, therefore will not contribute to de-leveling.

User CAN de-level from losing too much points, incurring the following during the process: • Loss of spending points for redeeming rewards/prizes • Loss of titles acomplished • Loss of badges earned If points lost exceeds points available, user will incur negative points, which is required to be made up before reciving points again.


Earn Points

Lose Points

Group Photograph (prior to check-in): +50 PT. Upon arriving at destination, user selects “Check-In,” prompting the user to take a group photo with their friends. Once a photo is taken, users will automatically earn 50 PT each.

Exceed “Wandering” Limit: –10 PT per 2 minutes of activity. Each user is given 5 separate instances, 2 minutes each, to perform outside activity. User will not lose points if they keep within the boundaries. For example: 10 minutes of internet browsing after limit: 10 mins ÷ 2 mins = 5 x 10 PT = (–50 PT)

Check-In Completed (after verification): +100 PT. After a group photo has been taken, user will be sent a verification code for vendor to enter and confirm number of customers. After this step is completed, users will automatically earn 100 PT each. Take Photos Through Software: +10 PT per photo. Record Videos Through Software: +20 PT per video exceeding the length of 10 seconds.

Phone Calls Exceed 5 Minutes: –5 PT per 2 minutes of talk. Phone calls are not weighted as heavily as other “outside” activity on a smartphone because the user is at least intertacting with another person on the other line. For example: Exceed phone call limit of 5 minutes, by another 5 minutes: 5 mins ÷ 2 mins = 2.5 mins x 5 PT = (–13PT)

Avoid Conducting “Wandering:” +10 PT per session for 5 sessions given, up to +50 PT total. User will not lose points if they keep within the boundaries. If user doesn’t conduct “outside activities,” they earn points as an incentive for being present with their friends. DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 153


What is “Wandering?” It is when the user minimizes or runs another program on top of the software (and not through it) to surf online, text, use social media, etc. instead of being present with their friends during these exploration experiences. Each user is granted 5 separate instances, 2 minutes each, to perform outside activities. For example, if there is a group of 3 people, there is a combined total of 30 minutes (2 mins x 5 instances x 3 people) of “outside time” granted. If one user uses up all of their avilable instances, they can continue and lose points, or share a smartphone with their friend. But the point of it all is to get everyone to continue interacting with each other.


Achievements Users can earn two types of achievements based on various activities, standard or special. Standard achievements are viewable within the application while special achievements grant rewards and additional points. Below are some examples of achievements that can be earned:

Standard

Special

New Recruit

Banking

Sign up an account

Earned 25,000 PT; Recieve Sticker/Badge

One for the Road

Kris Kringle

Checked into your first destination

Gifted 10,000 PT worth of rewards to friends; Recieve Sticker/Badge, +800 PT

Icebreaker Traveled with 5 different people

Loyalty Pays

Observer

User for at least 6 months and achieved “Adventure� Tier; Receive photo album summary of adventures, +1,000 PT

Take 20 pictures

Navigator

...and more to come!

Hosted 5 Adventures DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 155



ranking system The ranking system is comprised of four tiers (“Traveler,” “Explorer,” “Adventurer,” and “Wanderlust”) and four sub-rankings (“Rookie,” “Admired,” Honorary,” and “Revered”) based on level. In order for the user to achieve the next tier, they must first reach all sub-rankings respectively. Upon achieving the next tier, the user must start from “Rookie” and re-earn their sub-ranking title. See below

TIER 1: Traveler • Rookie (Level 1-5)

TIER 3: Adventurer •

Rookie 41-45

• Admired 6-10

Admired 46-50

• Honorary 11-15

Honorary 51-55

Revered 16-20 – Sticker/Badge

TIER 2: Explorer • Rookie 21-25 • Admired 26-30 • Honorary 31-35 • Revered 36-40 – Sticker/Badge

Revered 56-60 – Sticker/Badge

TIER 4: Wanderlust •

Rookie 61-65

• Admired 66-70 • Honorary 71-75 •

Revered 76-80 – Sticker/Badge

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Loyalty Pays Users that have been an active member for at least 6 months with at least an “Adventure” tier will receive a complementary gift from EXPsf in the form of a photo album with a personalized “Thank you” message, highlighting the user’s past adventures. Inspired by yearbooks, the photo album is tangible, thus giving it more sentimental value than images on a screen. The dimensions of the photo album is petite, measuuring 5” wide by 3.5” tall, allowing it to be easily transported and takes up minimal space. In addition, the user also receives +1,000 PT.

3.5”

5”


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USER EXPERIENCE & DOCUMENTATION


Methodology In order to get a feel for how the application will apply itself in the real world, three people volunteered to partake in an experiemental adventure offered by EXPsf, in this case, to Smitten Ice Cream. The volunteers were required to learn and understand how EXPsf functioned and attempt to utilize it during the trip and attempt to stay away from their devices. The experience was then recorded and photographed, documenting how the entire process from start to finish. The next couple of pages are photograph stills from the experience. Photo credit: Dana Lui and Jessylyn Los Banos.

LINK TO VIDEO: https://vimeo.com/95634731

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Note: Video only viewable through PDF file. Visit https://vimeo.com/95634731 for online video.


VOLUNTEERS & DOCUMENTORS Volunteers (Left to Right):

Jessylyn Los Banos, Sophia Quang, Brandon Kwong, Justin Austria Pangilinan

Documentors (Left to Right): Silver Friedline (Videographer), Dana Lui (Photographer) DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 167


concluding remarks


Throughout this project, I learned that it was inevitable to get rid of technology because it has already become such as huge part of our world today. Technology has made communication accessible between those who are not physically with each other but at the same time, it has also hindered the way people communicate with each other. Rather than just talking to the person next to them, people would rather send a text to them. I do not wish to critize digital communication methods, however, I’d like people to recall how to interact with one another. Ideally, it would be best to teach children as young as five years of age how to balance digital and in-person communication but if that opportunity has been missed, the next stage would be during the teenage years, when young people are slowly separating themselves from their parents and caregivers. Allowing young people to go out and experience the world for themselves, yet remain within the safety of their friends, can increase one’s self confidence. Young people can spark more conversation through shared experiences and develop their own identity through it.

was a plus. Some would like this application to be implemented so they can use it against friends guilty of spending too much time on their smartphones. It would be a joy to see this product move onto the programming stages and ultimately go into beta testing so we can get an actual feel for the product rather than in its static state of imagery. Some weaknesses for this solution is the possibility of loopholes created by the users to take advantage of the system, rather than utilizing it for what it’s for. Originally, the solution was proposed for smartphone owners, however there is no system implemented for non-smartphone users so they currently do not have much incentive to go on these experiences. Habits are hard to change, so I do not expect people to suddenly drop their smartphones and start talking to each other one day. However, we can take baby steps. If people can have a healthier lifestyle by walking 30 minutes a day, why not put the phone down for one hour a day and hopefully improve verbal interaction and communication? Communication is key to all types of situations.

Through this experience, I have recieved relatively good feedback from the user groups and with those unfamilar to my project. In fact, some actually picked up the purpose of the solution quite fast, which DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 169



Appendix


gannt chart Problem Description

Research

Start Date

End Date

Hours

Description

Start Date

End Date

Problem Identification

1/24/2014

1/29/2014

7

Initial Research

1/24/2014

3/3/2014

Problem Statement

1/29/2014

4/2/2014

9

Pew Research

1/29/2014

3/3/2014

6

16

Sherry Turkle

1/29/2014

3/3/2014

10.5

Danah Boyd

2/27/2014

3/3/2014

5

Other

1/29/2014

3/3/2014

14.5

Value/Impact/Significance Statement

2/5/2014

2/10/2014

2

Project Scope

2/5/2014

2/10/2014

2

Total

General

Hours

Description

Start Date

End Date

Hours

Book Layout

3/26/2014

5/31/2014

69.5

Stakeholder Brainstorm

2/5/2014

3/17/2014

5

Gannt Chart

5/30/2014

5/31/2014

4.5

Research Methods

2/10/2014

2/17/2014

2

74

Surveys

2/14/2014

3/10/2014

Brainstorm

2/14/2014

2/15/2014

6

Critiques

2/17/2014

2/17/2014

1

Distribution

2/17/2014

3/10/2014

7

Data Analysis

2/24/2014

3/10/2014

9.5

2/20/2014

3/31/2014

Total

Interviews Kristen Pozzoboni

2/20/2014

2/20/2014

0.5

Dr. David Greenfield

2/21/2014

2/22/2014

4

Wendy & Fanny

2/27/2014

3/1/2014

6

Diary Studies

2/14/2014

3/31/2014

Distribution

2/14/2014

2/27/2014

1

Data Analysis

2/27/2014

3/31/2014

22.75

Personas & Scenarios

2/24/2014

2/24/2014

2

Research Summary

3/1/2014

3/3/2014

3.5

Research Insights & Discoveries

3/1/2014

3/3/2014

Total

3.5 113.75


Design Description

Design (Con’t) Start Date

End Date

Hours

Design Drivers

3/3/2014

3/10/2014

5

Design Research

3/3/2014

4/7/2014

Design Research

3/3/2014

3/29/2014

16.5

Venn Diagrams (3)

3/8/2014

3/8/2014

8

Product Assessment

3/13/2014

3/31/2014

Influence Mapping

3/28/2014

4/7/2014

Ideation Brainstorm

End Date

4/13/2014

5/19/2014

Hours

4/13/2014

5/3/2014

2.5

Brief for Videographer/Photographer/Volunteers

4/13/2014

4/13/2014

2

Seek Volunteers

4/19/2014

5/1/2014

1

6.5

Video Documentation

5/3/2014

5/3/2014

3

15.5

Video Editing

5/8/2014

5/11/2014

17.75

Gifts & Rewards

3/9/2014

4/7/2014

3/9/2014

3/17/2014

9

Concept 1: Discover, Learn & Pledge

4/4/2014

4/5/2014

2.5

Concept 2: Get Empowered & Join the Movement

4/4/2014

4/7/2014

2.5

Concept 3: Re-Connect & Explore; App. Framework

4/4/2014

4/7/2014

8

4/4/2014

5/3/2014

4/23/2014

5/7/2014

Loyalty Pays: Photo Album

5/10/2014

5/19/2014

10

Stickers & Badges

5/10/2014

5/19/2014

9.25

Poster Design

5/10/2014

5/19/2014

16

Final Product Presentation

5/10/2014

5/19/2014

Total

Functional Specification Table

4/10/2014

5/3/2014

6

Application Wireframe

4/10/2014

5/19/2014

10.25

Visual Comps

4/18/2014

5/19/2014

28.25

Point System

4/18/2014

5/12/2014

1.5

Invision Prototype

4/27/2014

5/3/2014

3.25

4/10/2014

5/12/2014

Visual Mood Board

4/17/2014

4/21/2014

2.75

Application Name

4/10/2014

4/21/2014

2

Logo Research & Design

4/10/2014

5/12/2014

2

User Icons

4/10/2014

5/12/2014

11

Branding: Name, Logo & Icons

Start Date

User Experience Trip Planning

Ideation

Application User Interface

Description

6 208

Grand Total

411.75 Hr

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problem statement evolution Initial Problem Statements:

Finalized Problem Statement

Teenagers growing up in metropolitan areas, depend on smartphone devices as an alternative to face-to-face communication, however electronic communication between parent and teen lacks emotional intimacy and authenticity.

Social media culture among young smartphone users in an urban setting handicaps their ability to verbally communicate and interact with other.

Smartphone adoption among teens living in an urban setting has increased significantly, yet rather than connecting with, it distances teens from their families due to a lack of intimate and authentic communication. Social media culture among young people in an urban setting handicaps their ability to speak with others. Social media culture among smartphone-using young people in an urban setting handicaps their ability to speak and interact with others.


interview sources Dr. David Greenfield Founder, The Center for Internet and Technology Addiction Assistant Clinical Professor of Psychiatry, University of Connecticut, School of Medicine.

Wendy Wong 16, Student, Thurgood Marshall Academic High School Interview: Thursday, Febuary 27, 2014 (10:50pm - 11:40pm)

Dara Meiser LCSW Psychiatric Social Worker Team II Castro Mission Health Center

Kristen Pozzoboni, Ph.D. Assistant Professor Department of Child and Adolescent Development San Francisco State University DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 175


survey questions 1. What is your age? a. 14 d. 17 b. 15 e. 18 c. 16 f. 18+

2. What is your gender? a. Male b. Female

3. Which of the following do you own? a. Basic/Regular phone b. Smartphone; since what year? c. I do not own a phone 4. What are the top 3 things you do on your smartphone? a. Phone calls i. Social media (Facebook, Twitter, b. Texting Instagram, etc.) c. Online chat j. Blogging (Blogger, Tumblr, etc.) d Watch videos k. Listen to music e. Record videos l. Check emails f. Video chat m. Read news g. Take pictures n. Other (please specify) h. Play games

5. Does you parent/guardian own a smartphone? If so, how many? a. Yes, b. No 6. On a typical day, how much time do you spend talking with your others face-to-face? 7. On a typical day, how much time do you spend talking to you others using a smartphone? (texting, calling, etc)


8. Please answer the following statements about your relationship 9. Please answer the following statements about your relationship with your smartphone: with others: Strongly Agree

Agree

Disgree

Strongly Disgree

Always

Communicating with someone over text or chat is easier than talking in-person

I like talking to people in-person

If given the choice, I would prefer to talk to someone via smartphone, than in person

I make eye contact when speaking with others

I spend more time on my smartphone than talking with friends/family when they are present I pretend to use my smartphone in order to avoid talking to others I am aware that I am spending too much time on my smartphone

Most of the Time

Sometimes

Rarely

Never

When talking to someone, I find myself using “like,” “um,” or “uh”

I put my smartphone down in to be more present with the people around me I talk to my parent/guardian on a regular basis about my day I feel like I can tell my parent/ guardian anything

I should be talking more with people in-person rather than over the phone It bothers me when others are on their smartphones while I am trying to talk I do not think I am spending enough time on my smartphone DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 177


Web sources Adams, Paul. “Think Outside In.” Think Outside In RSS. Web. “All smiles: 16 different ways to say cheese | Gallery | Glo.” Glo. Web. “App Icon Template.” App Icon Template. N.p., n.d. Web. Atlassian. “Communication Through the Ages.” Bilton, Nick. “Disruptions: Social Media Images Form a New Language Online.” Bits Disruptions Social Media Images Form a New Language Online Comments. New York Times, 30 June 2013. Web. Blair, Elizabeth. “Online, Researcher Says, Teens Do What They’ve Always Done.” NPR. NPR, 25 Feb. 2014. Web. Boyd, Danah. “danah boyd: It’s Complicated - The Social Lives Of Networked Teens.”

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Families.” Interview by Amanda McGowan & Kara Miller. Innovation Hub, 2009. Web. 12 Jul. 2013. Foer, Jonathan. “How Not to Be Alone.” The New York Times. The New York Times, 8 June 2013. Web. Gaines, Kendra. “20 beautifully designed smartphone apps.” Webdesigner Depot RSS. Webdesigner Depot RSS, 23 July 2013. Web. Gonchar, Michael. “Does Technology Make Us More Alone.” The Learning Network. NY Times, 4 Sept. 2013. Web. Gotto, Cassie. “Why do we love video games?.” VentureBeat. 16 Apr. 2013. Web. 21 May 2014. Gunther, Ph.D, Randi. “Bionic Teens Effective Communication Techniques.” Psychology Today. Psychology Today, 23 Oct. 2011. Web.


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special thanks Tommy Chu – Helper, User Experience Tera Freedman – Survey administrating assitance Silver Friedline – Videographer, User Experience Brandon Kwong – Volunteer, User Experience Martin Linder – Advisor, Research Overseer Jessylyn Los Banos – Volunteer, User Experience Dana Lui – Advisor, Event Planner, Photographer, User Experience Sophia Quang – Volunteer, User Experience Justin Pangilinan – Helper & Volunteer, User Experience Pino Trogu – Advisor, Visual Design Expert Fanny Wong – Interviewee

DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 183



Colophon Typefaces: Headers/Titles: DIN Engschrift Caps

ABCDEFGHIJKLMNOPQRSTUVWXYZ 0123456989(!@#$%^&*.,?:;““) Body: Helvetica Neue 45 Light ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz 0 1 2 3 4 5 6 9 8 9 ( ! @ # $ % ^ & * . , ? : ; “ “)

Colors: Green C=76 M=18 Y=81 K=3

Dark Grey C=73 M=66 Y=62 K=68

Red C=0 M=76 Y=51 K=0

Light Grey C=50 M=42 Y=42 K=6

White C=0 M=0 Y=0 K=0

Software:

Output:

Adobe: Acrobat, AfterEffects, InDesign, Illustrator, Photoshop, Premiere Pro; Microsoft: Word, Excel; Invision, Vimeo

Digtial: PDF Physical: Color laser print; screw-post binding

DAI 505: RESEARCH & DEVELOPMENT LABORTORY | 185




By Judy Chu, Graphic Designer Dai 505: Research & Development / Martin Linder Design & Industry / San Francisco State Univeristy / Spring 2014


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