Newater - Enhancing user ex1 & 2

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newater VISITOR CENTRE

INTERACTIVE STUDIO : BEYOND SCREEN EXERCISE 1 & 2 NAME : LI LIN CATTLEYA B ADMIN NO : 1300702F CLASS : TD02


Newater Journey Map

Anticipate

Enter

Engage

Exit

Reflect

School

Wait

Tour

Wait

Bus

Excited for trip

Started photo taking

Watched a video

Bought snacks

Waited for further instructions

Chat with friends while waiting

Impressed with the koi pond

Curious on the gasp of amazement by other tour groups

Loitered around the playground ,after the tour as we’re waiting for the bus

Bus

Walk-in

Amazed by water entrance Explore the exhibition

Chat with friends while waiting

Read information of walls

Went to the non-crowded ones

Reminise about past visits

Spotted a vending machine

Interacted with exhibits

Was told that the place is near

Saw Newater advancements

Went to next section via a tunnel

Wondered which bottle we got in the past

Water glass floor

Informed that arrived too early

Guide explain how Newater is made (processes)

Played a team game

Watched a concluding video

Went up for tour

Filled in a digital survey

Collected brochures

Took a bottle of Newater

Shocked that there were many tour groups joining us

Tried some Newater Exited exhibition area

Too many people at the exhibition

Sat down on seats

Wanted more time to look at exhibits

Watched the kids played with the playground

Felt the ending was abit lacking

Walk to the bus

Chatted with friends on route back to school

Passed by koi pond again Entered the bus


User Experience

Psychology

Simple

Holes that urge users to look through the gap

Clear and simple picture instructions that only 4 children can participate

Control The display changes when user makes their choice/enquiry Made user feel in control with huge panel display


Improvements

Misleading

Just reading text

There’s a knob for turning but when tried, it served no purpose, would be better if it changes the image inside the holes like a sort of kaleidoscope.

No interactivity just reading, would be better if there made it like cupcoards. With questions on the outside and answers on the inside.

Not noticeable Hard to read or even notice! Had to look at it from afar to see the number displayed.


Problems A static message of saving water does not get through to people There were too many users during the tour (not everyone gets a turn to try all the events, time was also insufficient) Too much explaination, too little interaction causing low interest Has installations which served no meaning but only as aesthetic pieces. (thus not as memorable)


Purpose

Make the message of saving water more impactful.


User Interaction Message of saving water does not get through to people Make an interactive water bottle stand instead of static.

Have bottle greet guest when they approach it (flashes/says “Hi There!”)

Give a “Did you know?” fact (randomises everytime)

Quiz pops out, ask user if they want to take it.

- Qns 1. How long do you usually take to bathe? *IF NOT it will be on rest mode, flashing various important water messages during the tour


Rationale There are various exhibits inside which are static and does not garner attention. This shows that the exhibits can be dull and ineffective to users. To make exhibit seem more fun, “human� aspects like greeting the guest is inputted. A multi-player QnA session will commence to interact with guests in the form of edutainment to show them the importance of water, when users get answers correct or when they give an answer that utilises less water. Water will start filling the bottle, this lights up the lights which are touched by the water. Making the game seem more entertaining, with the different colored lights flashing as they pass a certain mark in the game.


Wireframe

Did you know that?

Voice, touch function can turn off/on

Take the quiz? Buttons

Yes

How long do you bathe? Options

No


User usage flow 1

Rest mode when no motion is sensed, various facts are listed

2

When motion or touch is sensed on screen, a voice will say the line displayed on it

3

A quiz is issued to the user, they make their decision by saying ‘yes’ or ‘no’

4

When they answer correctly, water will fill the bottom, lighting the 1st level.

5

When moving on to the next level, it congratulates the user and have cheers in the background, while it does a little “dance”

6

When they filled the entire bottle with water, they will be given a congratulatory gift


Super-imposed


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