Masters in Design IIT Kanpur
Application to enhance the experience of getting reminders
MOBILE APP DESIGN
Setting reminders for day-to-day tasks is quite a popular practice.
The aim of this app is to make reminders a little offbeat and fun, while they fulfil their original purpose of reminding info to user.
Also, mockery, when used effectively, can serve as a good motivator, while being mildly entertainting too.
PROCESS OF DESIGN
What kinds of tasks are kept as reminders?
Designing the task flow of application
Deciding the visual language of app
Other to-do applications in the app-market
What other methods of reminding are used other than phones?
RESEARCH
Studying ‘humour’ as a design element and it’s application in User Experience
DESIGN
Wireframes
Refining content of app to achieve the “nagging” appeal
PROTOTYPE & TEST
Testing done by sending screenshots of app via email as reminders to the user. The point of testing was to see if user was affected by content Made changes based on user-feedback and added minor details
TASK-FLOW, PERSONA, WIREFRAMES
SETTING ALARM
open app homepage
tap button for ‘alarm’
swipe for time details set repeats for week set tones & snooze
confirm
set
option making alarm calender to-do
SETTING TO-DO
open app homepage
Forgetful Farhaan - Absent-minded - Mildly tech-savvy - Relies on friend or family members to remind him very important tasks - Appreciates slapstick comedy - Is fond of quirky products
tap button for ‘calendar’
calender opens choose date set time details set tones & prereminders
confirm
set
FINAL DETAILS NAME
Nagging Nani
ICON
In Indian culture the maternal grandmother, politely called Nani, is seen as a figure of authority. In stories, she has many associations of being the perfect mix of strict and sweet.
- Set a one-off task, or repeat it daily, weekly or monthly. - Synchronised with birthdays from your Facebook and phone book, or add them manually. - Different nagging comment for each reminder, categorised in “mild”, “medium” and “high” priorities. - Choice of kind of voice for the ‘nagging’ eg. Punny Pappu, Danger Daddy etc.
COLOURS
#E67C5E #0C1E1B #50C1B7
#E64E48 #F7EE5D
FONTS
KabeL LT Std Light Roboto Regular Rockwell Regular
Snooze alert screenshot
Home page
To-do alert
FINAL DETAILS Content of the app plays a key role in the UX. Boring “okay” and “snooze” have been replaced by “cool!” and “shut up!” The intent is not to offend user, but to add fun to setting and receiving reminders.
To-do alert on smart watch
Game to teach International Sign Language to normal children
GAME DESIGN
So, while the deaf & mute population can understand words by reading lip movement when normal people speak, normal people do not understand sign language used by the deaf & mute people thus creating a major hastle during communication. In this design process I focused on the passive stakeholder i.e. the normal kids.
Mental Disability Others Mute
DISABLED POPULATION
Unable to walk
Deaf 93%
Blind
Need help while walking
As per statistics, the hearing and speech impaired population comprises of 7% of the total population in India.
7%
PROCESS OF DESIGN
RESEARCH
Observed the pattern of games like dumb-charas
Observing deaf & mute children at special school Diary study to map the daily life of a deaf & mute student
Interviews with staff at special schools (for deaf & mute children)
BRAINSTORM & IDEATE Using dance as a form of better, and fun, communication
Creating a game to help normal children understand sign language properly Gesture to speech signal tools
Educational game for the deaf & mute
GAME TYPE, PLAYER PERSONAS
PROTOTYPE & REFINE
Multi-player board game with a trasure-hunt plot to teach basic sentences in sign language
Multi-player card game to teach words from different categories, of sign language
Primary name: Bolti Bund (implying ‘keeping quite’ in Hindi) No. of players: 4+ (recommended 4-6) Ages: 8 years and above Language dependency: English (in future game may be written in local languages as well) Category: Children’s game | Educational game Mechanics: Hand movements
CHILDREN’S USER PERSONAS
CURIOUS MOHIT 9 yrs old
- Likes to explore topics that may not be related to academics - Is fond of fun ways of understanding new things - Spends 2-3 hours everyday playing in the evening with neighbourhood friends
HELPFUL NEHA 13 yrs old
- Notices underpreveidged kids on her way to school, and has sympathy - Wants to do social work and run an NGO when she grows up - Active member of activities at school that attempt to help the disabled
GAME RULES, DETAILS
COLOURS
#EE2F35 #5F3C97
#68C5E
#F1572E #ED186E #F2EA23
FONTS
Showcard gothic
- Purpose of game is to collect as many cards as possible, turn wise. - Every category has 5 cards each. Each card holds points (ranging from 5 to 10). - Collecting all cards of same category gives an additional 10 bonus points. - Each team has 1 TELLER and 1 GUESSER.
- ‘Teller’ picks out a card face-down, from the deck, and enacts its message to his/her partner (the ‘guesser’). The ‘guesser’ needs to guess the enacted sign, with the help of manual within 45 seconds. - If guessed correctly, the team gets to keep thecard. Else, card goes back to deck.
BRAND IDENTITY DESIGN
Identity design for a restaurant that serves everything ‘paan’ flavoured
Traditionally, in North India, paan is consumed as a delicacy with sweet ingredients wrapped in a betel leaf. Paanorama Restaurant takes India’s Banarasi paan to an all new level. With a country so fond of the sweet chews in a modest betel leaf, a paan-house seems like a must. At Paanorama everything, from ice cream to rice to paratha, savours the taste of gulkand and supari, prime contents of the savoured paan.
VITAL SPECS 2.45 x
x-proportions
Identity elements and colour pallete were inspired by the colours of a paan seller’s workstation on the streets, which include a maroon cloth with green leaves and other pan ingredients in small boxes.
7.5 x 2.47 x
x 3.9 x 3.9 x
x
COLOURS
0.9 x
#CA2028 #FFFFFF #73BF44
14.9 x
x
FONTS
LITHOS PRO
Lithos Pro
IDENTITY STANDARDS DOs
DONTs
PAANORAMA
PAANORAMA
PAANORAMA
PAANORAMA
PAANORAMA
The brand identity may be reproduced in grayscale or monochrome. The brand identity shall not be produced as skewed, rescaled without proportions, and identity elements shall not be rotated, jumbled or relocated.
PAANORAMA
PAANORAMA
PAANORAMA
WORK IN PROGRESS
Design to create a social-network, through a mobile interface platform for women to suggest and ask for clothing recomendations.
??? Despite the excessive shopping (whether it’s impulsive or essential buys)...
Reason #1 The possible outfit options in their closets remain unexplored
Women tend to feel that they do not have enough to wear. Reason #2 Women are clueless sometimes about what to pair with a certain garment
WORK IN PROGRESS Research and finding all possible data points required to make the most accurate recommendations when a woman shops*. CURRENT STATUS
FUTURE SCOPE
*Current count: 110 data points are needed to give a woman a dress she’ll love!
The solution may be used in future to cater to male wardrobes, if needed.
Implementing gamification as a design concept, to make the process of providing information and preferences in fashion, entertaining, effortless and promote user participation.
The concept may further be applied in areas of interior decorating, lifestyle etc.
WRITING
USER EXPERIENCE DESIGN
GRAPHIC DESIGN
bhasinmitali@gmail.com
DESIGN THINKING
RESEARCH