Archives

BRIEF 5: DESIGN - Application Walkthrough Video

BRIEF 5: DESIGN - Application in Context












BRIEF 5: DESIGN - Final Application Screens










BRIEF 5: DEFINE - Visual Development


Central to the interface design will be use of the circles as this will enable to UI to be transferred and used with wearable devices. However within the development stage I explored how the circle could be visually used to represent the range of different data and features required for the app. I looked at line thickness, colour and segmentation to achieve the communication needs and for visual variation.















BRIEF 5: DEFINE - Wireframes


After defining the strategy for the concept of the app and what features need to be included. I produced a set of low-fi wireframes which displayed the content and functionality which needed to appear on each screen. Secondary to this I produce the workflow for the application which details how users will transition between different screens and features within the app.










BRIEF 5: DEFINE - User Persona's


Jennifer 
Jennifer is recently married and has moved into her first home with her husband. They’ve moved to a new area to start a family, and are egar to become part of the community. She earns an average salary and care about saving money in order to save money for a future baby.

Neil
Neil is the father and husband of a family of five. One of his sons is away at university and the other stills in school. Life is hectic organising the busy schedules of everyone in the house. Neil has a lot to pay for and wants to save money where he can but still live well.

Lucy
Lucy is a student studying away from home, she doesn’t have a job and the cost of going to university is higher than ever. Keeping bills at a minimum is key to living well as a student. She lives with five other people and are part of the existing community.

BRIEF 5: DISCOVER - Brainstorming Ideas

The concept that I have developed for the application is based around the idea that driving social change is effective when we are compared with those around us or our neighbours. Central to the application with be three views, an individual view, family view and street view. For each of these view users will be able to compare there energy use to other users. This is effective is driving change in users energy usage habits as, if they neighbours are being more energy efficient and saving money as a result they will want to do the same. Essentially the app is creating a gamification element to energy use and encouraging people to be competitive and as a result become more energy efficient.




BRIEF 5: DISCOVER - Research Overview

BRIEF 5: DISCOVER - Visual Research














 

Copyright 2011 All rights reserved