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Design Notebook Entry for D8
During the lab, you were asked to sketch out personas and empathy maps for at least two different vulnerable population target user groups that your app can potentially help, and discuss how the app design and deployment strategy would differ for these groups compared to your current target users (i.e., those you have interviewed so far). Describe these vulnerable groups and how they might benefit. Include screenshots of personas and empathy maps.
You were also asked to consider different revenue models for your social venture. In the writeup, describe your three chosen revenue models, details on how you would launch your app under these revenue models, and the pros/cons of each revenue model for your
specific problem context. In addition, describe your team's discussion of the key questions in choosing revenue models: (1) What is your social mission and does your revenue model choices align with your social mission? (2) Who has the capability to pay? (3) What are the risks with your particular choices of revenue models? In what way might your revenue generation mechanisms erode your end users’ trust? How would you mitigate these risks?
PO1: User Interviews - Prototype Evaluation
As a team, find a user or two---
someone who is not a student in CS449/649 class---to interview. Follow the same ethics guidelines as the ones provided in
week 3, but
make sure that you are now using the consent forms for prototype evaluation, instead of the ones for informational interviews.
The interviews, from this point on, focus on hi-fi prototype evaluation. For this week, show the user your first draft of the hi-fidelity prototype design (which can be static and not yet interactive), and ask them for some feedback on the design and functionality of your app. For each interview, add a section to the design notebook to capture a summary of your findings.
T4: Team Reflections
In the writeup, write a paragraph describing (1) the most successful work practices of your team, (2) the challenges that your team faced in terms of communicating and coordinating with one another, (3) and what you would do differently if you were to restart the term. Be honest with your feedback to each other and use this as a learning opportunity.
P10: Prepare for Next Studio (Design Critique Session)
This week, continue to develop your high-fidelity prototype on Figma and start to embed interactions into the prototype (i.e., connect user actions to screen changes). Make your design as polished as possible for the design critique session, to be held during the next studio class. Consider using the following
Material Design and
iOS templates to help you with your design. For the design critique session, your high-fidelity prototype needs to be partially interactive (i.e., people should be able to click on the interface components and see screen/state changes). Each team must prepare a 10 minute presentation about the visual design of your features, and prepare/install their partially interactive prototype on a phone.
Important:
Download the Figma Mobile App onto your phone and try to open your Figma App on the phone before the design critique session. Here is some useful (but slightly outdated) instructions on how you can
share your Figma prototype with others.
How the Design Critique Session Works
During the design critique session, you will exchange critiques with other teams. The presenting team should give a 10 minute (sharp) presentation about the visual designs for their features and user flow using Figma displayed on a laptop/tablet, and also allow the critiquer to interact with the app on a phone (i.e., the app needs to be at least partially interactive). The presentation/interaction will be followed by a 5 minute critique discussion.
During the design critique session, each critiquer must fill in a
design critique form during class and leave the completed form with the presenting team. After session, all students will submit rating forms. Specifically, any student who has done the critiquing will need to individually submit a
presenter rating form. Each student must also individually submit a
critiquer rating form for each team that critiqued their team's design (even if they were not the presenters and did not interact with the critiquers directly), based on the design critique forms that their team received.