Goal Learning

[Oct. 2009]

In our Interaction Design Practice course, we were given a challenge to design a quiz system within two weeks, for the smart phone Palm Pre. With using this system, user would be able to answer questions as well as getting feedback.

 

Process

To approach the solution to this challenge, we started with researching on Palm Pre phone. While we were getting familiar with Palm Pre’s features, we were also becoming better aware of the design constraint on this platform. It is different from other platform such as a desktop, or even from other touchscreen smart phones such as iPhone because of its screen size and different default interactions. Taking this into consideration, we created personas to help us profile the user. After several times of ideation, sketching and researching on existing solutions, we decided to design an application for a typical Palm Pre user. This user would not take serious tests on a handy smart phone. Therefore, the application should be able to enhance the enjoyability of taking quiz, it should be simple, but fun. After we developed a design concept, we created low-fi prototypes using paper and cardboards. The prototype was used in usability tests. From those tests, we found some usability problems and created redesigns to tackle them.

Ideation

WhiteboardingPrototype

Red Dragon Team

 

 

 

 

Concept

In order to enhance the enjoyability of taking tests, our design concept utilizes a soccer metaphor. “Soccer balls” are answers, “kicking” is submitting answers and “goal” is the correctness. By flicking “soccer balls” up to the top of screen, the chosen answers were set to pre-submit status. User is able to “kick” those “soccer balls” toward the “goal” at anytime, by simply dragging a little kicker who represents the user to the chosen “soccer balls”. If the answers are correct, a cheering “Goal” animation and sound effect will be played to provide enjoyment to the user. If incorrect, user is able to resubmit or view the explanation at any time. This awarding system would reduce most frustration feeling a wrong answer could produce. The animations and gestures, on one hand, are used to offer user the authentic soccer experience, which increases the enjoyability of the application. On the other hand, they enhance the usability of the app on this particular platform because we adopted the pre-set Palm Pre animation effect and gesture. For example, “kicking” uses the same gesture and effect as “unlock” the Palm Pre phone, we were suggesting the same “activation” metaphor here. Therefore, the learning curve for an old Palm Pre user is low. They would immediately know how to use the app when they see it.

Question with Palm PreAnswer with Palm Pre

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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