Home, Team Profile, and Props screens from final prototype.

Project

A mobile application prototype that facilitates learning through gamification.

Sasquatch Cycles needed a mobile application to capture learning between user experience designers and bike technicians in the United States and Latvia. Using an iterative design process, this team project required a prototype that facilitates learning through gamification. 

  • Client: Sasquatch Cycles (fictitious company)

  • Project Type: Team Coursework

  • Team: Kaitlin Anelauskas, Kristin Burgh, Gita Ligure, Kevin Quinlin

  • Timeline: September - December 2013

  • Deliverables: Prototypes, Design Report, Presentation

  • Tools: Pen & paper, Axure

Process

Initial Scope. We created a fictitious bike company, Sasquatch Cycles, in order to provide a focus for our project. We documented the company's background, user analysis, task analysis, evaluation criteria, and scenarios. 

1st Prototype. Each team member sketched their own ideas on how to incorporate gamification. I included a mini-story in the home screen to encourage users to complete tasks in the application.

2nd Prototype. We re-scoped to focus on a single idea, the Tour de Innovation program. Capturing and sharing learning in the application was enhanced with a "Tour de France - like" competition. Then, we created a prototype using Axure.

3rd Prototype. We added visual graphics related to Tour de Innovation and refined functionality such as giving "props" and creating entries in Latvian.

Final Prototype. The team focused on using a crisper design to make the prototype mobile-friendly, such as larger icons. We broke down the sections of each screen to reduce the number of displayed elements.

1st Prototype: Sketch of a mini-story in home screen.

2nd Prototype: Initial layout of profile screen.

3rd Prototype: Bike related graphics in profile screen.

Final Prototype: Profile screen with larger icons and fewer elements.

Result

Report. We produced a design report documenting our iterative design process and presented our final prototype to the client. In addition, we presented our prototype to the New England chapter of the Human Factors and Ergonomics Society (HFES).

Lessons Learned. 

  • Try to "gamify" the activity, i.e. turn an innovation challenge into a friendly competition.

  • Document all design changes and additions as they are made.

  • Use an iterative design process to quickly gather feedback and make improvements.

Photo: Toronto Criterium by hyfen, used by CC BY 2.0 / Converted to grayscale from original


Related Projects