Before creating the final design, it is important to get an understand of how we want our product to work, who is our target user base, in what circumstances will they be using it, and how we can best design it for optimal use. Before the final working prototype, we created a persona, a storyboard, a low fidelity prototype, and a physical prototype.
Our persona is a user that our team created in order to get a better understanding of how our product is best used by the target audience. As a group, we brainstormed and came up with a person as well as a few different scenarios in which they would get the best use of our solution.
Antoinette is our persona who just graduated first grade and speaks french at home while learning English in school. She loves books and baguettes! Her goal is to understand a story to its full extent and be able to recognize emotions though text such as humor, fear, and sadness. Right now, she mixes up her words sometimes in each language and other kids laugh at her when she does it. She hopes that with the help of Magic Story, she will be able to get help with getting a better understanding of the entire story.
For the storyboarding portion of our project, the team created a scenario where our persona was getting an AR/VR system for Christmas in order to get a better understanding of the Christmas story that her mother was reading to her in English on Christmas Eve right before bed.
On the night before Christmas, Antoinette was getting a story read to her by her mother in English. She was very excited as she had her hot chocolate and her teddy bear by the cozy fireplace.
After the story was read to her, Antoinette felt a sense of defeat since she did not understand a lot of what was going on. She got a general idea, but did not truly understand what was happening in the story to a full extent.
For Christmas, Antoinette received an AR/VR headset which was a pleasant surprise. She couldn't believe it and had been wanting one for a long time. She immediately downloaded MagicStory and couldn't wait to test it out on the same story that her mom read to her last night.
Once they got the application calibrated and running, she used it to have the story read to her out loud as well as to see the visual aspects of it. There was a huge difference and by hearing the voice inflections in the audio as well as seeing the characters animated above the book, she understood much more than she did yesterday.
The first prototype that we created were a few reality sketches about the layout of our program. Before we could begin to design it, we needed to get our ideas down on paper. Sketching also allows for complete freedom since we have the ability to draw whatever what we liked, wherever we liked with different colors and all.
The first sketch that we drew was from an outside perspective looking. From this perspective, we were able to draw in the user as well as the appropriate distances and heights of the characters above the pages.
The first person view helps us get perspective on what we want the user to see. They should see both the dentist and the crocodile talking and acting out the scene. Later, we implemented the ability for the user to be the crocodile or the dentist which gives the user three total perspectives to choose from.
Once the sketch was complete, we created a physical prototype to get a feel for the spacing that we would need for the project to work. We used play-doh and clay models to simulate the user and the characters.
In this photo, we are seeing the user with the headset on. The circle around them designates the safe area that they must stay in. They are seeing the book in front of them and the crocodile and the dentist animated and acting out the page in front of them.
In this view, an outside observer is seeing the user interact with the two characters and the book. This view was useful for our team in order for us to get an overall view of how the characters should look interacting with each other.