| Secondary Research
A couple essential questions critical to the purposeful and useful development of Mandorla were asked as a basis for preliminary research from published sources and studies.
| Secondary Research
Does there exist an opportunity gap for consumer/business need and value of this type of academic networking portal? Why is it relevant?
Today's generation of youth have decreasing social and emotional learnings and sensitivities due to the preponderance of digital screen time eclipsing real-life interactions.
▪ A recent UCLA study concluded that screen time decreased sensitivity to emotional cues in understanding the emotions of other people for developing youth. While multimedia based interactions do have their merits in some aspects of learning and development, it cannot be utilized as substitute for the tacit learning and interpersonal relational skills that derive from in person interactions.
(Source)Institutions of higher learning want their campus communities to thrive in academics and personal development but the lack of social/emotional interactions and learnings can thwart these progressions.
▪ A 2015 study reported a correlation between social and emotional learnings and increased cognitive processing, feelings of well-being as well as academic performance achievement scores by up to 11%.
(Source)The opportunity here lies in the utilization of these types of digital platforms to springboard real-life interactions to yield a holistic mixed reality campus experiences where digital as well as physical interactions are used in their most beneficial context for the growth and well-being of the userbase.
What avenues do universities utilize to facilitate campus community building, networking and inclusion?
Universities have their own internal student/faculty login portal which they utilize for messaging, announcements and other account administration purposes.
They also utilize official university created accounts on popular social media platforms or on campus traditional flyers. These external platforms are used for the sharing of experiences, information, networking, marketing and more.
▪ Popular social media platforms have become the default public square for information broadcasts however some critics would argue that universities are ceding too much of the original essence of their institution and moderation control of freedom of speech and information control over to the tech giants. A relevant quote in this regard states:
"But isn’t it time for institutions of higher education to reclaim the real estate that was once theirs and build their own digital platforms as sites of interactive learning and exploration, intellectual conviviality and scholarly engagement, creative expression and academic debate?...But colleges and universities should acknowledge their dependence on Facebook for archiving their intellectual and social life and instead encourage community on their own platforms."
(Source)▪ In 2020, Meta | Facebook launched a Meta | Facebook campus product exclusively for college students in efforts to foster a more insular and private space for user networking in the context of academia. However as of this writing, it is only available to about 30 institutions of higher learning in the United States.
(Source)How could Mandorla be implemented into an institution's digital ecosystem effectively?
Create a platform centered around what the user's already find to be fun and enjoyable digital experiences.
▪ A pew research study on gaming and university life found that almost 70% of college students in their survey reported regular active engagement with some form of electronic gaming media as a means of recreational work-life balance.
(Source)▪ 97% of college students habitually utilize social media although only 1% of them utilized these channels for academic engagements. 52% reported it adversely affecting their learning activities and 66% felt more drawn to social media than to academic related endeavors.
(Source)Understand immersive technology design typologies/frameworks and progressively incorporate useful functionalities into the system to serve the core needs of the user.
▪ Re-contextualize the campus into one of XR(cross reality) immersive potentials to be transformed into a playable landscape that is embedded and negotiated with technology with the ever becoming goal residing in the elevation of social capital currency in the establishment of human connections. Ask the important questions about what motivates people to participate in such a system, what is their process, and how can these smart environment social spatial attributes become a part of accessible, sustainable and valuable academic institutional futures?
(Source)▪ Explore usage of immersive information visualization formats to inform and engage users about campus community happenings. Here, I surveyed a research project called post AR that chronicled the placement of mixed reality event posters affixed to varying locales on a university campus. Through surveys, it was determined that most onlookers of traditional posters did not follow-up with visiting the links for more information about events detailed on these flyers. This opportunity gap gave birth to PostAR which essentially allows users to delve into more information about the subject of the poster in augmented reality without having to navigate to a site but instead being at the site of the poster! It utilized the design notion of progressive disclosure inclusive of a customizable UI and multimodal feedback for system input including sound, visuals and haptic feedback. It presented some interesting design patterns for AR HMDs and hand gestural input for further UX research and potential prototype implementation. It is relevant to Mandorla because it deals with the user's customized interactive placement of information and UI triggers to delve into layers of granularity similar to the immersive posts in the app being designed.
(Source)Make the platform indispensable by centralizing campus services and activities on the system while also featuring indexing and search in appealing information visualization formats.
▪ Essential needs for users of Mandorla would be features such as messaging, campus maps, wayfinding, institutional notifications and much more. Having all of these functions in one place along with the academic and social networking potentials of Mandorla via immersive interactions could potentially remove pain points in user adoption.
After surveying a few studies in relation to immersive technologies on university campuses, it lead to insights about the viability augmented reality media given the present smartphone/tablet paradigm as well as ideas upon how to implement immersive posts tied to geographical locations.
The first study dealt with wayfinding on school campuses, it was discovered that most of the students had not had experience with augmented reality besides brief instances of gaming and were a bit hesitant to partake. Yet, after trying out navigation with AR to find a certain building on campus, they found it to be an enjoyable experience that was substantially more helpful towards achieving their wayfinding end goals than simply a 2D map projection alone. It was also uncovered that some of the main barriers to the mass adoption of AR content is the lack of development platforms outside of gaming as well as the accessibility and human factors concerns such as holding up the smartphone in order to view virtually embedded content of the surroundings. This gives valuable information to be considered when performing a prioritization matrix for the Mandorla. It could be the case that the augmented reality function of this app will not be developed robustly until the ubiquitous availability and mass adoption of AR HMDs. Nevertheless it is useful for future developmental projections.
(Source)The next study was an AR tour experience research article which gave perspective into how a prebuilt augmented reality journey can be constructed with the utilization of GPS in tandem with computer vision feature point detection of certain elements in the tourist attraction vista. This gave insight on how to construct environmental UX with virtual contextual information tags in the form of multimedia on site in a format and subject vein other than entertainment gaming. Having this form of virtual information availability in situ leads to a more fluid, intuitive and naturalistic experience to enrich specific tourist experiences. This could in part be applicable to Mandorla because the app is a multifunctional smart campus platform that can be utilized to help orient participants of the university community to the campus in a curated fashion to help them achieve the end goals of networking, navigation or services discovery in the context of simulated and actual campus settings.
(Source)| Primary Research
Surveys as well as interviews were done to gain first hand insights into the behaviors, needs and desires of the targeted user base.
I sought to gain a better understanding of the university campus experience of work, study and interpersonal exchanges through the personalized lens of students and professors. In this empathizing stage of the design thinking process, I carried out informal interviews and an online survey in this regard which led to further knowledge about user needs, desires and service gaps that could potentially be fulfilled by Mandorla.
Behaviors to Investigate
▪ How do you usually keep yourself informed or find out about departmental, campus wide or even student body related events or opportunities?
▪ Does your field of study frequently involve collaborative work or multidisciplinary endeavors? If so, how often? If not, would it be beneficial to incorporate more of this?
▪What types of communication interactions do you engage in most with peers and professors, online or in person? Which do you favor and what qualities are important for you in each of these settings which contribute to your educational experience?
▪How often do you work, hangout, study or frequent public access spaces? What is the experience like for you interacting with others in these settings?
▪ Are study groups, sharing work and feedback from the university community important to you? Please explain your experience with this and how you continually achieve these goals?
▪ Have you utilized any mixed or augmented reality apps previously? What were your impressions and thoughts?
Findings/Insights
Students and faculty alike are aware of or at least have used once AR gaming ventures such as Pokémon Go or Harry Potter wizards unite.
Students discover university events mainly within the context of social media posts within shared academic groups of interest, online or offline peer to peer exchange followed up lastly by newsletters and checking the student web portal occasionally.
Study groups or collaborative work is mainly formed in the context of a physical classroom setting leaving missed opportunities for peer connections who might not be attending the same physical space or class scheduling slot.
Outside of courses, despite being on campus, or in a student body group, most students keep in touch with peers mainly through social media interactions.
Between classes, or on short breaks, most students make use of public access lounges, parks or dining to engage in work or pass time.
Most upperclassmen or graduate students expressed interest in increased opportunities for sharing work/feedback, mentorship or research study recruitment endeavors.
Here I identified products or services that I thought would be useful during this analysis phase. Some of them I would not consider competitors rather UX precedents.
| Market Analysis
Market analysis was conducted on these mobile or web apps in the subject vein of social and academic networking, geographical wayfinding, information visualization via simulations in a gaming scenario and even an instance of public access built environment augmented reality.
These portals surveyed were not in the strictest sense competitors rather precedents to be examined to synthesize a meaningfully useful system given the merging of select salient aspects of their function in relation to the design goals of this project.
Direct & Indirect Market Overview
Market analysis entailed the creation of a competitors chart to granularly flesh out offerings, strengths, weaknesses and advantages to derive unique value potentials for Mandorla.
Market Synthesis
As far as XR or cross reality goes, we are still in the relatively new and experimental phase for creating apps for everyday valuable and effective usage outside that of some published AR games or limited ecommerce platforms and corporate apps for internal usage such as those for varied types of machine technicians or military. These apps were selected on the basis of aiming to see the prototyping of these experiences and tools from multiple perspectives to derive a well considered holistic product with iterative potential in relevant veins.
It was insightful to observe how the SimCity franchise handled the information visualization and messaging of a complex city scape and this lead me to think about how these methods can be applied to the types of interfaces I aim to create for Mandorla to assist students and faculty with networking and information artefact discoverability. Rather than the architecture being solely 2D, 3D or AR, it can exist simultaneously in these forms with the user being able to travel into and out of these UI scale transitions depending on the best suited interaction affordances of the setting. For example, there could exist a university campus map similar to SimCity which could showcase micro animations as means of visual messaging of varying events taking place of school services such as a shuttle cycling through a road way. A user could tap on one of those map sections to gain more information or even interaction options with that person, place or thing.
Also another user could be walking along a path on campus and suddenly receive a notification that there are AR student or departmental body virtual postings in the vicinity to checkout and interact with if desired. In this way the interaction structure of Mandorla incorporates wayfinding, academic and interpersonal networking, immersive blogging or social sharing along with a healthy dose of gamifications features to spice up and incentivize the interaction landscape.
| Persona
After conducting user surveys, interviews and other background research, I developed a persona to enable the perspective of deeper empathy and insight into the proposed core user motivations and needs of this platform. I utilized something known as a role based persona for this project and also included the subject of spatial affordances. Designing for XR it best done when delving into a holistic view of the user's environmental context, emotions and triggers that invoke interactions and this was sought after here.
| Octalysis Framework
In efforts to promote user adoption and cultivate the user's sense of belonging within the platform, I envisioned usage of Mandorla through the Octalysis Gamification Framework. Games are something that people put effort to engage with because they are touching upon an individuals core drives and humans needs. This is yet another tool that I am utilizing in my UX arsenal to further empathize with the potential userbase of Mandorla.
Here, I utilized the 8 core drives of the Octalysis framework to define the types of user experiences that invoke black hat motives to draw people in initially and then white hat motives to encourage user retentions of the platform.
For example, the bottom half of the octagon represents black hat influences such as scarcity, avoidance and unpredictably which strongly tug upon many individual's emotional core to pique initial interest. In the case of Mandorla, I interpreted this as user's desire and curiosity to not miss out on opportunities in the form of fleeting time sensitive posts for real-life meetups that will vanish akin to snap-chats. After the user has been acculturated into the interactions of Mandorla, the user experience has been designed such that the motive for interaction will ultimately shift into the fulfillment of desires to engage with the peers of their campus community, feel like they are contributing to the collective through empowering interactions and system recognized accomplishments.
| Affinity Mapping
I created an affinity map as a means to categorize the informational insights culled from user discovery, institutional needs as well as market requirements. In this regard, I conducted a closed card sort session in which participants sorted subjects into predefined categories as seen below.
I considered all work role touchpoints when designating the fixed categories for this closed card sort. Logical categorizations from which to build a strong basis for the app were inclusive of student as well as university needs, proposed goals for campus growth along with app features and functions naturally deriving from business/user objectives.
| Prioritization Matrix
During the prototyping phase, I detailed how a future oriented immersive university campus app could potentially function across a range of input/output modalities. However, this prioritization matrix will shed key insights onto functions of the Mandorla that could be applicable within the present widely adopted technological infrastructure leaving the other proposed elements to reside within the domain of iterative extensible developments given their value and feasibility at some later point.
The essence of Mandorla is an interactive map visualization of university campus, people, places, services and activities. In 2D mode, it is comprised of a 3D isometric view of the campus map with nested animated visuals along with a user interface to access creation, search and browse functions amongst others. Tackling all of the development hurdles that come with making this large scale information visualization takes top priority and is absolutely essential to the basic premise of the app.
This is followed by other standard feature easy win developmental goals such as messaging, user profile, search and filtering. Development of the location based augmented reality as well as audio UI has been slated for potential future implementation due to perceived high time and development costs with little return as AR HMDs along with other dovetailing immersive peripherals are not mainstream yet on the consumer level which may make sustained viewing of AR visualizations with smartphone/tablets cumbersome from a human factors standpoint. Nevertheless, more user testing as well as industry wide hardware developments are necessary in order for these features to be implemented with high impact.
| Recommendations
Here, I synthesized findings and insights from user studies and market research through making the following recommendations for Mandorla.
Current Developments
▪ Design with a user centered focus to foster a campus based academic social networking and sharing capital, university services, department, locations and events information discoverability.
Utilize immersive experiences typology research as well as mixed reality design pattern language charts and precepts to inform the UX design processes of Mandorla.
▪ Focus upon accessibility and introducing a few core features of the product in a polished manner initially, then test and iterate
As of this writing, it is recommended for the MVP of Mandorla to include only a few of the most feasible proposed features which would be accessible on the average user’s smartphone or tablet.
This includes the interactive isometric campus map along with the legacy textual list view in addition to the top and bottom menus, the right side standard UI buttons for search, filter, activity broadcast layers and the post/routine creation widget. The reason for starting lean is two-fold.
Firstly, the present technological infrastructure of smartphones and tablets does not support the most optimal user experience viewing perspective especially from a human factors standpoint.
For example, posts that are made on the 2D campus map will also appear as animated holograms if a user walks by the locale where the media artifact has been designated on the virtual map. It would be quite cumbersome for the user to have to hold up the phone each time they passed by such a post and defeat the intended purpose of the UX. Instead, this feature would make sense if the majority of the campus body was outfitted with mixed reality/AR glasses where they could see and interact with these holograms naturalistically with gestures and voice UI.
The second reason for starting with limited features is to test out the platform with a wide body of user’s to analyze opportunities for development as well as pain points along with general user adoption and retention statistics. If positive signs of usage and growth are shown, it would then be ripe for iterations to gradually introduce the full scope of elements into Mandorla’s interface. This could include the audio, smart panels as well as AR UI for HMDs. Working in this manner would certainly help to reduce costs and mitigate risk when introducing this new vein of experience to the consumer market.
▪ Allow for the ability to set up notification routines, custom campus maps based on favorites, message, link, share as well as being able to configure a range of interaction or privacy settings.
▪ Set up the back end of Mandorla with an analytics dashboard for universities to utilize student/user activity data as a means of iterative cycle improvements.
This would aid in not only refining the functionality of the app but also to improving academic offerings, campus based services, developmental efforts as well as general programming for such institutions.
Future Developments
▪ Integrate voice as well as augmented reality and smart panels user experience design into the platform.
▪ Craft dynamic and engaging multi platform information visualizations and immersive blogging capabilities to generate a vast economy of interaction space that is accessible to users from a wide variety of temperaments, goals and backgrounds.
Also consider adding gamification features into the overall framework of the experience to provide interesting compositions for moments of delight. Utilize GPS along with AR HMD glasses feature point tracking recognition to enable guided campus tours, immersive student body blog postings in the form of custom POIs that vary in accordance to locale and set duration. Add voice UI for immersive audio as well as environmental smart panels in the user’s dwelling place for automated billboarding content.
| Information Architecture
I created an information architecture diagram to organize and map out a broad overview of all of Mandorla's core parent and child functions.
It should be noted that this map is consists of the full spectrum of elements that this app could embody, inclusive of the limited feature set proposed in the feature prioritization section as I aimed to provide a roadmap for future developments.
| User Flow
This user flow demonstrates three main interactions, two of which the user will habitually engage in. These include the login, search browse filter along with create and respond widgets.
As depicted above, as the user logs in for the first time, they will be taken through a brief onboarding sequence to explain the basic features of Mandorla. Secondly, I showcase the two main interaction potentials of browsing , creating as well as responding to immersive posts in the context of varying broadcast layer or subject based filtering parameters.
| User Experience Map
Here, I created an experience map to analyze the emotive touch points that a user may experience when interacting with Mandorla. As part of the user centered design process, it is important to empathize with users to gain useful perspectives which can inform iterative developments of the design process.
As the user journeys through each stage of app interactions, I generated a series of potential questions that may arise from the persona that I created for this product. The questions then gave rise to brainstormed opportunities that might alleviate some of these user pain-points or even create new features that were previously not recognized.
One notable insight that came up was the question of why users would want to utilize this application as opposed to their regular social media accounts. Another area for improvement was that the onboarding is a bit long and confusing as it left the user without much knowledge about how to interact with the interface so they had to do experimentation on their own. On the next iteration, these issues among other will be addressed.
| Style Guide
This style guide constitutes the 2D as well as 3D visual design elements utilized to build the Mandorla platform.
Logos
Main logo, app icon and logo without text
2D UI
Top and bottom main menus menus, filter, search, audio, and activity broadcast layers.
Fonts & Colors
Here are the chosen colors and fonts for this prototype demonstration however, these main colors will change in accordance with whatever the schools branding and mascot are.
3D UI
Displayed here is the mapping of the 2D UI of Mandorla to the left and right hands. On the left hand , the modality selector pops up and allows for selection between audio, AR glasses view, legacy list or world in miniature map view. On the right hand we have a menu that allow for the basic search create and filter functions. On the far right, I have included an additional screen shot of the visual design I created once the search button is invoked. I allows for voice as well as gesture keyboard input.
This is the detailed context menu that is invoked from the filter button press on the right hand menu.
This is the detailed context menu that is invoked from the filter button press on the right hand menu.
Designs of the hover scooter pop-up menu on the 3D world in miniature augmented reality map
Keyboard design for the holographic UI to be used if the voice commands are not activated.
| Wireframes
The wireframing for this immersive project is split into 3 main sections. This is inclusive of the sketching process along with 2D and 3D wireframing/prototyping developments.
Sketches
Interface
Utilizing all the preliminary investigations and insights garnered from the research phase of the project, here I began the design process of the main 2D interface. I aimed to get a basic idea of what the UI skeleton would look like as well as the main sections of app the user would interface with regularly. This includes activity broadcast layers, voice interface, login and desktop responsive mode.
These sketches illustrate in more granularity some possible variations of the audio UI and to the right, a basic dashboard for the backend of Mandorla that would be utilized by University staff for their developmental workings and initiatives.
Here, I drew out quickly a couple of scenarios and ideas I had on how to implement the AR glasses world in miniature interactions into the user experience. Specifically, in the top left corner, there is a small map of a university campus along with hands of a person that can adjust this holographic asset to initiate varying interactions of knowledge artifact discovery opportunities. The remainder of the rough sketches detail what would happen in the mixed reality interface view with an AR HMD if an element of the hologram is selected which corresponds to real-world activity broadcasts.
This 3 page series of sketches constitute the storyboarding process for the 2D onboarding animation screens that I created exclusively in adobe XD utilizing the auto-animate feature for the finished prototype.
I created different user journey scenarios that would demonstrate varying features of the app prototype and these text/sketches are show above. I thought about the types of services or activities that the average campus student would like to engage with on a frequent basis and I concentrated my development efforts on the end. Some examples include joining or creating impromptu of planned student meetings, things to do on campus, transportation, new/events, academic development opportunities. Click on the graphic above to see a more detail view of each of the sketches and brainstormed notes.
2D Development
Once the sketches were complete, I went into Adobe XD to build 2D prototype screens utilizing several different files for the varying user flows that would be demonstrated. The above screens shots include a small sampling of all the user interfaces created and this comprises slides for the onboarding, post creation, search, browse along with other interactive processes.
This screenshot is another example of the 2D user interface design that I utilized for the smart campus wall setup to be used with either environmental touch screens or as a virtual overlay in interiors through usage of Mixed Reality glasses.
Here are just a few of the interactions and micro-animations setup for the user interface elements composed during the design phase.
3D Development
In actual practice if Mandorla was published to campus communities for usage, a greater or majority percentage of the 3D assets such as buildings seen above will be generated procedurally in accordance to each unique campus layout.
However, for this prototype, I took the opportunity to model an actual city from scratch utilizing very simplistic low poly form models that I could create efficiently. Such is the case with the screenshots above. I set about this endeavor by studying a map of the campus buildings of my alma mater Drexel University and then basing some of the structures off of these plans. The overarching idea was to create a city with some present day modern and classic architecture along with futuristic buildings as seen below.
Pictured here are buildings that I modeled based on a few sketched concepts for futuristic structures that would be interspersed throughout the landscape of some of the more traditional structures created in the previous step.
These models comprise some more of the filler models I created to be utilized as tertiary elements through the smart city campus landscape.
These are low-poly tertiary foliage elements.
After the modeling process was complete, I then composed all the elements together into a final smart city campus landscape based upon a circuit board sketch conceived.
The next stage of the modeling process included creating the 3D widgets the the user could interface with if they were using hand gesturing within their holographic interface with Mixed Reality see-through glasses adorned. Above are two examples of gesture invoked menus for the Mandorla interface for the left and right hand. I paid special attention to maintain consistency of the the app buttons and interactions from the 2D screen based to the 3D holographic interface for ease of usage when switching between different mediums as need be.
This is the right hand menu with one of the filtering widgets expanded.
Here are a few of the models I created that comprise part of the 3D holographic map that are invoked based upon user interactions. These above are indications that appear when the user selects transportation activity broadcast layer and then filters for hover scooter personal transit devices. First the user will see the distance it is away from them both textually as well as spatial through glancing at the map. If they decide to book the scooter, then it gives them an arrival time limit before the reservation opens back up to other individuals of the campus community.
As a part of creating a 3D interface, I also 3D modeling icons for usage during the demos as seen above.
Within this mixed reality smart campus app/setting, I created the notion of immersive emojis. These are emojis that permeate across a a range of multimodal interactive experiences. This above represent basic icons that the user can select to enter into varying categories of these 3D Models/Animations/Sound scapes.
In accordance with the scenarios that I drafted during the sketching phase, I modeled these low-poly immersive emojis to demonstrate varying interactive processes such as study groups, activity partners and much more.
Above are a few more immersive emojis that I modeled for and app journey where the user creates an posts with the category focus on food meetups between classes.
A generic human avatar emoji was modeled to demonstrate varying types of activity broadcast posts made of the app for activity based calls to action.
Here is a screen shot inside of Autodesk Maya showcasing some of the surfacing work done for the primary secondary and tertiary modeled scene elements.
I utilized the MASH system in Maya to distribute the tertiary foliage elements throughout the course of several layers in the scene. I then then instanced all of this geometry in the master scene to cut down on renders times and for efficient scene navigation through the course of my prototype workings.
To create this smart city for usage in the Mandorla prototype, I first drew a sketch of a circuit board as seen on the middle top screen shot above.
I utilized this to position the models buildings, landscape as well as streets around during the final set dressing and composition process. I opted not to use a layered texture shader for the landscape preferring for a more low-fi stair-stepping approach with jagged geometry patch shader shift selections to mirror the overall low poly aesthetic of the scene.
Above illustrates the Maya scene with the rigged left hand holographic interface element that I created animation with utilized custom attributes along with set driven keys and basic keyframes.
This is the right hand holographic menu for Mandorla which is also rigged and contains around 45 or more custom attributes and animation with keyframes and set-driven animation.
In actual practice, the user will only see the gestures of their real-life hands when interactive with the mixed reality interface. However, for demonstration purpose in this prototype, I modeled and created a basic rig for a hand to showcase the interactive possibilities.
One of the user scenarios that I included in the prototype was a user searching for groups for pickup recreational sports. The above screenshot showcases one instance of all the animations that I creation for this particular filtering of Mandorla's activity broadcast layer with immersive emoji visible for quick visual/spatial scanning in information artifact discovery.
Interactive Implementation
Interface
Here are the chosen colors and fonts for this prototype demonstration however, these main colors will change in accordance with whatever the schools branding and mascot are.
| Usability Testing
The aim here was to test the user’s ease of access, level of comfort, emotion and overall value of the Mandorla campus networking portal.
First Impression Tests
Five- second as well as First Impression tests were conducted to test the app’s legibility, trustworthiness, emotional impact and general appeal. The app login as well as onboarding sequence and home screen UI were utilized for this testing.
The first notable insight reported was the user’s felt that the onboarding sequence of motion graphics was too lengthy as their attention wandered and they were left with an amorphous grasp of what the app actually does and further questions about why it would be useful to them.
Secondly, they appreciated the easy login sequence in which they could just enter in their university credentials as an entry way instead of creating a separate set of ids and passwords.
They found the visual design appealing as it reminded them of a video game and this stimulated their sense of play and exploration. They had a desire to explore more around the campus virtual map to see what more it had to offer. The users were already knowledgeable about some of the screen-based 2D interface icons as they have seen them in other apps. This includes profile, setting, search and filter buttons. This lead to a feeling of familiarity and comfort with parts of the user experience. However, it was noted that it might be beneficial to increase the contrast on these semi-translucent buttons for accessibility purposes as they appeared too washed out when moving to different positions on the interactive map.
Informal Benchmark Tests
Takeaways
Focus more on in-app learnings via tooltips and demonstrative contextual pop-ups for first time users as they explore the interface.
In doing so, also curtail the length of the onboarding informational motion graphics sequences which may challenge the user’s attention span and not cater to experimental learners.
Consider implementing more contrast to the visual design of the user interface buttons to make the system more legible.
In doing so, also curtail the length of the onboarding informational motion graphics sequences which may challenge the user’s attention span and not cater to experimental learners.
Include a global help icon on all app screens along with succinct useful tutorials or getting started guides in the user account settings menu.
All user work roles should be catered to in these guides, inclusive of university administrative staff who will primarily use the analytics dashboard as well as students and professors who will use the front end interface of the platform.
Users would like to see a system of XP or experience points assigned to each user with a range of incentives along with earnable badges to designate subject or theme-based activity achievements.
In doing so, also curtail the length of the onboarding informational motion graphics sequences which may challenge the user’s attention span and not cater to experimental learners.
Participants thought it would be useful to have a section in the app that presented users with daily, weekly or monthly highlights of events, study groups meeting topics or other trending activity broadcast themes on the campus map/landscape without necessarily having to explicitly search for these each time.
All user work roles should be catered to in these guides, inclusive of university administrative staff who will primarily use the analytics dashboard as well as students and professors who will use the front end interface of the platform.
Takeaways