Interaction Design
Redesign of e-learning platform
After a heuristic evaluation of NTNUs current e-learning platform, a redesign was completed to focus on reducing cognitive load and increasing ease of submitting assignments among other things.
To begin this project, we started with a heuristic evaluation of NTNU’s current e-learning platform called Blackboard. We decided to focus on five of the ten 2014 revised version of Nielsen’s heuristics because we believed that those five were most applicable to the type of website we were evaluating. Each group member evaluated the website individually and then discussed. The five evaluations that were focused on were visibility of the system status, match between system and the real world, consistency and standards, flexibility and efficiency of use, and final recognition rather than recall. After the evaluation, we created a list of design suggestions to improve the current system. After this, we created user profiles and scenarios for a new e-learning platform. We started with personas and “mini-scenarios” that then took some of them and created full personas and scenarios.
After creating our personas and scenarios, we created a conceptual model to identify the most important system requirements according to our scenarios as well as the heuristic evaluation. The main scenario that we chose was handing in an assignment. After creating a conceptual model, we did rapid paper prototyping and created a wireframe. Our original paper prototype followed our main scenario and conceptual model and we conducted testing on it with 7 participants. We established questions that would be asked during the testing and gathered the results. Based on the feedback that we received, we continued with rapid prototyping and developed basic designs in Adobe XD. After that, we discussed what we had created and done in relation to the discussed revisions and created one final high fidelity prototype in Adobe XD. We conducted a usability test on this prototype using the “think aloud” method and a pilot test as well. Based on the final feedback, we created a to-do list of what would be done next and the most important things that were mentioned during testing.
https://xd.adobe.com/view/0cff4289-e36e-445b-9363-f905df72c1d7?hints=off
FamilyScale
Through research, personas, scenarios, collaborative workshops, prototyping, and testing, a medium fidelity prototype of a bathroom scale focused on families with growing children was created.
https://xd.adobe.com/view/cd279c8f-d879-4acf-4aa9-45c2fc5ff318-bb16/?fullscreen&hints=off
Drone Website
By conducting research, interviewing relevant potential customers, creating scenarios, card sorting, and wireframing, a website for drone enthusiasts, researchers and educators was created to find and share information, projects, and more.
https://www.figma.com/file/NpGmzCOeG19xXTJOAx0zqG/Drone-Website-1.2-Desktop
https://www.figma.com/file/JpxF7LdfDrgyo71EgL93bD/Drone-Website-1.2-Mobile
The Memory Tile Game
After a trip to an elderly care facility and field research, a memory tile game was created to get seniors moving, cognitively involved, and find a fun way to interact and play with young children and family members who come to visit.
https://www.youtube.com/watch?v=jipXfHMkyw0&feature=youtu.be
World Disease Simulator
In a multidisciplinary team of interaction designers and computer scientists, a prototype in Unreal Engine was created for a world disease simulator to show how diseases in history have spread and to show how vaccines and antibiotics help fight these diseases.