gobots - Frankly Nonsense
Transcription
gobots - Frankly Nonsense
GOBOTS: NURTURING CHILD HOOD DEVELOPMENT cas e s tudy #2 1 8 - 1 1 - 201 5 07954356705 [email protected] www.franklynonsense.com uk.linkedin.com/in/alexgreaves THE VIS IO N Enable children and parents alike to plan activities and nurture development through play. The amount of time that children are spending on mobile devices is increasing year on year. GoBots was created to help influence children’s behaviour through incentivising real world play and personal development by utilising their access to devices. The concept for GoBots emerged from personal insight that the two founding stakeholders had gained through their own children, how they spend their time, when with and without their parents’ company. It was felt that parents’ and their children would benefit from help planning activities and keeping themselves engaged in their progression. To validate their hypothesis the conversation was opened up to a network of parents. 02 GOBOTS MY I NVOLVEMENT I was tasked with establishing the strategy, user experience and all interface design elements. This included design, illustration and animation blueprints that would be used to brief in other designers and illustrators and also inform development of the application further downstream. Since joining the agency I had become heavily involved in all research and development projects and I was asked to see this project t h ro ug h f ro m a n ow n e rs h i p perspective. I reported directly to the stakeholders and involved other colleagues throughout. The project was handed over at the end of my time at Suburb and has since been developed and launched in the app store as an MVP. My upfront involvement outlines future features for the service from business and user perspectives. Tasks include : • Affinity Diagramming • Animation Planning • Brainstorming • Card sorting • Character Illustration • Competitor Analysis • Content • Guerilla testing • Heuristic analysis • Protoyping • Iconography • Journeys • Paper prototyping • Personas • Presenting • Research • Scenarios • Stakeholder Interviews • Storyboards • User Flows • UI Design GOBOTS 03 ENGAGI NG OUR AUDIENCE Third party research was undertaken on behavioural psychology in children and on games systems that could inspire a positive change in a child’s behaviour to benefit their learning. This research directed the decision to take a deeper look into virtual pets and the effects that a learning companion can have on a childs learning journey. “Children relate easily to pets and create strong affective bonds. (…) Based on artificial intelligence the pet can respond differently dependant on the level of nurturing or lack of care given by the child. (…) This is proven to result in a teaching stimulant to children.” - Virtual Pets: Interaction, Uses, Technology, Catrinel Maria Danauta In order to keep children engaged we looked at various game systems that could act as enablers for more long term, nurturing relationships between users and their virtual pets. In particular we chose to focus on using reward systems to form a learning scaffold and utilise a tiered levelling system, this would increase difficulty as the child and pet progressed. All of this would be based around their identity as a learner. Some thought was also established for monetising the service through tie ins with cultural hot spots and institutions. Allowing these venues to have a conversation with their visitors and rewarding the children for their enhanced engagement. Brand sponsored activities and challenges were also considered. 04 GOBOTS GOBOTS 05 T HE EXP E R IE NCE BALL GAMES SOLO KEEPY UPPYS CYCLING SMALL GROUP WA L LY WAT E R TEAM SKILLS DO … KEEPY UPPYS DO … KEEPY UPPYS WITH TWO FEET C R E AT E GOBOT We also considered best device for the minimal viable product based on publicly available data. It was felt that Apple products were best suited to the demographic and a decision was taken to develop the BRAINS READING & WRITING DRAW A … DOWNLOAD FROM APP STORE ONBOARD COUNT TO YOUR AGE PLACE READ YOUR FULL BOOK M AT H S READ THIS … n e Frustration YOUR BOOK TA K E A PHOTO OF YOUR FAVOURITE High READ … PAGES OF o Challenge Level Axis Z Our user’s possibly restricted access meant that engagement methods needed to be especially considered so that parents wouldn’t be bombarded with notifications outside of a child’s device time. AT H L E T I C S TELL ME w - Children and Parents: Media Use and Attitudes Report, Ofcom, October 2014 A mission system was designed around a levelling tree and flow theory to keep the user engaged. This would evolve based on the type of activities that the child enjoyed. This was supported by a rewards platform which would gift the child with new accessories for their Gobot or give them access to new missions and activities. ACTIVE lo “Children’s access to a tablet computer at home has increased from 51% to 71% for 5-15s since 2013.” MVP around the iPhone due to the nature of the type of application. It was important that this service was a non-disruptive extension to their lives and didn’t keep them ondevice. F The experience needed to be respectful of a number of use cases representing how children would interact with the service and that would also respect their access to devices. This access would depend a lot on the age of the child and whether they would use their own device or a parents. GAMES Boredom WRITE YOUR NAME WRITE WRITE ABOUT YO U R D AY ABOUT YOUR WEEK ABOUT YOUR FAVOURITE ANIMAL High Low Skills/Ability Level Axis COOKERY WRITE ABOUT YOUR FA M I LY CRAFTS WRITE A SHORT STORY WRITE A POEM WRITE ABOUT YOUR FRIENDS 06 GOBOTS GOBOTS 07 JOURNEYS From research with children using initial paper prototypes as a conversation point it was found that a heavy interface would be detrimental to achieving our vision. We decided to bring our virtual pet to the forefront of the experience and hang all complexities from him/her using a combination of natural language and simple navigation. All routes would begin and end with an interaction with the virtual pet. A number of journeys for each of the key features were sketched and validated using the target audience and stakeholders. By utilising a very lo-fi method we were able to very quickly iterate on ideas and flows. This enabled us to very quickly make changes to the journeys in line with the feedback received. The features considered at this stage didn’t all make it to the MVP due to time and budget constraints. These included: GeoLocation activities, sponsored activities, accessory trading, custom created a c t iv i t i e s a n d u s e r c r e a te d accessories. These features have been added to a backlog for the second release. GOBOTS 09 P ROTOTY PING FO R CHILDR E N Numerous paper and higher fidelity prototypes were created for user testing. It was quickly found that children struggled to comprehend traditional low fidelity wireframe prototypes so I made the decision to hand sketch the interface in order to make the prototype more playful for our audience. O n c e we h a d e s ta b l i s h e d a playful prototyping experience it became apparent that children especially enjoyed customising their character. Because of this insight I created a fully interactive customisable character in the 10 GOBOTS prototype which was a huge success with our test groups. We also found that children wanted to include their virtual pet in their photos and to have the ability to take a photo with their pet at any time. The ability to capture photos had initially been restricted as a method for completing and logging activities and so evolved to be an always-on activity in itself. Although we initially found it difficult to test prototypes with children this became a highly valuable activity once we changed our traditional approach. CHARACTER I L LUST R AT I O N The look and feel for the service was established after creating a number of mood boards and testing these on a group of potential users. It was established from this research that our target audience were particularly interesting in a combination of young and cute robots. I created a few illustration routes and returned to the user group to further refine how our characters would look. This process continued until we were happy with the feedback received. A flat style was decided on that hinged around a cut-out animation system that would allow for interchangeable parts on top of an animatable skeleton. This would give us the most flexibility in terms of expansion and also enable us to give expression to the character with the least associated development cost. This was became the brief for other illustrators to create an initial pool of custom parts that would be released with the MVP. GOBOTS 13 B RI NG I NG IT ALL TO G ETHE R The user interface was designed to complement the qualities of the illustrative style. All elements were created using block colours and in a flat style. The look and feel was influenced by other children’s applications on the app store and research done on mood boards created in the character illustration stage of the project. The content and language was designed to be friendly, personal and easy to understand. Most of the communication would take place via simple iconography to help with varying reading ages of the children using the application. The idea being that this, as with the complexity of adventures, would increase with the child’s progression. 14 GOBOTS This was the first larger scale research and development project a n d f i rs t n at ive a p p l icat io n at Suburb. Gobots went on to influence more expenditure in the R&D space as well as influencing the hire of an ios developer and illustrators. “I love playing with my GoBot. I gave him tentacles and yesterday we made a cake together.” - Emily, Age 6 Some of the decisions made during my involvement were removed when considering and releasing the minimal viable product on the app store. Even as an MVP it is receiving positive reviews from users and is currently in the next stage of development. T H AN K YOU FOR READI NG TO F I ND OU T M O R E P L E A SE G ET I N TOUC H 07954356705 [email protected] www.franklynonsense.com uk.linkedin.com/in/alexgreaves