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UI/UX - AT Mobile Kids

You are tasked with prototyping an extension for Auckland Transport's mobile app that encourages children to opt for public transport instead of a private car. The target age group is around 6 years of age and you are encouraged to draw upon your own childhood experiences to inform your approach to designing this app. You will decide on the features that are the most relevant and develop them through an iterative design process. Outputs from this exercise will be prototyped and submitted using an industry-standard application.

Step 0 - UNDERSTANDING THE BRIEF

Step 1 - MAP, VISUALISE & DECONSTRUCT

Step 2 - IDENTIFY GAPS IN KNOWLEDGE + PRIORITISE

Step 3 - MOCK-UP POTENTIAL SOLUTIONS

Step 4 - DECIDE ON THE BEST SOLUTION

Step 5 - BUILD A HIGH-FIDELITY PROTOTYPE

Step 6 - TEST WITH TARGET USERS

Step 7 - REFLECTION ON FEEDBACK AND COMMENTARY

Key themes of the feedback was that the app was easy to follow and understand how it is operated so that a 6 year old would be able to navigate it with ease. There was a positive response to the mini game feature but may have been good to flesh their prototypes out a bit more. The apps overall design had positive feedback but it may have been good to see a more colourful interface and fun icons to attract a younger audience.

 

To improve the current prototype I would include more colours into the interface of the app to make it more bright and appealing to 6 year olds. I would also add more frames to each of the mini games so that the user could see how they would work better. In the current prototype I haven't created 2 of the mini games that I intended to have on the app so I would also add those. To make the app more engaging and enticing for 6 year olds to use public transport I could also think of a way to better integrate a game element to the journeys themselves so that being on the journey rewards to user rather than the games simply being a distraction method.

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This sprint process allowed me the opportunity to really think about how a different user group would need to use an app compared to what I would need in a similar app. It got me to think through all of the different features that would make traveling on public transport easier for young kids and what would get them excited about it. 

The sprint also allowed me the chance to get familiar with the tools on Illustrator to design an attractive application.

The sprint really teaches you to focus on the most important aspects of the prototype to show the functionality without spending too much time perfecting everything about the app. 

Links

Figma Prototype

Miro Board

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© 2022 by Ariana Runciman.

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